SPH-2

SPH-2  
General  
Type Artillery armored vehicle
Seats 3 on the stats sheet (2 seat setups in the seat data)
Price 8,000 cash
Unlock level 1
Gun  
Main gun L52 cannon, 155 mm
Shell 155mm HE Shell
Range 780–2,629 m (measured)
Elevation 20–1,390 mils
Reload 25.0 s
Travel time about 5.5–24 s low arc, 28–37 s high arc (game table)
Durability  
Main health 650 HP
Top speed 65 (as stored)
Rifle damage taken (derived) 0%
3D hitboxes Open in the viewer
Internal name TNK_01 (artillery variant)

The SPH-2 is a tracked artillery vehicle built for long-range indirect fire. Its 155 mm cannon reaches from 780 m to about 2.6 km, and the gunner aims it from the map and the gun sight’s bearing tape and MIL scale rather than by direct sight. The gunner works the turret from inside.

Overview

The SPH-2 is sold in the vehicle vendor under land artillery, for 8,000 cash, and unlocks at level 1. It shares its tracks, suspension and rifle protection with the other tracked tanks in the family.

The gun

The SPH-2 fires 155 mm shells from an L52 cannon. There are two kinds of shell, Expensive and Standard, and the vehicle starts with 10 Expensive and no Standard. The Expensive shell (19 kg) carries a camera that follows it in flight: the view stays with the shell, then detaches after a while and zooms out, with a 4 s fade. Only the Expensive shell can be steered after firing, and only sideways. The Standard shell (70 kg) has no camera, and the game’s flight maths put its longest flight at about 810 m (simulator estimate), so it cannot produce the long ranges.

Shells leave the barrel at 300 m/s and disappear after 40 s of flight. The barrel elevates from 2° to 80°, and the sight’s MIL dial sets the elevation within the range shown in the infobox.

The stats sheet gives the gun an “effective range” of 10,000 m. That is not the real reach: the longest measured shot is 2,629 m (measured in game by the community calculator). Air drag is the reason. With drag, the Expensive shell tops out near 2.6 km; without drag the same launch would throw it about 9 km (simulator estimate).

Ranges from about 1,181 m to 2,629 m can be hit on a low arc (20 to about 600 mils, flat and fast, about 5.5 to 24 s in the air) or a high arc (about 610 to 1,390 mils, steep and slow, 28 to 37 s in the air). The travel times come from the gun’s range table in the game files. Between 780 m and 1,181 m only the high arc reaches.

A short table of the firing solutions on flat ground. The mils are the settings to dial on the sight’s MIL scale, measured in game. The game’s own range table lists different elevations for the same ranges (45 to 97 mils higher on the low arc, up to 34 mils lower on the high arc). The reason is that the sight does not read that table’s distances. It works out each mil mark’s distance with a live simulation from your firing altitude, so the table and the dial are two different calculations. The barrel’s true elevation is the dial reading plus 16.8 mrad (about 0.96 degrees). Simulated, a 2,000 m low-arc shot needs 250 mils from 3 m, 224 from 50 m and 197 from 100 m, so the altitude explains part of the gap:

Range (m) Low arc (mils) High arc (mils)
1,200 24 1,291
1,600 105 1,185
2,000 206 1,057
2,400 358 877
2,600 522 708

The full table, with the game table’s elevations, the travel times and the high-arc apex, is on the Artillery page.

Aiming

Aiming is done from the map and the gun sight, not by eye. The Aiming the SPH-2 guide covers the bearing tape, compass box, MIL scale, tilt dial, minimap and map readout, and how to turn them into a fire mission. The most useful tip: aim with the bearing tape, not the compass box, because the box reads about 1.3° lower than the tape.

Stats

Stat Value
Max speed 65 (as stored)
Fuel capacity 105 (as stored)
Fuel economy 8.0 (as stored)
Seats 3 (stats sheet)
Max incline 50 degrees
Countermeasures Not stated for this variant

Armor and damage

Main health is 650 HP. The SPH-2 has separate health for its engine (150 HP), fuel tank (100 HP) and each track (125 HP).

Rifle rounds do no damage to the tank, so rifle fire cannot destroy it. Cannon rounds do work:

Ammunition Hits to destroy
5.56 mm, 7.62×54 mm, .308 Win, .50 cal Cannot be destroyed
20×102 mm cannon 254
30 mm cannon 39

Weapons and seats

Weapon Type Rate Effective range Reload Starting ammunition
L52 Cannon (155 mm artillery) Artillery 50 rounds/min 10,000 m 25.0 s 10 Expensive, 0 Standard

The Expensive 155 mm shell has a camera that follows the round in flight. The Standard shell has no camera. The data does not list machine guns for this variant.

The stats sheet gives 3 seats, but the seat data has two setups: a driver and a gunner in the turret.

Handling

  • Tracked drive with a top speed of 65 and a maximum incline of 50 degrees.
  • Track rebound damping is shared across the tank family.
  • Steering input rises at 40 and falls at 80, as stored.
  • Stabilized state: the hull takes 2.0 s to stabilize and 1.0 s to release. It must be almost stopped, on ground at most 20 degrees steep, to start. It cannot move while stabilized, and the gun cannot fire while the state changes. The stabilized state does not level the barrel.

Engine torque. The torque curve is set against engine RPM up to 5,000 in the tracked drive data, and the torque values carry no unit label. See Vehicle handling for the other tracked numbers.

Season 2 changes

  • A new 125 mm rocket rule adds +15%.
  • Track rebound damping rose from 12,000 to 17,000 across the tank family.
  • The vehicle item is wider in inventory (width 4 to 6).
  • Price is unchanged at 8,000.

See also

Sources