French Blitzkrieg lists already have personality. However, command cards are where they start feeling truly bespoke.
This preview shows that the French pack has the usual staples, like Softskin Transport and Lucky. Moreover, it piles on build cards, formation twists, and flavorful upgrades that change how your force behaves. So, instead of just buying more platoons, you can rewrite the army’s job on the table.
Build Cards That Change Your Tool Kit Fast
You still get the familiar “every nation has these” utility cards. However, the fun starts with build cards that bolt on weird, specific solutions. The headliner is hilariously cross faction: the British 3.7-inch Heavy AA Platoon option. Therefore, you can swap a British allied 2pdr troop into heavy AA guns for a spicy AT13 threat. Also, that reach out to 36 inches means you can bully armor lanes early.
Then there’s a very French mobility package. Lorraine Carriers give you armored transport instead of softskins, which is already a survivability upgrade. Moreover, Lorraine Portees lets you mount 25mm anti-tank guns onto those carriers. So, your AT can scoot, keep up, and avoid getting pinned in place.
Defensive Anchors and Bigger Boom Artillery
Sometimes you just need a nasty little speed bump that refuses to move. Machine-gun Bunkers turns an HMG platoon into independent bunkers. Consequently, you can spread fire lanes wider and still protect objectives without clumping. It’s the kind of card that makes an attacker mutter, “I hate this table.”
Meanwhile, if your local meta respects templates, the 155mm Artillery Battery card is a straightforward upgrade. It replaces a 105mm battery with 155mm howitzers. Therefore, you trade up for better firepower and more reliable removals when you need something to disappear.
UE Carriers, Cavalry Companies, and Recon with Teeth
The UE Carrier Platoon is delightfully niche. You add three armored UE carriers to a Rifle Company, and they can resupply if they are not bailed out and not hauling troops. Moreover, if your leader is within 6 inches, you can juice nearby firepower for a turn or two. That can mean counting as double artillery teams or adding an extra die per team in direct fire. So, it’s a little push button burst of “now it matters.”
Cavalry Company rules lean into speed and board reach. However, the payoff is real: mounted infantry can race to an objective, dismount, and dig in. They can also stay mounted to slam into infantry and guns with a 6 inch move to contact on the charge. Moreover, each cavalry platoon brings seven Rifle MG teams, plus mounted machine-guns and 60mm mortars that can reposition quickly.
Recon also gets a cool identity moment. The AMR 35 Reconnaissance Squadron is notable because an anti-tank platoon can be integral. Therefore, the AMR 35 Anti-Tank Platoon card adds AT6 support beyond the recon tanks’ lighter punch.
Finally, Fighter Interception is pure disruption. You can force an opponent to reroll aircraft arrivals, and it is not limited. So, if you have spare points, you can make air support feel unreliable all game.
Summary
In summary, this pack (as described in the article) is less about tiny bonuses and more about reshaping plans. However, the themes stay very French: mobile guns, tricky supports, and defensive stubbornness. Charles de Gaulle is the iconic capstone for a Char B1 Combat Company, because the HQ gains Spearhead and nearby units pass Rally, Remount, and Last Stand on a 3+ within 8 inches and line of sight. Therefore, you get a formation that pushes forward and still sticks around. So, whether you want armored AT tricks or cavalry speed, these cards look like they will reward creative list builders.
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