Konflikt ’47: The Ultimate Beginner’s Guide

Earlier in the game’s presentation, I briefly touched upon the essentials for starting Konflikt’47. Now, let’s explore in more detail the elements that might prove interesting when diving into this game for the first time.

Earlier in the game’s presentation, I briefly touched upon the essentials for starting Konflikt’47. Now, let’s explore in more detail the elements that might prove interesting when diving into this game for the first time.

Potsdam – Winter 1947

At this altitude, cold was no longer just a temperature; it was a bite creeping under jump jackets. Inside the belly of the DC-3, the men of “Razorback” squad were nothing more than massive, anonymous silhouettes, their faces obscured by the lenses of their gas masks. Harry felt the cold rubber pressing against his skin. With a mechanical, almost religious gesture, he inspected his Thompson M1X1/2. Without its power cell, the weapon was merely an inert block of steel, deprived of that azure glow currently bathing the fuselage in a spectral light.

Suddenly, the airframe groaned. Muffled explosions made the aircraft shudder: Flak. Outside, the Potsdam sky was torn apart by magnesium flashes. Sergeant Harris’s voice, crackling with static, snapped through the headsets: “Two minutes, gentlemen! Prime your jump packs!

Harry flicked the switch on his jetpack. A low hum traveled up his spine—a vibration of raw power. Immediately, he felt his weight decrease as the anti-grav effect finally took hold. He then connected his “Mix” to the battery. The Thompson’s barrel hummed to life with an electrical hiss, the deep blue of the Tesla coil saturating the darkness.

The sergeant slid the side door open. A vortex of howling wind rushed into the plane.

It’s time for the big jump ! Go !

As the jump light turned green, one by one, the Fireflies tumbled into the void.

Warlord Games Partnership

Warlord Games provided the products featured in these Konflikt’47 articles for free. My content reflects my own honest and independent opinion, without any intervention or influence from the brand.

Konflikt’47 The Introductory Set

This is exactly how one might imagine the start of a first scenario with the Introductory Set. Fireflies leaping from a plane deep behind enemy lines to carry out a specific mission in Axis territory. I highlight this aspect because it represents one of the greatest strengths of this Alt-History setting. Creating stories in this universe which is both fantastical yet grounded in our own history is incredibly rewarding. Every game you play has the potential to tell a compelling story.

Introductary set Konflikt '47

Priced at €51, the introductory set offers several compelling gameplay components for Konflikt’47.

  • 18 miniatures (12 US & 6 Axis)
  • Order and Rift dice for both nations, US & Axis.
  • A few six-sided dice.
  • The Konflikt ’47 Field Manual – A 68-page, full-color book.
  • 12 plastic US Fireflies (jump pack infantry).
  • 6 plastic Axis Stahltruppen (heavy armored infantry).
  • Plastic ruined building scenery.
  • Punchboard with pre-cut game tokens.
  • Double-sided play mat (approximately 76 cm x 57 cm).
  • Eight order dice (4 green / 4 grey).
  • Six Rift dice (3 green / 3 grey).
  • Ten classic six-sided dice.
  • Dice bag.
  • Cardboard insert (used for packaging) that doubles as a Bunker during play.

Investing further in Konflikt’47 will eventually require the core rulebook and an additional starter set. However, this Introductory Set remains a solid investment if you are interested in either the Axis or US nations.

Introductary Set Konflikt '47

The Konflikt ’47 Field Manual 

The Konflikt ’47 Field Manual covers various game elements, including painting advice, Konflikt’47 lore, different ways to play, a summary of essential rules, several introductory scenarios, a painting guide, and tips on what to do next.

Reading through this manual reveals high quality, with inspiring photography and content that is genuinely interesting for a complete beginner in both the hobby and strategy gaming.

This set is ideal for those on a tight budget who wish to try a strategy game with highly replayable content and miniatures that serve as a first step toward building a Konflikt’47 army.

Assembling the Miniatures 

Instructions for assembling the miniatures are clear and straightforward. Detailed guides on pages 23, 26, 28, 30, 34, and 39 help players understand how to build each part of a figure, including specific equipment for different missions. Budget approximately 20 minutes to assemble each miniature if you take your time.

This manual truly holds your hand during the assembly process, which is very welcome and ensures you are never left in the dark. Behold the new plastic Axis units for Konflikt’47!

Grappe Axe Konflikt '47

Painting the Miniatures

Spanning five pages, the painting guide is of high quality. Simple techniques are presented, making them accessible to any painting novice. Expect to spend at least 1.5 to 2 hours per miniature if you are a beginner still mastering these methods.

Pro tip: pick up free miniatures often offered by local hobby shops to practice your skills before applying paint to these magnificent Warlord Games figures. Practicing on cheap plastic toy soldiers is another great way to build confidence before tackling the miniatures in this kit.

