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Showing posts with label French. Show all posts
Showing posts with label French. Show all posts

Wednesday, August 13, 2025

French WW2 painting guide

1940 French Painting guide Uniform and Equipment 

I have a few pieces laying around on my painting desk that have been there for some time. One of those are some Battlefield Blitz artillery crew and Simons Soldiers 1940 French command sets. It has been some time since I painted French so I decided to have a look around and see what the latest ideas were …. Sadly some poor YouTube guides as most of them in light khaki, most obviously have never seen a French 1935 ww2 uniform in the flesh as they are way to light, so last night I sat down and decided to put together a good match list from my paint collection, mostly Vallejo but some AK interactive paint options also.

The French were going through a modernization program when the war commenced so some pieces of webbing, cartridge pouches and weapons were very different and of ww1 pattern. However not a lot of difference at 20mm scale really except the webbing.   I will name the pieces of uniform in French and English, plus post some pictures for explanation. 

One of the best references for French 1940 uniform is these two books, a must for any wargamer! 

1940 Le Soldat Francais by Oliver Bellec, published by Histoire collections vol 2

Officers Kepi 
1931 Kepi infantry - blue body, black visor, red top, gold lace and Hungarian knot on top. 
1931 Kepi Chasseur a pied et Alpins - blue body, black visor, red top, silver lace and Hungarian knot on top.
1931 Kepi FFL - blue body, black visor, red top, gold lace rim, red inner lacing and Hungarian knot on top.
1931 Kepi Algerian tirailleurs   - light blue body, black visor, red top, gold lace and Hungarian knot on top.
1931 Kepi artillery - blue body and top, black leather visor, gold lace and Hungarian knot 
1931 Kepi engineer - black body, top and leather visor, red lace and Hungarian knot 
1931 Kepi Cuirassiers -  black body, top and leather visor, silver lace and Hungarian knot 
1931 Kepi Dragoons, DLM - dark blue body, black visor, red top, silver lace and Hungarian knot on top.
1931 Kepi hussars, chasseurs - light blue body, black visor, red top, silver lace and Hungarian knot on top.
Kepi chasseur d’affrique - light blue body, black visor, red top, silver lace and Hungarian knot on top.
Kepi gendarmerie -  black body, blue top and leather visor, silver lace and Hungarian knot 
Kepi train -  blue body, red top and leather visor, silver lace and Hungarian knot 
Kepi general officer 

Helmet
Vallejo 70.894  Russian Green
Vallejo 70.897 Bronze Green
Vallejo 70.888 olive grey 

Motorcycle Helmet, the helmet has a black pad on the front, googles have a tan, black or khaki trim around the glass.
Vallejo 70.894  Russian Green
Vallejo 70.897 Bronze Green
Vallejo 70.888 olive grey 

Beret 
Vallejo 70.924 Russian uniform 
Vallejo 70.973 US field drab
 

Senegalese chapeau  

Often painted as red, but this was the parade chapeau, the field one is very light khaki sand

Vallejo 70. Red
Vallejo 70. Iraqi sand 


Collar tabs and numbers 
Infantry Vallejo 70.924 Russian uniform 
Cavalry Vallejo 70.973 US field drab 
Artillery Vallejo 70.924 Russian uniform 
Engineers vallejo  black 
Colonial troops Vallejo 70. Yellow anchor 
Jacket infantrie
AK 11436 uniform light canvas tone (pre 1935) 
Vallejo 70.924 Russian uniform 
Vallejo 70.973 US field drab 
AK 11427 green uniform base

 Garde de Paris territorial infantrie (24th regiment ) fought in ww1 uniform 

Vallejo 70.906 pale blue
AK 11162 French uniform light
AK 11439 French grey blue 

Cadets de Saumur, green uniform but blue collar tab tips on jacket and greatcoat and NCO rank insignia

