This scenario was played in Berre-l’Étang as part of a friendly game of Konflikt’47 on Friday, July 10, 2026. I played the German forces, and my colleague Largo played the US side. We played a narrative game adapted from several inspirations.
Review copy provided by Warlord Games
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 –US Context
At the dawn of May 1947, north of Zeebrugge on the beaches of Knokke, the assault is led by Roberta Wells. She is supported by a specialized combat group known as the Hell’s Angels. Additionally, two Firefly squads equipped for anti-tank duty are leading the charge. Audacious as ever, she has loaded M2A5 Linebackers under B-29 Superfortresses modified for the occasion. These units are to be airdropped from low altitude directly onto the battlefield. Equipped with non-directional parachutes, the M2A5s are expected to slow down before hitting the ground from an altitude of about 40 meters.
Meanwhile, Roberta and her Boys will be dropped from a modified B-17 directly into the combat zone using their jump packs.
Special Rule for the M2A5 Linebacker Airdrop:
The player designates a landing zone with a marker, then rolls 1 red D6 for scatter direction and 2 white D6s for scatter distance.
Konflikt’47 –Axis Context
On the Axis side, aerial raids have been intensifying in the area for the past two weeks, heavily bombarding the Atlantic Wall. These strikes clearly foreshadow an amphibious assault for a second landing in Western Europe. Axis tacticians rightly believe that the deep-water port of Zeebrugge is the primary target. This operation is aimed at establishing a bridgehead on the front to push deeper inland.
Since the area is devoid of Totenkorps, these troops will be absent from the battle—the high command having moved past them since the semi-fiasco of the Normandy landings in June ’44. The 13. Schwere Rift-Panzerdivision “Stahlkoloss” has been deployed north of Zeebrugge in an area with sparse defenses and bunkers. Guided by Dr. Kaelen Vossen “Der Rissflüsterer” and his visions, the high command anticipated that combat walkers would rain from the sky near Bunker 75. Around 5:44 AM, as the sun barely begins to redden the eastern sky, the roar of two B-29s and two B-17s flying at low altitude echoes over the coast. Suddenly, all hell breaks loose!

Turn 1 – From the Skies and the Sea!
The troops dropped from the skies land on the coast, while a landing craft delivers an M5A2(T) STUART.
Combat rages and gunfire intensifies from the coast targeting the M5A2s. One is destroyed immediately upon landing. The other bounds toward cover behind some hedges. On the ground, the Fireflies, equipped with their Thompson M1X1/2s, carve a path toward a squad of Stahltruppen armed with Panzerfausts.
Meanwhile, the Nachtalben squad bides its time, hiding inside the combat zone’s bunker.

Turn 2 – From the Skies to the Flames!
A third M5A2 is dropped from the sky by a B-29 suffering from engine failure, landing deeper within the combat zone. The crippled plane, losing altitude, crashes behind enemy lines a few minutes later.

Third M5A2 wipes out the Stahltruppen squad with a single shot from its light Tesla cannon.
The intrepid M5A2 pilot John Willis manages to blow up the Panzer IV Ausf. X, but fails to account for the sheer power of the Tiger I, which obliterates the M5A2 in response.

Turn 3 – The Wounds of Dawn
Both sides are now suffering heavy casualties: the Tiger I succumbs to an assault by Fireflies armed with ATRs. The Volksgrenadier squad is completely wiped out by the Firefly assault squad in a single pass. The raw power and penetration of the Thompson M1X1/2s make quick work of the regular troops.

Finally, it is the Nachtalben’s turn to make a move, sallying out to destroy the last standing M2A5. No fewer than 2 of their 4 Panzerfausts hit the walker, reducing it to scrap.
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Turn 4 – The Atlantic Wall Has Fallen!
The Axis counter-attacks with whatever forces remain, but it is not enough to turn the tide. Objective points are captured, and the Axis armies execute a strategic retreat. They manage to save one team of Stahltruppen and the Nachtalben. The Pz.Kpfw. II “Vogelspinne” also flees the battlefield, though not before destroying the M5A2(T) STUART prior to its strategic withdrawal.

Epilogue: After the Storm
The US camp wins the landing scenario, but at what a cost! Only 3 M2A5 Linebackers, one M5A2(T) STUART, Roberta, and 8 of her Boys survived. In the burning ruins of the aftermath, she goes in person to inspect the smoldering remains of the armored Stahltruppen soldiers. In the distance, the US landing craft advance safely across the sea. Only the Axis field artillery, positioned far behind, occasionally fires a haphazard barrage, throwing plumes of water into the air.
A few minutes later, Colonel Harry Silverhand joins Roberta.
“Here we are in Northern Europe, Roberta. Next, we push toward Antwerp. But first, the port of Zeebrugge is still unsecured. We’ll have to retake the city and the port before moving on. We are currently encircling the Axis positions around the port, and high command wants you on the front line!”

Thoughts on Konflikt’47
After running several small introductory sessions of Konflikt’47 for various players on smaller scales (400 to 600 points). This large-scale 1499-point clash plunged us straight into the standard format of the game. At this level, I noticed major gameplay differences compared to its sibling, Bolt Action.
For one, the games are much faster-paced. Rift-tech weapons are incredibly powerful and all feature very interesting rules. Tesla weapons, for instance, are highly effective anti-personnel tools but poorly suited for anti-vehicle duty. When you think about it, it makes perfect sense: what better Faraday cage is there than an armored vehicle?
On the other hand, gravity weapons feature a surprising mechanic capable of instantly crushing a tank, an infantry squad, or a combat walker a target type they excel at destroying.
Even though my gaming partner had outrageous luck with the dice and I had somewhat less! It was fascinating to watch these different mechanics in action. They give Konflikt’47 an identity radically distinct from Bolt Action.
The integration of Rift dice—which you must charge and then draw—adds real strategic depth. It doesn’t just feel like playing a variant of Bolt Action, but rather a completely distinct game with familiar yet unique mechanics.
Who is Konflikt’47 for?
I must admit I can’t wait to see this game translated into French so it can capture its audience. I truly believe that Warhammer 40k or Star Wars: Legion players should check it out. They would undoubtedly find a lot to love here. Furthermore, the strong narrative focus and the addition of heroes within squads provide genuine tactical tools during battle, whether for re-rolling certain dice or managing Rift dice.
For me, Konflikt’47 has immense development potential and immediately makes you want to play a campaign, just like the one offered in the Festung Europa supplement.
For my Axis list, I chose to bring in some classic Bolt Action units: a Tiger I acting as a command tank, sporting its formidable anti-tank gun, alongside a squad of Grenadiers (who unfortunately didn’t last very long). My US opponent, however, opted for a 100% Konflikt’47 list. Yet, they could have easily integrated historical units, perhaps swapping an M5A2 for a classic Sherman and adding paratroopers. This is exactly the kind of mix I plan to experiment with throughout 2026 and during the upcoming campaign we are about to play!
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