AAR- Konflikt ’47 at GreenfireGames

Imagine a world where the 2nd world war didn't end in 1945. Nuclear experiments led to the creation of "rift technology", and the powers are using these new weapons to further their agendas. Walkers and tesla tanks are fighting against German Zombies and Russian bear-men. Welcome to World War II, 1947.

Konflikt '47 is a "weird" WWII extension of Bolt Action by Warlord Games in conjunction with Clockwork Goblin Miniatures. It is based on the first edition Bolt Action rules with some notable additions, including reactions.

Tim and I tried it for the first time at Greenfire Games. We played a 750 point game, which is on the small end of a normal game size. I fielded US forces, and Tim proxied Soviets. We used a fantastic army builder at easyarmy.com to build our lists. It creates clean printable lists with all special rules detailed at the bottom. This really helped to minimize searching the rulebook during our game.

US Forces:

  • Officer: First Lieutenant (regular) with 2 additional infantry, all equipped with thompson sub-machine guns.
  • Infantry Squad (regular)- 1 NCO with a sub machine gun, and 11 grunts. 2 were equipped with Browning automatic rifles, and the rest had bolt-action rifles
  • Heavy Infantry- 1 NCO, and 4 infantry all armed with heavy armor exo-suits, and assault rifles
  • Sniper team- 1 sniper and his spotter
  • Heavy Weapon team- 1 bazooka and his spotter
  • M5A2 Coyote Light Walker- armed with a heavy machine gun, medium machine gun, and 2 fists
  • M4A9 Sherman T medium tank- armed with a tesla cannon, and forward facing medium machine gun.

Soviet Forces:

  • Officer: First Lieutenant (regular) with 2 additional infantry, represented by Kovnik Jozef Grigorovich (Warmachine) with Winter Guard (warmachine, head swapped and weapon modified) and a historical figure (unknown maker, head swapped)
  • Infantry Squad (regular)- 1 NCO with a rifle, and 11 grunts. 1 was equipped with a light machine gun, 1 was a loader and the rest had bolt-action rifles
  • Free inexperienced infantry squad- 1 NCO with a rifle, and 5 grunts. 1 was equipped with a light machine gun, 1 was a loader and the rest had bolt-action rifles. All infantry were represented by various AT-43 figures (minor changes to prepainted figures)
  • Sniper team- 1 sniper and his spotter represented by Widowmaker (warmachine) with historical figure (unknown maker)
  • Heavy Weapon team- 1 flame thrower and his spotter, represented by Chemgrunt (VOR) with historical figure (possibly Copplestone Castings, I'm not sure)
  • Cossack Light Walker- armed with an autocannon, medium machine gun, and 2 fists, represented by an AT-43 figure (repainted)
  • IS-2 Heavy Tank with a turret mounted heavy anti-tank gun, represented by a Dust tank (repainted)

I came up with a fun scenario that would allow us to use my rarely used Spanish village terrain:

Germany's head "rift-tech" scientist has escaped Berlin, tired of creating terrible super weapons. He managed to make his way to Spain, where he was hiding out in a remote village. Unfortunately, he ran afoul of the local law enforcement, who were German supporters.  He was to be hanged at dawn for treason. Both the US and Soviets intercepted this information, and decided that rescuing him to help bolster their own scientific progress was a wise course of action... They were running out of time. The noose was already around his neck...

This was a simple capture and hold scenario. Each force would attempt to get infantry units within 3 inches of the accused scientist (on the gallows platform) to hold the location until the end of turn 5, rescuing them. If the opposing force was also there, the location would be contested. If the location was contested at the end of turn 5, both forces would be too busy paying attention to each other, and the scientist would hang.

We each deployed at one side of the 4x4 table.

The first turn saw all units running forward to gain strategic ground.

Initiative in Konflikt '47 has a random element. Each unit on the board gets a single "order die" (a regular 6 sided die is fine for this). Each side's dice need to be matching. They all go into a bag, and are drawn out randomly. If your die gets pulled, you activate one of your units. This continues until the bag is empty and all units have been activated. Then, the turn is over and you start a new turn.

There are basically 6 orders you can assign to a unit:

  • Fire
  • Advance
  • Run
  • Ambush
  • Rally
  • Down

Any time a unit takes fire, it is given one or more pin markers. If a unit has pin markers, it must take a morale test (modified by the number of pin markers) to see if it obeys the order. As the pin markers pile up, the unit is much less likely to listen. If a unit passes the morale test, one pin marker is removed, and they can use the rally order to remove D6 markers if necessary.

Shooting is a basic roll to hit, roll to wound system. rolling to wound is affected by the morale of the unit, and each wound results in the loss of a model. If a unit loses 50% of it's models in a round of fire, it needs to take a morale test. If it fails this one, it runs away.