Vallejo 70.924 Russian uniform 
Vallejo 70.973 US field drab

Trousers

Vallejo 70.924 Russian uniform 
Vallejo 70.973 US field drab

DLM, DCR  trousers 

AK 11422 ochre khaki 

Officers trousers

Vallejo 70.822 German camo beige 
Vallejo 70.973 US field drab

Great coat  
In the majority the coat was khaki green, however some WW1 light blue were issued to reservists and the mobile reserve wore dark blue 
Vallejo 70.887 brown Violet 
Vallejo 70.880 Khaki grey 

 DLM, DCR, Group mobile reserve leather jacket for motorised troops 

AK 11111 dark brown leather
Vallejo leather brown  

Puttees 
The ww1 version is light blue or very brown and was often worn by officers, the later issue is green grey. 
Vallejo 70.880 khaki grey
Vallejo 70.879 Green brown

Webbing

leather pouches, webbing straps, straps on shovel, straps and edging of bread bag and small pack. 
Vallejo 70.846 mahogany brown 
AK 11110 leather brown
Vallejo 70. Red leather 
Vallejo 70.984 flat brown 

Water bottle canteen 
Vallejo 70.887 brown violet 
Vallejo 70.973 US field drab

Backpack 
light green, beige through to dark green, leather shoulder straps, leather edges and straps around blanket roll
Vallejo 70.824 German camo orange ochre
Vallejo 70.973 US field drab

Bread bag  
Vallejo 70.821 German camo beige 
Vallejo 70.894 Russian green  
Ammo bag 
Vallejo 70.894  Russian Green
Vallejo 70.897 Bronze Green
Vallejo 70.888 olive grey 

Canteen 
metal lid, or black or silver with khaki cloth cover, the ww1 canteen could also be blue. 
Vallejo 70.924 Russian uniform 
Vallejo 70.973 US field drab

Boots  
In the majority brown, however cavalry officers and  motorised troops had black also. 
Vallejo 70.872 chocolate brown 
AK 11120 leather brown
Vallejo 70.984 flat brown  
Vallejo 70 leather brown 

Gaiters 
Vallejo 70. Black 
Vallejo 70. Tan  

Puttees

Vallejo 70.894  Russian Green
Vallejo 70.897 Bronze Green
Vallejo 70.888 olive grey 

Equipment 

Ammo Boxes, Tripods, 

Vallejo 70.
Vallejo 70.
Vallejo 70.

 Rifle sling 

In the majority leather brown, although canvas was issued for machine pistols 

Vallejo 70. Red leather 
Vallejo 70. Mahogany brown 
Vallejo 70.888 olive grey 

 Wood rifles, tool handles

Vallejo 70. Mahogany brown 
Vallejo 70. Beige brown 
Vallejo 70. Red leather 

Reference Sources 

Le soldat Français, Olivier Bellec vol 1 and 2 
The French Army 1939–45 (1 & 2) By Ian Sumner, Francois Vauvillier
French Army 1940 by André Jouineau



Friday, May 9, 2025

Bloch 152 l’Armee de l’Air de Vichy “Potent Pedro”

 Vichy Bloch 152

As a palette cleanser this week I completed a Bloch 152 for the Vichy airforce, I already have two Bloch 152 in the collection so I thought I needed to do something different, and here it is. 






Cheers
Matt

Saturday, July 20, 2024

Arab Israeli wars -Able Archer - Cold War Wargame Rules part 1.

Able Archer - Arab Israeli Wars 



The Arab Israeli wars loomed large on my TV as a kid, the Yom Kippur, the Iran Iraq war, then the Civil war in Lebanon, this sparked my lifelong interest in the Middle East wars. I have been using the Able Archer Rapid Fire rules for a the last ten years for the conflict starting originally with converted with plastic figs and now slowly switching over metal ranges. 

I was hoping for Ospreys ww3 rules were going to be published last year, but they held off due to the war in Ukraine. I thought I had better transfer my paper Able Archer Arab Israeli wars document to a digital location and share it along with my thoughts.

