105mm howitzer

WWII Online Handbook · Artillery

This chapter explains the operation of the 105mm towed howitzers in WWII Online with an emphasis on the German one leFH 18/40 10.5 cm. It covers firing position, gun HUD, crew positions, zeroing in, forward observer, ammunition, elevation changes, fire correction and battery fire.

Key message

The 105mm howitzer is not a front-line gun. It is most effective from a prepared, covered position in the hinterland. Their effect comes from range (10,675km), markings, clean alignment, pitch/roll control and cooperation with a forward observer.

Playable 105mm howitzers

fractiongunNotice
GermanyleFH 18/40 10.5 cmLong-range axis howitzer
USAM2A1 105mmAllied variant
Great BritainM2A1 105mmAllied variant
FranceM2A1 105mmAllied variant

Basic data of the German leFH 18/40

typeFire support
Armament105mm grenade
Muzzle velocity470 m/s
Maximum range10,675km
crew3 positions
Train classDifficult

1. Abandonment of the 105 mm howitzer

The 105 mm howitzer is an indirect support tool. It bombards target areas, streets, intersections, forward bases, Depot areas, spawn areas and assembly areas. The shooter usually does not see the target directly, but works with markings and feedback from an observer.



  • Area effect: Enemy infantry and vehicles are forced out of rooms.
  • Smoke: Attacks, retreats or road crossings can be covered.
  • Barrage: Roads, bridges, open fields and Depot axes are made dangerous.
  • Battery fire: Multiple guns saturate a target area much more quickly.

2. Crew positions

positionroleTask
1 driver Move the gun, briefly change position, use binoculars, check azimuth/distance using the G key.
2 Gunner Align gun barrel, set azimuth and range, select ammunition, trigger fire.
3 Commander / Leveling Check pitch and roll and bring them to 0.0°. This is crucial for accurate fire.

3. Important buttons

buttonfunction
MOpen map
ZDeploy/Undeploy
GCheck azimuth and distance
0 NumPadGunsight / open sights
BackspaceChange ammunition
13Change crew position

4. Recommended keymapper setting

For artillery, the directional control should be finely operable. In the official instructions it is recommended to use the category in the keymapper AT & AAA Guns to open and also assign the directional movements to the arrow keys.

functionLeft directionRight direction
Traverse / lateral directionArrow leftRight arrow
Elevation / height directionDown arrowUp arrow

A low DPI mouse or fine-tuned joystick can also help. What is important is not speed, but controlled millimeter work when straightening.



5. Prepare Fire Mission


1. Select Fire City

If possible, the howitzer should operate from a city to the rear that is not directly threatened.

2. Check range

Place a contact marker roughly in the target area. If the target is out of range, a different firing position must be chosen.

3. Create mission from the hinterland

The mission should start from the Fire City. The right mission facility is important for PPO construction and ammunition supply.

4. Prepare the terrain

Look for open, flat terrain that is as tree-free as possible. Alternatively, a Engineer can build an Artillery Pit PPO.

5. Bring the gun into position

The 105 is pushed or brought to the firing position with a suitable towing vehicle.

6. Create a new target mission

For the actual shelling, the target city should be set as a mission target so that relevant contact markers are visible.

6. Understand the Gun HUD

The Gun HUD is the howitzer's fire control computer. It shows the data about the vehicle, the gun barrel and the active target. The shooter must compare and adjust these values ​​carefully.

HUD linepositionMeaning
Vehicle Position 3 Vehicle azimuth, pitch and roll. Pitch/roll that is not zeroed significantly distorts the firing solution.
Gun barrels Position 2 Pipe azimuth in degrees and mils, angle and estimated range.
Active target Position 2 Aktiver Zielmarker mit Azimut und Entfernung in Metern.
Note: Stabilize vehicle, bring gun barrel to active target, then fire.

Active markers

The howitzer uses active waypoints or contact reports. Once a marker is active, the Gun HUD updates the fire data.

  • Rally Point for collection points
  • Attack point for the first zeroing
  • Bombard Point for registered fire targets
  • Contact report for detected opponents or target areas

Pro tip

Use Attack Points to zero in first. Once the gun is registered, place Bombard Points on the actual target spaces. This allows the shooter to quickly switch between known targets.

7. Procedure: Use the gun


1. Move the gun

Use position 1 and bring the howitzer into the prepared firebox.


2. Roughly align with the target

If possible, position the gun in the direction of the target azimuth.


