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NOTE: This article is about the baseline AMV-7 Marshall IFV in ArmA 3. For its modular counterpart in the semi-official Western Sahara Creator DLC, see AMV-7 Marshall (Western Sahara).


Marshall
Arma3-render-marshal.png
Faction Icon-side-blufor.png NATO
Type Infantry Fighting Vehicle
Seats 11 seats:
  • 1× Driver
  • 1× Gunner
  • 1× Commander
  • 8× Passengers
Item capacity 3000 mass
Top speed 110 km/h on land
11 km/h in water
Fuel capacity 24 fuel units
Weight 23299.8 kg
Slingloadable No
Primary armament Main:
  • 1× Cannon 40 mm
Secondary armament Coaxial:
  • 1× Coaxial MG 7.62 mm

Defensive:

  • 1× Smoke Generator
Variants None
Games
Arma3.icon.png

The AMV-7 Marshall is a wheeled Infantry Fighting Vehicle used exclusively by NATO forces in ArmA 3.

Overview

  • Roles:
    • Troop transport
    • Fire support
« APC (Armored Personnel Carrier) vehicles are used to deploy soldiers and to exfiltrate them away from a battlezone. The AMV-7 Marshall has a mounted 40 mm CTWS cannon and a coaxial M200 light machine gun. The vehicle is designed to sustain damage from mines and to quickly get to a designated position even in rough terrain or over water.
Field Manual
»

Design

The Marshall is an 8x8 infantry fighting vehicle designed as a medium-lift personnel carrier for expeditionary warfare.

It can operate across a variety of environments ranging from land to sea, and can even be para-dropped from the air.

Armament
It is armed with a 40 mm cannon that is supplemented with a coaxial 7.62 mm medium machine gun. The gunner can load either anti-personnel or anti-vehicle ammunition for soft and armoured targets.

The standard loadout of the Marshall gives it 240 rounds of general-purpose round (GPR-T) explosive and 160 armour-piercing fin-stabilised discarding sabot (APFSDS-T) shells in total for the main gun.

Each munition type feeds from either 60-round or 40-round belts per "magazine" for GPR and APFSDS shells respectively. Meanwhile, the coaxial MMG comes pre-loaded with a single 200-round belt and has a further 7 belts left in reserve, providing a combined pool of 1,600 rounds.

Marshall IFVs double as fire support vehicles as well as armoured troop transports. This vehicle has been retrofitted with slat cages that enhance its resistance to HE munitions.

Features
The Marshall's armour can protect the crew and passengers from small arms fire and provide limited protection against explosives and land mines. Smoke generators atop the vehicle can also be used to deploy a thick cloud of smoke that obscures the vehicle from view.

Like most armoured ground vehicles, the Marshall is able to mount additional armour modules in the form of slat cages for protection against rocket-propelled grenades. Camouflage netting can also be applied to obscure the Marshall's thermal signature from infrared sensors.

Firepower-wise, the Marshall's 40 mm autocannon is generally sufficient against most armoured ground threats, low-flying helicopters, and even some Main Battle Tanks by scoring mobility kills on their engine. Furthermore, unlike its tracked APC counterpart, it is fully amphibious and is better equipped to provide suppressive fire whilst fording across water.

Although the Marshall's size and weight prevents it from being slingloadable even with heavy-lift helicopters, it can be ferried by Blackfish VTOLs for speedy air transportation like its tank destroyer equivalent. This provides mechanised infantry formations a significant advantage, as they need not drive slowly towards their AO and can simply be airlifted into battle.

Unable to retaliate against the barrage of ATGMs launched from beyond its reach, the crew of this Marshall could only take a gamble with their smoke dispensers and attempt to get closer. Needless to say, they won't be going anywhere now.

Drawbacks
However, it is the only IFV (other than the Mora) that lacks anti-tank missiles which severely hampers its utility and range. Because the autocannon retains an effective firing range of 1,500 metres (or potentially up to ~ 2,000 metres depending on the vehicle's current elevation), its tracked CSAT counterpart will always manage to get a lock-on first if both vehicles are within visual range of one another.

Most of all, CSAT crews need only switch to top-attack mode for their ATGMs and dash for cover once the lock has been acquired and a missile launched. The Marshall's crew on the other hand, must either remain in position and suppress or immediately take cover; they cannot do both tasks simultaneously due to the Marshall's lack of ATGMs.