Able Archer is the Cold War fan version of the popular WW2 Rapid Fire second edition rules. All of these additional rules for Cold War gaming are of course optional for your rules. We generally fight on a 4.6m or 15.1ft (181 inches) long table at my house or at the club a 12ft table x 6ft, although the games can be played on a smaller table if required, it really depends upon the scenario. I prefer to play down the length of the table as the opportunity to fire the long ranges really comes into use with modern weapons, so ground and terrain becomes very important. 

Upcoming blog articles will cover the Cold War Arabian peninsula Army vehicle lists I use. These lists cover the Israeli, French, British, American, UN Peace keepers, plus all of the Arab armies from the suez crisis 1956 all the way up to 1991, which is my cut off for most of my armies including the Iran-Iraq war and the first Iraq war. 

I regulary play scenarios that are linked, a special forces strike to commence with,  then attack, counter attack games, the losses carry over to the next game. The changes I have made to the Able Archer European and Arabian peninsula rules reflect weather, MBT ranges, Air to Air combat and campaign system. The changes come from my experience serving in arid and desert areas during my military career.  

Weather rules

Weather has changes from Able Archer 2019 set and Rapid Fire :- these are optional rules

Wind storm - Dust being a major problem in the Sinai and the southern Arabian peninsula we often have line of sight blocked by dust storms. This can be settled at the beginning of a game with a five rolls. 

  • Turn arrival - roll a D10 or D12  depending upon number of turns for the scenario. This is the turn the storm arrives. 
  • GW direction dice,  roll the direction dice from the centre or a table edge this gives the wind direction on the table for dust. 
  • Storm width - roll using a D6, the roll is the number of Dust sections. (East section is 4 inches)
  • Wind strength - roll on a D6 +2 this is the movement per turn (unless stationary roll on GW direction Dice). The storm can blow off the table edge. 
  • Duration - roll a D6 turn duration dice. This is the number of turns the dust storm remains on the table. 
You will need to make some dust markers, I used sofa stuffing that has been airbrushed in a khaki colour 4 inches long and two inches wide. 

Rain Storm

Rain storms were also a feature, particularly on the Golan heights ( Yom Kippur war heavy rain was experienced on the Golan for three days and in the six day war a heavy rain storm prevented an Egyptian counter attack on the eastern side of the Nile) they roll in from the coast and can often drop a large amount of rain in a short period particularly on the Golan heights during wet season. 

  • Rain storm - Roll a D10 on a 8, 9 or 10 a rain storm and heavy downfall arrives. 
  • Duration - Roll a D6 this is the length of the storm. 
  • Turns arrival - D10-12 depending upon scenario length, the number is the arrival turn of the storm. 
The storm prevents any air cover arriving, halves effective observation distance except if vehicles are using ISS or TTS. Halves effectiveness of mortar fire less than 81mm size after the first turn of rain until the storm ends. Smoke generation impossible unless generated by white phosphorus artillery rounds. 

Main Battle tanks and vehicles.

Observation rules

The changing technology of image assistance equipment changes a lot over the 40 odd years covered from the 1950s to the late 80s. Each tank is listed with its options on the tank equipment card. 

Search lights (SL) - gives normal visibility up to medium range during the night, however enemy can also spot you. 

Illumination shell (IS) - illuminates a 12 inch area, normal target rules apply HE for dropping illumination shell. 

IR sights (IR) - grants enhanced observation during the night, however can be spotted by IR detection and IR users. 

Image intensive sight (IIS) -gives enhanced observation in daylight, dark or dust storms, but not through white phosphorus smoke or smoke generators.

Tank Thermal Sight (TTS) -  a temperature based system normal observation in all conditions day and night, +1 observation chance for hull down vehicles, cannot see through phosphorus smoke shell but can through smoke generators. Only available on Magach 7 and Merkava after 1981. 

Gun Values 

Each main battle tank or vehicle has a main armament, a secondary machine gun and possibly a mortar or smoke discharger also. Gun values are treated similarly to a rapid fire, however main difference is D10 chart for firing and of course the technology changes to sights, rounds and gun stabilizers. The gun values from 1 to 7 with 1 being the highest value. New antitank rounds also different from ww2 and are APCBC, APDS, APFSDS, APHE & HEAT. The respective army MBT chart and data card will list variants for each army and its dates it comes into use. 