Unboxing the Introductory Set

Packed to the brim, this box is a wonderful surprise upon opening. Everything needed for two players to jump into their very first games is included right here.

Contenus Introductary Set Konflikt '47

Included in the set is a token sheet that even allows you to test out the game with various vehicles.

Planche de Pion Starter Introductary set

Basic rules needed for play are beautifully illustrated in the manual, which saves you from having to purchase the full rulebook right from the start.

Field Manuel Konflikt '47

Konflikt ’47 Starter Set

Konflikt '47 Starter Set

Retailing for €114, the full Starter Set provides significantly enhanced content for double the price.

Axis Miniatures (Germany)

  • 1 Warlord resin Axis Platoon Commander (Box exclusive).
  • 6 plastic Stahltruppen (Heavy infantry).
  • 1 plastic “Vogelspinne” Light Panzermech (A four-legged combat walker).

United States Miniatures

  • 1 Warlord resin US Platoon Commander (Box exclusive).
  • 12 plastic “Firefly” Paratroopers (Jump pack infantry).
  • 1 plastic M2A5 Linebacker Combat Walker (The iconic US light walker).

Accessories and Game Materials

  • Waterslide transfers sheet.
  • Plastic Konflikt ’47 ruins (4 plastic sprues to build terrain).
  • Konflikt ’47 Rulebook (A5 format, softcover).
  • 8 Order Dice (4 olive drab and 4 grey with black markings).
  • 8 Rift Dice (4 green and 4 grey).
  • Neutral dice bag.
  • 10 six-sided dice.
  • Double-sided paper play mat.
  • Plastic sprue containing pin markers and templates.
  • Assembly guides.

Starting with this content is top-tier if you are interested in one or both of these armies.

Kit starter Konflikt '47

Launching into Konflikt ’47 with a gaming partner or recruiting new players becomes much easier since you have everything needed for introductory games. Included are compelling miniatures that perfectly reflect the Konflikt’47 universe, along with all the essential gear like plastic PIN markers and various templates. A full rulebook is also part of this set.

Both army starters already allow for several different scenarios. If you happen to have Germans or US troops from a Bolt Action collection, mixing your forces to reach higher point totals is also a great option.

Looking at this type of content, I truly feel that this is “THE” best choice for starting a Konflikt’47 adventure.

Another path is possible

Every nation features its own Starter Army. Unlike the Bolt Action Starter Armies, these include some interesting extras:

Order and Rift dice for their respective nations are included. While this might seem like a small detail, it is quite significant: it saves you from having to immediately buy separate packs of 12 dedicated Order dice and 12 dedicated Rift dice. I really appreciate this approach and, as a Bolt Action player, I admit it would be great if the Bolt Action nation Starter Sets followed suit.

Listing the components for every single nation would be tedious, but generally, each Starter Army offers 2 or 3 vehicles and 1 or 2 iconic Konflikt’47 unit types for roughly 800 points. This is enough to play several games in a “reduced” format, keeping in mind that a “standard” game is usually played at 1500 points.

Purchasing the Rulebook

Konflikt '47 rules book

Buying a Starter Army means you will definitely need the rulebook. However, a legitimate question arises if you are coming from Bolt Action.

In all other cases, the answer is simple. Whether you are moving over from Warhammer 40k, Age of Sigmar, Star Wars Legion, or any other wargame, you will sooner or later require the Konflikt ’47 rulebook.

For Bolt Action players, the choice is more nuanced. Since I own both the Bolt Action and Konflikt ’47 rulebooks, I will share my perspective on the matter.

Allow me to share my personal take on this matter. Owning both volumes, I find the editorial choices for Konflikt ’47 particularly inspired. Matte paper, through its texture and grain, adds a noble quality that contrasts sharply with the glossy paper of Bolt Action. Every page’s aesthetic—from the border illustrations to the stylized numbering—makes it a stunning object. Browsing through it feels less like stepping outside history and more like diving headfirst into an alternate timeline. For a book lover like myself, the layout of Konflikt’47 truly manages to convey an artistic emotion.

Differences & Commonalities Between the Two Books

Bolt Action’s rulebook reaches 318 pages.

  • 137 pages dedicated to rules, army creation & scenarios
  • 86 pages of army lists for the 5 nations
  • 25 pages of optional rules

Konflikt’47’s rulebook stands at 198 pages!

Konflikt '47  Rules
  • 140 pages covering rules, army creation & scenarios

Main differences in size stem from Bolt Action including army lists for five nations and a much thicker historical section compared to Konflikt ’47 . Most elements seemingly missing from the core rulebook are actually hosted on the dedicated Konflikt ’47 website.