Similarly, this also prevents Marshall crews from engaging MBTs from afar as they must always flank the opposing tank from behind to hit their exposed components. This is a tactic that is not always viable or even possible in most scenarios either due to unfavourable terrain or a lack of concealment.

Crew Capacity
The Marshall has a seating capacity of eleven personnel including the crew. The crew includes the driver, gunner and commander.

Camouflage

  • Sand: Standard pattern-less dark tan paint scheme used by all NATO ground vehicles and certain aircraft. This can be universally employed in all types of terrain, but is more suited to arid and forested environments. Any camo nets applied on the Marshall's hull or turret will use a two-tone desert camouflage pattern scheme.
  • Olive: Tropical olive green paint scheme. Only useful for jungle or woodland environments. Camo nets attached to the Marshall use a two-tone woodland camouflage pattern when this scheme is used.

Protection

The Marshall has a base armour value of 320. It uses Composite Armour plating and can optionally support addon Slat cages.

It cannot be fitted with Explosive Reactive Armour blocks/panels, but supports up to eleven individual slat cages which can shield either the entire hull or the turret (or both at the same time).

The following highlighted positions serve as weak points on the Marshall:

LEGEND
Green = Hull
Orange = Engine
Violet = Fuel tanks
Maroon = Turret
Gold = Autocannon barrel

Note that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. Any strikes on non-highlighted parts will cause little (if any) noticeable damage.


Hull

The hull can resist up to 512 points of damage. Will result in a catastrophic kill if its integrity is fully depleted.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the hull has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Hull Slat

Arma3-vehiclearmour-marshall-slathull.png

Slat cages reinforce and shield all sides of the hull (including the passenger compartment door). They can take up to 200 points of damage before they break.

The cages take 200% extra damage from high-explosive (HE) type munitions. If the cages break, they will no longer protect the hull and must be repaired; either by hand or with the help of logistics.

Engine

The engine can survive 240 points of damage.

Only 10% of incoming damage on the engine is transferred onto the Marshall's "health" pool. It has 50% resistance against explosive-type munitions. It will not cause a catastrophic kill by itself unless the Marshall is critically damaged.

If damaged: Reduces power output, acceleration both on land and in the water is decreased and it may become impossible to climb uphill.
If destroyed: Immobilises the Marshall. Can become trapped if it is floating above water at the time of its destruction.

Fuel tanks

The fuel tanks can resist up to 280 points of damage before failing.

At least 30% of incoming damage is always shared with the Marshall's main "health" pool. It has 40% resistance to explosive-type munitions. Destroying the fuel tanks will not cause a catastrophic kill unless the Marshall is critically damaged.

If damaged: Gradually leak fuel over time.
If destroyed: Causes them to rapidly lose their entire fuel capacity in just a few seconds.

Wheels

All eight wheels are able to resist 250 points of damage. They are susceptible to small arms fire and take 400% damage from HE-type damage. No amount of damage inflicted is transferred onto the Marshall's "health" pool, however.

Destroying all of the Marshall's wheels will be needed to immobilise it. Depending on which and how many are remaining, it is entirely possible for the Marshall to continue driving even with more than half of its tyres missing (assuming that the number of missing tyres on one side of the vehicle is not completely unbalanced by the other side).

Turret

The turret can resist up to 256 points worth of damage. No amount of damage incurred is transferred onto the Marshall's "health" pool.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the turret's armour has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Turret Slat

Arma3-vehiclearmour-marshall-slatturret.png

Slat cages surround both sides and rear of the turret (excluding the front). The cages are able to withstand up to 200 points of damage before they shatter.

Each of the cages take 200% additional damage from HE-type munitions. Upon destruction, they will no longer shield the turret and need to be manually reinstalled or with the aid of a logistical vehicle.

Autocannon barrel

The autocannon barrel can incur 192 points of damage before failing. No damage inflicted on this component is shared with the Marshall's main "health" pool.

Destroying this component will lock the barrel and prevent the gunner position from adjusting its elevation/depression. It should also be noted that unlike the turret, the barrel is only capable of reducing 60% of incoming damage from HE-type munitions (not 80% as the case with the turret).

Commander viewfinder

The commander's optics can only survive 160 points of damage. It is fully susceptible to all kinds of damage. No amount of damage inflicted will be shared with the Marshall's "health" pool, however.

Disabling this component will prevent the commander from being able to operate the viewfinder.

Components

NOTE: Cosmetic-only component modules with no gameplay effects are deliberately excluded from this section.