Gun Modifiers 

  • - 2 Extreme Range + 60 inches.
  • - 1 long range 42-60 inches
  • - 1 to hit vehicle in hull down position, full cover or rough ground (shrubs and rocky rough ground etc)
  • - 1 moving target except Magach 7 and Merkava post 82. 
  • - 1 firer moving except if gun stabilized
  • -1 if moved firing ATGM
  • - 1 APHE Armoured Piercing High explosive, SAPHC Semi Armoured piercing High  Explosive, APCR Armoured Piercing Composite Rigid  vs ERA or Blazer armour. 
  • + 1 short range under 12 inches
  • + 1 firing at rear
  •  +1 recoilless rifle if spotting round fired previous turn (eg recoilless M40 rifle with rifle round)  
  • +1 APDS Armoured Piercing discarding sabot. 
  • +2 APFSDS Armoured Piercing Fin stabilised discarding sabot. 
  • + 1 Elite crew
  • - 1 poor crew

Armour 

Effectively the armour values are still rated from A to F, A being highest rating, Each vehicle has variants of additional armour that may be added. Main battle tanks fitted with Blazer or ERA armour upgrade receive better protection. All modifiers are listed in the main battle tank or the armoured vehicle in the lists.

Blazer spaced armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons. 

ERA armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons.  RPG can only cause heavy damage and disable a Tank, not destroy vehicle unless it is at point blank. 

Fuel 

A optional rule we use is fuel type as we tend to play linked games in a small campaign. Early in the wars petrol was common particularly in the Sherman’s, M48a1, M48a2 and the armored cars, then diesel motors then became more common by Yom Kippur. Petrol motor vehicles and tanks have a -1 value on the armour chart, later in the wars due to the problem of even a light hit by rpg or bazooka can lead to a catastrophic kill. 

Campaign effects 

When playing campaigns we like to record MBT losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, however destroyed vehicles become Propaganda Victory point to opposing player. 

Aviation  

Major changes for aviation compared to normal Rapid Fire. The jet age was in full swing, and some prop aircraft were in use for artillery spotting and target acquisition plus ground attack role. Air superiority was a major factor however so was anti aircraft missiles. I am a big fan of jet aircraft and possibly have too much really for the games we play. I also enjoy commando type operations or reserves arriving via helicopter so to give that uncertainty I like to roll for their arrival and ability to be shot down or driven off.  

Air Sorties

The air war was mixed with results of local or sector control, and I like to have air superiority rolls for each turn therefore I use these rules five dice rolls commence at the beginning of each game. This includes helicopter support, helicopter assaults, spotter aircraft, ground support and fighters. You require four coloured D10 dice for this, or roll separately for each type.  

Types 
Prop driven Fighter.
Prop driven fighter bomber 
Jet Fighter 
Jet Fighter bomber 
Bomber
Spotter 
Helicopter attack ground support 
Transport helicopter 

Rules 

  • Roll 1 - Scenario attacking side Roll a D 12 this is your number of sorties possible. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters,  three fighter bombers, three helicopters, four fighters etc. 
  • Roll 2 - The Attacking side uses a D10 or D12 (depending upon scenario length) for each aircraft type in support. The Dice should designate a colour ie Red fighters, Blue ground support, white helicopter, green artillery spotter, black bomber or roll separately for each aircraft type. The attacking player then rolls the allocated D10s, each number corresponds to the turn the aircraft may be over the table to support the ground troops. Mark this down on a piece paper 
  • Roll 3 - Defending player rolls a D10 only, this is your sorties available. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters,  three fighter bombers, three helicopters, four fighters etc. 
  • Roll 4 -  The defending player then allocates aircraft type. Rolls D10 in corresponding colour, this is the turn arrival of air support. Mark on paper
  • Roll 5 - Players compare notes, turns may occur were opposing aircraft meet, then follow these guidelines 