Bolt Action players will find 90% of the rules identical—shooting systems, artillery, vehicle damage management, and so on—but special rules for Rift weaponry, which are the heart of the game, will be missing. Furthermore, special rules for combat walkers, genetic options, and hero management are entirely absent from Bolt Action.

Purchasing the rulebook, whether in physical or digital format, remains necessary in my view. Even though the quick-start guide provides a glimpse of Rift mechanics, it doesn’t cover the full depth required for play.

Assembling Your First Units

Army structures in Konflikt ’47 are composed of various platoons that “march” together.

First and foremost comes the Company Commander, responsible for strategy at the battalion level. In Konflikt’47, these are often Heroes with specific backgrounds that grant advantages and can influence how the Rift functions throughout the battle, particularly if they possess the Rift Mastery trait.

Take the Americans, for example:

Slammer Samuels is an American war hero who served with the Rangers and took part in the Dieppe raid before being gravely wounded on Omaha Beach. Recruited by the mysterious Paragon Program (Area 51), he underwent genetic enhancements to become a super-soldat.

Nowadays, he leads his troops from the front lines using cutting-edge Rift technology: a heavy Tesla rifle and his favorite weapon, the Tesla Gauntlet, capable of crushing the most heavily armored enemies in close combat.

Deploying this Company Commander on the battlefield is optional. However, if you pay his points cost, he will undoubtedly swing the tide of battle in your favor multiple times.

The Assault Platoon

Several elements make up this platoon:

1 Platoon Commander

2 Specialist or Advanced Infantry squads

Various options are available:

  • 0 to 2 Specialist, Advanced Infantry, or Basic Infantry squads (Basic infantry are sourced from Late War Bolt Action)
  • Medic
  • Artillery or Forward Air Observer
  • Sniper team
  • Anti-tank team
  • Light mortar
  • Transport vehicle (per infantry or artillery unit in the platoon)

Bolt Action players will recognize the same philosophy here as the Rifle Platoon.

Following that same logic, this Assault Platoon unlocks access to several other platoons.

List of Platoons Unlocked by the Assault Platoon

  • Heavy Weapon Platoon
    • 1 Platoon Commander
    • 2 units, either machine guns or mortars
      • + various additional mortar or machine gun options and anti-tank teams
      • Dedicated transport vehicles
  • Artillery Platoon
    • 1 Platoon Commander
    • 1 Artillery gun (Rift tech or classic)
      • Up to 3 additional artillery pieces
  • Dedicated vehicles
  • Engineer Platoon
    • 1 Platoon Commander
    • 2 Basic or Advanced Infantry squads (Rift Tech boosted)
      • Up to 3 Flamethrower teams
      • Up to 3 additional Basic or Advanced Infantry squads (Rift Tech boosted)
  • Armoured Platoon
    • 1 Command vehicle (Tank, Combat Walker, or any other vehicle type)
    • 1 Standard combat vehicle
      • Up to 3 additional vehicles
  • Armoured Walker Platoon
    • 1 Armoured Combat Walker
      • 0-2 additional Combat Walkers
      • 1 vehicle (tank, wheeled vehicle, etc.)
      • 1 Specialist Infantry squad
      • 1 Anti-tank team
      • Dedicated transports
  • Recce Infantry Platoon
    • 1 Platoon Commander
    • 2 Basic or Advanced Infantry squads (Rift Tech boosted)
      • Up to 3 additional Basic or Advanced Infantry squads (Rift Tech boosted)
      • Up to 1 Specialist Infantry squad
      • Up to 1 additional Observer
      • Up to 1 Anti-tank team

Utilizing these foundations allows you to create and specialize your force. Whether aiming for reconnaissance, defense, or an inexorable advance, this structure’s flexibility supports every tactical approach. Optimizing your options while staying within the points limit is entirely up to you.

What to Assemble First?

Just like in Bolt Action, building a list starts with an Assault Platoon. Warlord Games starter boxes are particularly well-designed, providing this platoon along with essential Order and Rift dice. Beginners will find this the ideal entry point. Beyond infantry, these sets also allow for the configuration of an Armoured or Walker Platoon.

Even though a Starter Set provides around 800 points (compared to the 1500 points recommended for standard formats), it offers a solid base for learning the rules, managing movement, and mastering Rift unit specifics.

Creating Your First Lists

List creation is handled via dedicated tools on the Bolt Action website. You will quickly notice that units equipped with Rift-tech are expensive; between heroes and specialized troops, points add up fast. These are veteran, tough, well-armed, and formidable troops. By comparison, classic units from Bolt Action are more fragile, less equipped, and consequently much more vulnerable to Rift weaponry.