3. Deploy

With Z place the earth spurs and take the firing position.


4. Zero pitch and roll

In position 3 bring pitch and roll to 0.0°.


5. Align gun barrel

In position 2, bring the tube azimuth to the active target azimuth in mils.


6. Adjust range

Adjust the range of the gun barrel to the distance of the active target.


7. Choose ammunition

Select HE or Smoke according to the fire task.


8. Control look

Check pitch/roll, azimuth and range again.


9. Fire

Fire a single shot and wait for observation.


10. Recheck after each shot

Recoil changes position. Check gun barrel, pitch and roll again.

8. Gun Recoil / Gun Jump

After each shot the gun jumps slightly. This can change azimuth, pitch and roll. If you just keep firing afterwards, the error increases with every shot. Even a good forward observer cannot completely compensate for imprecise messages from the gun.


  • Check pitch and roll after every shot.
  • Bring the gun barrel back to the target azimuth.
  • Check range again.
  • Only then fire the next shot.

9. Pitch & Roll Consistency

The howitzer works more precisely if the vehicle itself is as aligned as possible with the direction of fire. If the gun is at a steep angle, for example at 45° to the actual firing axis, significantly more pitch and roll must be corrected after each shot.

Bad

Gun transverse to the firing axis, strong lateral deflection, high correction effort after each shot.

Better

Vehicle azimuth close to gun barrel azimuth. This means the gun remains more stable after firing.

10. Vertical Interval – height difference between gun and target

Vertical Interval means height difference between firing position and target. This difference influences the actual impact distance. The HUD distance alone is therefore not always enough.

PositionEffectCorrection thought
Uphill The terrain intersects the flight path sooner. The shot seems rather short. Increase range if the FO reports “short”.
Downhill The grenade flies longer along the trajectory. The shot seems rather long. Decrease range if the FO reports “long”.

Rule of thumb from the instructions:
Observed error ÷ 2 = first range correction.
Example: Impact 500 m short → 500 ÷ 2 = 250 → increase range by 250 m.

11. Ammunition

HE – High Explosive

HE is the standard ammunition for impact in the target area. It seems about explosion and splinters, but not like an exaggerated Hollywood explosion. Terrain, cover, prone infantry and obstacles reduce the effect.

Smoke – smoke

Smoke covers movement, disrupts lines of sight, and can enable attacks or retreats. The German 105mm howitzer uses lavender smoke.

AP/HEAT

Antiarmor ammunition such as AP or HEAT is currently not modeled according to the instructions. The howitzer should therefore not be planned as a tank destroyer.

12. Smoke colored

nationSmoke color
Germanylavender
USAViolet
Great BritainWhite
FranceWhite

13. Direct fire

Direct fire is only an emergency solution at short distances. The open sights are over the 0button on the NumPad opens. There is no real destination point; the instructions describe the left edge of the fourth text channel as a rough guide.

Target distanceGerman 105mm howitzer: rough angle
50 m-1.0°
75 m-0.6°
100 m-0.2°

These values ​​are only rough approximations. For real combat use, indirect fire remains the main task.

14. Forward Observer (FO)

The Forward Observer is the howitzer's most important partner. He observes impacts, sets or confirms markers, reports corrections and ensures that the grenades land in the correct target area.

  • FO on the same mission if possible.
  • FO must survive; without vision, no correction.
  • FO reports briefly and clearly: “short”, “long”, “left”, “right”.
  • FO marks impacts or target areas with contact markers.
  • FO should say which quadrant the battery is firing from so corrections are properly understood.

15. Register Gun

When registering, you don't immediately fire on the main target. First, an easily observable target area is chosen so that the height difference, range and lateral deviation can be understood.


1. Select observable point

FO looks for a flat, visible spot close to the actual target.


2. Place contact markers

The marker must be visible to the gun and can be activated.


3. Make the initial shot

Only one gun fires.


4. Report impact

FO reports deviation in range and side.


5. Apply correction

Gun adjusts range and mils.


6. Repeat

If the shots are within approximately 100 m of the registration point, the gun is considered registered.

16. Fire Correction: Bracketing

Bracketing means bracketing the target. Instead of wasting small corrections, you consciously shoot over and under the target until the center is found.


Shot 1: FO reports short.

Shot 2: Range deutlich erhöhen, FO meldet long.

Schuss 3: Differenz halbieren.