That's really as complicated as the game gets!

The US tesla tank failed to take out the Soviet tank with this tesla shot. It started a fire in the opposing tank, but they were able to put it out. Even when you fail to cause damage, you are still affecting the battle by adding pin markers to the opponent.

The inexperience Soviet troops advanced, unprotected by cover...

The US walker laid rounds of medium machine gun fire into them, killing a large number, and forcing a morale test. They failed and ran away!

The scientist was probably sweating due to all the bullets whizzing past him.

The Soviet tank tried to shoot at the US tank, but missed.

The Heavy weapon trooper launched a bazooka rocket at the Soviet Tank, blowing it up.

This Soviet squad, and the Soviet sniper advanced past the burning wreckage...

The Soviet walker snuck around a building to flank the US infantry.

The Soviet flamer crept up to the gallows, intent on burning the US heavy troopers, but his partner was killed, and he took a single pin marker.

This was the state of the board at the end of round 3. The Soviets had taken heavy casualties, but were prepared to make a final push.

The heavy troopers made a bold move onto the gallows platform and opened fire at the Soviet infantry.

The US walker moved in to assist, taking out a number of troops.

At the start of round 5, the US were feeling confident, and reassured the scientist of his future American life. The Soviet troops had other ideas, and charged in to assault!

The US heavy troopers chose to react by firing into the approaching troopers, killing all but one. The brave Soviet soldier fell in close combat immediately after.

The US troops swarmed in to cover the prisoner's escape, winning the scenario.

Final Thoughts


I really liked this game! It played quickly- Even with all the time spent hunting through the rule book, it was less than 2 hours. It had a lot of flavor. I was a little concerned about the random activations and the pin mechanism, but in practice, I had no problems. There was one turn where Tim drew most of his dice before I got to activate a single unit, but I was able to pay attention to his moves and counter them fairly successfully. There were 2 rounds where my infantry failed to activate due to failed pin related tests, but I didn't mind. They were shell shocked and couldn't be bothered to listen to orders. That's flavorful and fun!

I never considered myself someone who is interested in historical gaming, and indeed I am not. I still have little interest in straight Bolt Action. I don't want to recreate historical battles. The "weird" addition excites me, and I hope it gets even weirder in the future. I'm inspired to paint up a unit of US jump troopers, and a jumping mech for our next (hopefully soon) game.


I enjoyed Konflikt 47 as a game, but feel it still needs some development.  It is almost certainly going to be expanded upon, and I look forward to seeing where they take the current game.  The mechanics of random activation is similar to Test of Honour, but I like the samurai games variation of indicating if a hero or common troop can go, rather than which player moves next in Konflikt.  Perhaps the most interesting mechanic we used was the morale and pinning system.
As a setting, the "weird" elements are quite tame from my perspective.  Perhaps this is mostly to make it easy to use existing WWII figures, but I find using out of date real world equipment along side the fantastical to be a bit odd.  I think I would personally be more attracted to a game set a couple of decades later- mixing comics, spy films, sci-fi, and the cold war.
Overall, I had fun and I like the game.  I think it is could be tweaked slightly, possibly playing with the activation mechanic to make it a little more like Test of Honour, and adding in a bit more weird.  I might propose some tinkering with the rules and setting if we continue playing.
Stay tuned for more coverage of Konflikt '47!

3 responses to “AAR- Konflikt ’47 at GreenfireGames

  1. Thanks for writing the report, good game. And thanks to Greenfire for hosting.

  2. There isn’t a rock-paper-scissors model of damage, but there are two levels of damage and armor. Vehicles and walkers have a Damage Value that represents their armor. So regular troops are 4+ to damage, but my heavy tank was 10+. This is counteracted by weapons’ penetration value, which is added to the damage roll.

    I’m pretty sure Josh had more penetration bonuses than I did, and his heavy infantry also had a higher damage value, so that didn’t help me either.

  3. The tank v. Tank would have been much more effective had we both rolled better. I actually hit Tim’s tank 2 times… The first it caught fire, but Tim managed to put it out with a good morale roll. The 2nd time was superficial.

    The bazooka was a great roll. Tim’s shots against my tanks were equally unlucky.

    Any anti tank has a good chance of taking out the walkers. I tried to shoot at Tim’s but missed. Interesting note- walkers can’t take objectives. Only infantry can. So I really used the walker as cover for the bazooka team, and as a distraction while I moved the heavies up.

    It felt fairly well balanced to me. Infantry dies quite easily, and my win really came down to the dice being on my side the whole game. If Tim had taken out my tank, or focused his attention on the heavy troops, it would have been a different outcome. His flank manouver with the walker really took me by surprise!

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