The tier 5 French premium SPG 105 LeFH18B2 was reworked when the artillery re-balanced occurred and was moved from tier 4 to tier 5. During this time period it was also removed from the in-game store and is no longer being sold aside from special events or in the gift shop at times. While the 105 LeFH18B2 did get bumped up a tier it is still an enjoyable artillery to play, granted it does have a few slight downsides like most premium tanks. The credit earning potential is not high considering it is a tier 5 premium tank, but it does make slightly more than a standard artillery at that tier.
This guide will break down the 105 LeFH18B2 into firepower, mobility, armor, miscellaneous attributes, and tactics to use. Starting off below is a video that outlines the positive/negative aspects of the 105 LeFH18B2 and also provides gameplay of it being played.
The 105 LeFH18B2 with 410 average damage for it’s HE round and 350 damage for it’s HEAT round does not have a huge damage per shot, but instead makes up for it with it’s great rate of fire. With a base rate of fire of 6.45 per minute the 105 LeFh18B2 can crank out shells at a “just right” speed allowing you to place shots where you want and to pin tanks down with many shells. The .74 accuracy is not great for a normal tank but overall for an artillery it is decent and allows you to hit the majority of your shots. The aim time at 5.1 seconds is not to shabby considering aside from the low damage per shot the gun for a premium artillery is flawless otherwise.
Having an ammunition set up of primarily HE and several HEAT rounds will give your flexibility to take some risks during a match with HEAT to inflict massive damage. Due to the decent accuracy and shell arc carrying HEAT is not that bad of an idea unlike with most artillery.
The 105 LeFH18B2 is built on the B2 heavy tank’s hull meaning that it has excellent armor for a tier 5 SPG. The listed vallues of 60mm/60mm/55mm for the hull armor allow you to shrug off some shells that are incoming. The main weakness of the armor is around the gun where the armor is much easier to penetrate, however most people assume you have no armor and won’t hit this area to begin with.
Mobility wise the 105 LeFH18B2 is a clunker in this category since it does not have speed, traverse speed, or a large enough engine to climb inclines well. For those artillery players how actually move out of the spawn (like you should) you will notice that the speed is severely lacking. While being slow isn’t a nail in the coffin for a SPG it does hamper the 105 LeFH18B2’s ability to prevent incoming tanks from flanking them as easily.
One important aspect of a SPG that is often overlooked is it’s shell arc. The 105 LeFH18B2 has a decent vertical shell arc(although it is lower than it was initially) which means you can hit tanks behind cover that other artillery pieces cannot. To go along with the the 105 LeFh18B2’s gun have very good gun elevation as well which allows it to pull up very close to cover and fire over it unlike most other artillery. The overall range of the shells is comparable to other tier 5 artillery and it can hit around 75% of the larger maps from the edge of the map. Considering the shell arc and other small aspects of the tank this range could easily have been lower which would make the tank much less fun to play.
Firing While Stationary: 1.61%
Firing While Moving: 0.81%
Aiming Circle Spread
After Shooting: 5.753
Turret(Gun) Traversing: 0.307
Turret(Gun) Traversing Full Speed: 6.75
While Moving: 0.23
Hull Moving Full Speed: 6.44
Hull Traversing: 0.23
Hull Traversing Full Speed: 5.06
Hard Ground: 1.247
Medium Ground: 1.342
Soft Ground: 2.014
Generally playing artillery is straight forward to most players and they simply move 20m from where they start and start firing away until they win or die. With any artillery you want to move and re-position as the battle unfolds and continue to move behind a well protect flank. Not only does this keep you safer but it also gives you better angles to fire on enemies. With the LeFH18B2 being sluggish and it’s reload being fast it makes doing this difficult without screwing up your damage potential. Make sure to move to a good location at the start of the match before enemies are spotted and then once your available shots dry up move another 100m or so.
Knowing when to use HE and when to use HEAT also is something that comes with trial and error. Typically with HEAT you want to make sure you are hitting the roof armor or rear of a tank and not it’s thick frontal armor or spaced armor(tracks). If a tank is facing sideways to you then HEAT is a terrible option as well as if you are shooting at a KV-1’s frontal armor with HEAT(close range). Typically HE will be your go-to round with HEAT being there for key moments when you have a great top-down shot on a stationary target.