Schuss 4: Feinjustieren und Wirkungsschießen beginnen.

Mutige Korrekturen sparen Zeit und Munition. Zu vorsichtige Korrekturen lassen das Überraschungsmoment verloren gehen.

17. Laterale Korrektur in Mils

Seitenabweichungen werden am besten in Metern beobachtet und in Mils am Geschütz umgesetzt. Die offizielle Anleitung enthält dafür Tabellen. Für den praktischen Einsatz genügt zunächst diese Vereinfachung bei etwa 9.000 m Zielentfernung:

Seitlicher FehlerKorrektur bei ca. 9.000 m
50 m links/rechtsca. 6 Mils
100 m links/rechtsca. 11–12 Mils
250 m links/rechtsca. 28 Mils
500 m links/rechtsca. 56 Mils

Bei Batterien empfiehlt es sich, auf gerade Werte aufzurunden, damit mehrere Geschütze leichter koordiniert werden können.

18. Batteriebeschuss

Eine Batterie besteht aus mehreren 105-mm-Haubitzen. Ziel ist nicht ein einzelner Punkt, sondern ein Zielkasten. Die Anleitung empfiehlt einen Abstand von etwa 25 m zwischen den Geschützen, damit Resupply, Towing, Dispersion und Sprachkommunikation besser funktionieren.

Registry Gun

Nur ein Geschütz schießt zuerst ein. Diese Gun bestimmt die korrekten Werte für Zielhöhe und Grundrichtung.

Rest der Batterie

Alle anderen Geschütze übernehmen die registrierten Werte und verteilen ihr Feuer seitlich und in der Tiefe.

Kill Box

Mehrere Geschütze füllen einen Zielkasten mit Wirkung. Beispiel: 100 m Breite und 100 m Tiefe.

19. Beispiel: Batterie mit vier Geschützen

Beispielhafte Werte nach Anleitung: Zielentfernung etwa 8.900 m, Registry Gun bei 6.400 Mils, 100 m Zielbreite entsprechen bei 9.000 m ungefähr 11–12 Mils.

gunBeispiel-MilsTask
Gun 16394–6396linker Bereich
Gun 26397–6399links Mitte
Gun 36400–0002rechts Mitte / Registry
Gun 40003–0005rechter Bereich


Zusätzlich können die Geschütze leicht unterschiedliche Reichweiten zwischen etwa 8.850 m und 9.050 m verwenden, um nicht nur eine Linie, sondern einen Zielkasten zu decken.

20. Flugzeit und Nachladen

WertPraxiswert aus der Anleitung
Flugzeitungefähr 30 Sekunden bis zum Einschlag
Nachladezeitungefähr 10 Sekunden zwischen den Schüssen


Deshalb muss der FO geduldig beobachten. Wer zu früh korrigiert, korrigiert möglicherweise noch vor dem Einschlag des letzten Schusses.

21. Häufige Fehler

  • Waypoint nicht aktiv: Gun HUD zeigt falsche oder alte Daten.
  • Pitch/Roll nicht auf 0.0°: Schüsse landen unvorhersehbar.
  • Nach Rückstoß nicht neu gerichtet: Fehler vergrößert sich mit jedem Schuss.
  • Zu nahe an der Front: Geschütz wird durch Infanterie oder Luftangriffe schnell ausgeschaltet.
  • Kein FO: Einschläge können nicht zuverlässig korrigiert werden.
  • Zu kleine Korrekturen: Zeit, Munition und Überraschungsmoment gehen verloren.
  • Direktfeuer erzwingen: Die Haubitze ist primär ein indirektes Unterstützungswaffensystem.

22. Kurzer Einsatzablauf als Merkliste

  1. Hinterlandstadt und Zielraum wählen.
  2. Reichweite mit Marker prüfen.
  3. Mission und Feuerstellung vorbereiten.
  4. 105 zur Stellung bringen.
  5. Deploy mit Z.
  6. Pitch und Roll auf 0.0° bringen.
  7. Active Target setzen.
  8. Gun Barrel Azimut und Range auf Active Target angleichen.
  9. Munition wählen.
  10. Einzelschuss abgeben.
  11. FO-Korrektur abwarten.
  12. Range, Mils, Pitch und Roll korrigieren.
  13. Bei Trefferlage Wirkungsschießen oder Rauch einsetzen.
  14. Nach Feuerphase Stellung wechseln oder neu registrieren.

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