Air Superiority Guideline 

This is used when each side rolls the same arrival sortie. 
  • Fighter vs Fighter - D10 roll highest wins if difference more than 8+ enemy fighter shot down, no more fighter sorties unless two fighters elected in Air support. 
  • Fighter vs bomber - D 10 roll highest wins, on 6 plus by  bomber shot down, no more sorties from that aircraft type unless two elected. If failed the bomber may drop bombs on ground target. 
  • Fighter vs Fighter bomber - D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Fighter bomber vs fighter bomber D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Fighter/fighter bomber vs spotter - fighter rolls a D10, shoots down spotter on 7 plus, other result the spotter is driven off otherwise. The Fighter bomber May drop bomb or fire rockets at ground target if it is successful in shooting down the spotter. 
  • Fighter/ fighter bomber  vs Helicopter - fighter vs helicopter, helicopter shot down on a 6+, if not shot down the helicopter is driven off. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat. 
  • Ground attack Helicopter vs ground attack Helicopter shot down 6+ ,  if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat. 
  • Ground attack Helicopter vs transport Helicopter shot down 5+ ,  if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat and has them. Transport helicopter may drop troops if not shot down. 

Aircraft Movement 

In a turn a aircraft arrives on the players table edge then must fly from that point to the target, we have limited prop aircraft and helicopters to speed, so they will be over the table for two turns in some cases to reach the point of entry to the target. Jet aircraft have full table entry and exit ability in one turn but must enter from your own lines to attack the target flying directly over the enemy anti air or ground fire which had the option to shoot down or drive off the air attack. 

Anti Aircraft fire 

The period seen a huge growth in anti aircraft ability for foot troops and an anti air umbrella. Four types of anti aircraft fire for the Arab Israeli Wargame rules. 

  • Infantry Fire - Infantry battalion fire can use personal weapons on low flying ground attack aircraft, attack helicopter’s and transport helicopters. Roll a D10 on the roll of 9 aircraft driven off, on a D10 possible kill. 
  • Heavy weapons on vehicles - roll a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill. 
  • Dedicated anti aircraft cannon systems ground or self propelled. Roll per Barrel a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill.
  • Missile system - roll a D10 on the roll of an 7 aircraft driven off, on a 9 or 10 possible kill. 
If a successful hit is scored on a D10, roll a D6 
1-3 no effect
4 light damage, if transport helicopter must put down within 12 inches of strike
5 heavy damage trailing smoke, if transport helicopter must put down within 8 of strike location. 
6 spectacular destruction of aircraft, if helicopter all lives lost. 

Modifiers to result of D6 
-1 using non dedicated anti aircraft weapons if target aircraft fast jet. 
-1 if firer is target of aircraft attack 
+ 1 if second missile fired at enemy aircraft that turn 
+ 2 if missile battery fired at enemy aircraft that turn (three missiles or more) 

Campaign effects 

When playing campaigns we like to record air losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, but Propaganda Victory point to opposing player. 


Propaganda Victory points

The rise of media has also lead to propaganda victory’s, the news media sways public opinion which can lead to support for your cause,  cease fires or pressure from foreign nations or the UN. I have written some rules relating to propaganda victory points predominantly for campaign games but can be used in a regular game also to determine victory points. 

  • + 2 points for a destroyed tank
  • + 2 points for destroyed aircraft 
  • + 1 point for each surrendered enemy company. 
  • + 2 points enemy rocket battery 
  • + 2 points for removing enemy commander 
  • -1 destroyed buildings 
  • -1 to damaged or destroyed ambulance 
  • -2 destroyed or damaged hospital. 
  • -2 refugee or civilian casualties. 

Conclusion 

Hopefully that has been of some interest, coming up are data cards and vehicles for each nation. 