Axis Stahltruppen

Encased in Grade 2 combat armor, these soldiers carry the StG 44Z, an assault rifle that sits halfway between a light machine gun and a standard rifle in terms of range. Its 3 shots and Assault special ability make it a terrifying weapon.

Equipping this unit with LMGs (light machine guns) is also an option; they can fire without the usual -1 penalty for lacking a loader. Indeed, Grade 2 power armor allows for such “luxuries.” A squad of 3 Stahltruppen can generate 15 shooting dice per turn… Amusingly, these troops possess a 7+ save, meaning small arms fire often bounces harmlessly off their plating. Anti-tank rifles, RPGs, or howitzers will be required to neutralize this threat.

US Fireflies

Equipped with jetpacks and SMGs firing electrically charged rounds, these veteran troops make short work of classic infantry. Worse still, they can fly to your positions, outflank you, and then immediately take off again to find cover (at the cost of a Rift die charge). Such a unit radically changes the traditional way of playing Bolt Action, but represents a classic element of Konflikt’47.

Already a compelling argument, the Thompson M1X1/2 features 2 shooting dice, a 12-inch range, the Assault trait, and +1 penetration. At short range (6 inches), you can switch to Slug mode: you lose one shooting die and the Assault rule, but gain a +2 penetration bonus. Combined with the +2 short-range hit bonus, the impact is devastating. A squad of 6 Fireflies is mobile, powerful, and capable of retreating out of reach. Finally, equipping them with RPGs turns their anti-tank capability into a nightmare for enemy armor and combat walkers.

Starting If You Already Play Bolt Action?

I will cover this topic in more detail in a dedicated article. However, keep in mind that your existing Bolt Action troops will be useful, even if they are more fragile than Rift-Tech enhanced units.

One major advantage of both games is the ability to use Bolt Action miniatures in Konflikt’47. Choosing a Starter Army for a nation you already own in Bolt Action allows your usual miniatures to join your Konflikt’47 battles seamlessly.

Mortars, classic artillery, medium and heavy machine gun teams, late-war tanks, and vehicles, as well as late-war infantry, can all be utilized. Doing so reduces the investment needed to, for instance, round out the 800 points of your Starter Army. Furthermore, “classic” units do not require dedicated Rift dice, as they lack access to Rift Technology.

Kit-bashing between Bolt Action and Konflikt ’47 sprues is highly encouraged by the publisher. For those who enjoy modifying miniatures to make them unique, this is THE perfect game for such a hobby exercise.

How to Add Units?

Sourcing new vehicles, troops, artillery, and combat walkers directly from the Konflikt’47 range is the most logical step. Numerous options exist within this dedicated miniature line. Alternatively, the publisher suggests buying Bolt Action troops to “modify” them for a “Konflikt’47” look. You might consider purchasing infantry boxes from that game to create a mix of specialized assault troops fighting alongside heavy combat armor and regular soldiers equipped with typical late-WWII weaponry.

Adding the vast variety of equipment found across the Warlord Games kits allows modeling enthusiasts to convert existing troops into something with a true Weird War feel.

Armor follows the same logic: nothing stops you from taking late-war tanks from your nations and using them as-is. Bolt Action players will find their tanks serve a dual purpose across both games. You can also give them a unique style by adding specific gear or emphasizing weathering on your models to highlight the worn effect of old vehicles pushed beyond their limits.

The Entry Cost of Konflikt ’47 ?

Entry prices for the second edition of Konflikt’47 are roughly the same as for Bolt Action. For new players starting from scratch, the €51 introductory box represents an excellent gateway.

Starter Sets, meanwhile, offer much more generous content for around €114, providing two complete forces (Axis and USA) along with their respective walkers, terrain pieces, and the rulebook.

In summary, expect an overall investment of about €180 to €200 to field an optimized, varied army ready for any battlefield challenge.

Is Starting Konflikt ’47 Easy?

To conclude, having personally started both Bolt Action and Konflikt ’47 , my first observation is clear. Between the Introductory Set and the Field Manuals that guide you through assembling your first forces step-by-step, I find starting the journey with Konflikt ’47 to be much simpler.

One truly positive point lies in the Starter Armies. By providing a coherent army structure of roughly 800 points right out of the box, they make construction errors almost impossible, regardless of the chosen nation. These boxes are blank canvases where you only need to add your preferred tactical options. Adding more combat walkers, more artillery, or new vehicles to reach 1500 points is entirely possible!

Choosing your side and letting your creativity flow—whether on the battlefield or your modeling table—is all that’s left to do.

Written by :

Maurice

Maurice, Bolt Action editor

I have been passionate about imaginative worlds since childhood, between toy soldiers and role-playing games. In the 90s, I delved into wargames like Squad Leader and Warhammer 40K. Today, I spend my time painting miniatures, working on my own game, and playing Bolt Action, my current favorite wargame.

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