Konflict ’47

If you like the cinematic firefights of Bolt Action but wish your platoons marched alongside diesel-powered walkers, jump-pack infantry, and… werewolves, Konflict ’47 is your game. Published by Warlord Games and built on the Bolt Action engine, Konflict ’47 imagines World War II diverging in 1947 after the discovery of “Rift-tech” — reality-warping science that unlocks advanced walkers, energy weapons, and terrifying bio-experiments. The result is a fast, tactical platoon game that feels historical and fantastical at the same time.
What the game feels like
Konflict ’47 uses the familiar order dice system: each unit acts when its army’s color die is pulled from a bag. This creates tense, cinematic sequencing where initiative swings back and forth. Veterans of Bolt Action can sit down and play in minutes; new players grasp the core loop quickly because the game stays focused on movement, shooting, assaults, and morale, then layers in Rift-tech rules sparingly so things stay snappy.
-
Game size: 800–1,250 points is common; 1,000 points plays in ~90–120 minutes.
-
Table: Standard 6'×4' or a cozier 4'×4' for faster club nights.
-
Model count: Roughly 30–50 infantry plus a few vehicles/walkers — enough to paint without it turning into a chore.
Armies & signatures

Every World War II faction gets weird toys while keeping its national character intact.
-
United States: Gyro-stabilized heavies, versatile Coyote and Mudskipper walkers, Jump Infantry with assault rifles, and hard-hitting armor.
-
Great Britain & Commonwealth: Elite Treadbike cavalry, Guardian suits, sonic weaponry, and top-tier command/control.
-
Soviet Union: Rugged massed infantry, fearsome Ursus bears and Daughters of the Motherland, brutal short-range hardware.
-
Germany: Deadly Spinne and Schreckwulfen (werewolves), heavy walkers, assault rifle spam, elite veterans.
-
Axis & Allied Minors: Italy, Japan, and others gain national twists with Rift-tech grafted onto traditional strengths.
Each faction balances “real steel” (tanks, guns, trucks) with a handful of signature units. You can play a mostly historical force and add a single walker, or lean fully into pulp with zombie shock-troops and sonic cannons.
Why it works on weeknights

-
Low rules overhead: If you know Bolt Action, you’re home; if not, Konflict ’47 teaches cleanly.
-
Meaningful choices every activation: The order dice bag keeps tension high and spotlight time evenly shared.
-
Painter’s paradise: 28mm kits mix plastic infantry you already know with characterful resin/metal weird units.
Getting started at The Hidden Lair
-
Pick a starter: Nation starter armies (or Bolt Action starters plus a Konflict ’47 unit box) will get you on the table.
-
Add a signature: One walker or one weird infantry box changes the whole feel of your list.
-
Bring order dice, tape, and dice: We have community terrain, rift-blasted city boards, and winter tables ready to go.
Sample 1,000-point hooks
-
US Air-Cav Raid: Lieutenant with vets, 2× Jump Infantry squads, Bazooka team, Coyote walker, Sherman 75. Mobile, punchy, objective-grabber.
-
German Night Hunters: Veteran Grenadiers with assault rifles, Schreckwulfen pack, Spinne walker, Puma car. Control through threat projection.
-
Soviet Winter Maul: Regular rifle blobs with SMGs, Ursus unit, Heavy Infantry squad, T-34, cheap mortar. Board control and late-game hammer.
Hobby tips
Konflict ’47 rewards bold weathering and mixed basing — mud spatters on walkers, snow paste for winter boards, and bright unit markings so your weird units pop. Many walkers share chassis with historical kits, so magnetizing weapon options stretches your dollars and your list flexibility.
Community Night Reminder
Join us this Wednesday at 5:30 PM at The Hidden Lair in Mt. Zion. We’ll run quick intro games, match veteran players, and swap list ideas for the next league cycle.