Cheers
Matt







Monday, October 24, 2022

French 75mm Artillery piece

 

 French 75mm Artillery

Work on the renovations of the house is coming along nicely but hogging all of my time at the moment as we rush towards Christmas. We are up to the final plumbing and painting stage so I can see the light at the end of the tunnel on the top floor although finishing touches will possibly not be complete until mid January. I can then move all of my figures and books back into my storage room in preparation for my winter painting offensive! 

This week I finally managed to sit down and get some time on the painting table to complete some pieces and catch up on some painting projects. First off was to take off the drop sheets protecting everything then dust everything off before commencement (as the bathroom renovation is directly above my current painting room). then I decided to complete part of a ancients commission order before taking a break from 28mm and painting of my 20mm ww2 figs. 


Nice detail in the HAT caisson

Really nice piece for composition, now I need to revisit my other guns



This 75mm artillery miniature is from the 1/72 HAT soft plastic range, two come in the set both with caissons and can be open or closed. The crew are from Battlefield /Blitz range (currently unavailable). They will join one of my French infantry regiments at this stage, I also need to complete the horse limber and other plastic artillery miniature as a towed set. 

I plan to complete another 1940 Infantry regiment this year also, as I have picked up some of Simons Soldiers to complete the HQ and add some support weapons. I also picked up some Foundry bits while I was in the UK.

more coming this week, but for my Dutch. 

cheers
Matt

Thursday, April 7, 2022

30 day Kit Build Challenge week 1

 

 #30daykitbuildchallenge

Ok off to a crackings start but that is easy with PSC kits, although sometimes not the most accurate 1/72 kits on the market with actual scale off sometimes (a lot) and parts that are not correct (shermans) they do make kits that are really simple to put together, I purchased a lot of them last year on sale and they have been sitting in my kit cupboard ever since. I have elected to try to concentrate on Allied kit in this build, first up some british kit , stuarts, bren gun carriers, some trucks and a battery of 25lb guns, plus limbers, tractors. Then some shermans for my Free French, then onto some other bits I think, I have a bunch of Panzer IV to assemble Fijimi......purchased a long time ago.

Week 1 total 6 kits

Bren carriers, an easy simple build




Stuarts, love these, really like them




cheers 
Matt



Sunday, October 11, 2015

WIP Amoit 143

Amoit 143 Armée de L’air


Currently working on a French 1/72nd Smer/ Heller Amoit 143 that I purchased off Ebay earlier in the 
year. This bomber was mostly used for night bombing as it was outclassed by the german fighters during the daytime. I decided to build it as it was used on an effective daylight raid on the bridgeheads across the sedan on the 14th of May 1940. The model has no interior at all, and as I like to have pilots and gunners in all my models. So following some plans I have found online I have built a simple representation and have included a pilot, co pilot, bombardier/observer, (airfix pilots) rear, forward, mid section gunners (airfix Bren gun carrier drivers modified)

The pilots single seat



Looking back towards the rear of the plane, the observer, co pilot and engineer, not the control column coming down from the flight deck above, and the ladder against the wall, ( which you used to access the upper deck to the pilot), behind the co pilot was a bomb bay.


Looking toward the front at the bombardier and observer co pilot

Interior layout


Cheers
Matt

Saturday, October 10, 2015

French Leo 451

The French Lioré et Olivier 451 was medium bomber developed for the French airforce, at the outbreak of the war only 54 were delivered to Groupes de bombardement 6, 1/12 and 11/12. The group lost most of its aircraft before being withdrawn from the frontline due to losses during the invasion of France.
It is yet to see combat on the table it has not yet been named.





Cheers
Matt

French Bloch MB 152

This plane actually has been in my collection for some time, however he has proved to be a poor pilot, and been named cruelly by Geschwaderkommodore Ian, as "Impotant Pierre", he has flown 7 missions and either failed to spot or completely missed with his bombs, non the less has improved the morale of the french troops on the ground!

Wednesday, December 31, 2014

French FT17 1940 HAT 1/72 build

Two HAT 1/72nd FT17 s, a little big for my liking as the rest of my French are the old matchbox kits. I have put these into no particular units as I want to use them for Vichy French games. Vey happy how they have come out