  • Slat Cage (Hull): Attaches slat cages around the entire hull; excluding the turret but including the rear passenger compartment hatch. Slat cages will protect the Marshall from non-AP munitions but can be destroyed after multiple hits.
  • Slat Cage (Turret): Identical to the Hull slat cages, but applied to the turret instead.
  • Camo Net (Hull): Drapes the entire hull with camouflage netting. Partially conceals covered sections from thermal sensors.
  • Camo Net (Turret): Identical to the Hull camouflage netting, but for the turret instead. Only some of the turret is concealed by netting, while the barrel and certain other components such as the commander's optics are left exposed.

Armament

NOTE: For specifics on the Cannon 40 mm's munitions, see its related section listed here.

The Marshall's gunner is the only crew member that has access to the vehicle's weapons in the form of the Cannon 40 mm and Coaxial MG 7.62 mm. For optics, they switch between three fields of view and can toggle either a day, night or green-/black-hot thermal vision modes:

Cannon 40 mm

Arma3-vehicleweapons-amv7marshall-cannon40mm.png

General-purpose 40 mm autocannon. Can load either HE or AP-type shells.

It has an effective firing range of 1,500 metres. The Cannon 40 mm can attain a fire rate of up to 200 rounds per minute. There is no delay for switching between the different rounds, but it takes 40 seconds to reload the "magazine" for each individual type.

Accuracy-wise, dispersion will differ depending on whether AP or HE rounds are being used; for AP rounds dispersion is set at 0.0009 rad, while for HE rounds it has increased spread with a dispersion value of 0.0015 rad instead.

The Fire Control System can automatically adjust zeroing on targets moving at speeds of up to ~ 110 km/h. There is a fixed delay of 1 second before the FCS can finish adjusting the zeroing. The gunner can also opt to manually zero, though it is only available in increments of 100 m that go up to a maximum of 3500 m.

Coaxial MG 7.62 mm

Arma3-vehicleweapons-amv7marshall-coaxialmg762mm.png

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
11.6 -0.001 860 20.64

Coaxial 7.62 mm medium machine gun.

It has an effective firing range of 300 metres up to a maximum of 1,200 metres. It has a fire rate of 800 RPM and takes 10 seconds to reload a fresh belt. The Coaxial MG always has a fixed dispersion of 0.0016 rad regardless of range.

The Coaxial MG's FCS can only zero against targets moving at speeds of up to ~110 km/h. It has an imposed delay of 1 second before it can finish adjustments.

FFV

Main article: Firing from vehicles (mechanic)#AMV-7 Marshall

Trivia

  • The Marshall is based on the real-world "Armored Modular Vehicle" designed by Patria of Finland.
    • Unlike Patria's AMV however, it bears a strong resemblance to the "Badger" IFV, a locally manufactured variant of the AMV designed by Denel SOC Ltd of South Africa. The Badger combines the AMV's chassis with that of Denel's Modular Combat Turret (MCT).
  • Assuming that the Marshall's moniker follows the American naming tradition for armoured vehicles, it is possible that its name came from General George C. Marshall of the U.S. Army.
The information below details unused, pre-release or removed content.
  • Unused Marshall renders: Mortar Carrier (left) and Medevac (right)

    Prior to the launch of the Alpha, screenshots featured a Mortar Carrier variant of the Marshall that was fitted with a 120 mm "NEMO" turret.
    • A separate, dedicated Medevac variant was also available and featured the ability to mount an RCWS turret.
    • Whilst the models themselves cannot be found in the game files, leftover textures, config references and portrait renders still exist for both variants (Texture names: portrait_amw_amos_ca.paa, portrait_amw_medevac_ca.paa).

Gallery

External links

See also

Vehicles of comparable role and configuration

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 VarsukT-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-nato.png NATO - Vehicles (ArmA 3)
Wheeled AMV-7 MarshallHEMTTHunterProwlerQuadbikeRhino MGS (UP) • UGV Stomper
Tracked CRV-6e BobcatED-1D Pelter (ED-1E Roller) • IFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 BlackfootAL-6 PelicanAR-2 DarterCH-67 HuronMH-9 HummingbirdMQ-12 FalconUH-80 Ghost Hawk
Fixed-wing A-164 WipeoutF/A-181 Black Wasp IIMQ-4A GreyhawkUCAV SentinelV-44X Blackfish
Aquatic Assault Boat (Rescue) • Speedboat MinigunSDV
(Parenthesis) denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
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