Konflikt ’47 for Bolt Action Players – What Changes, What Carries Over
Konflikt ’47 for Bolt Action Players – What Changes, What Carries Over
If you already love Bolt Action, then Konflikt ’47 is your next logical step. Built on the same WWII tactical core, Konflikt ’47 adds a thrilling dieselpunk twist—introducing walkers, plasma weapons, and paranormal units without abandoning the realism and balance that make Bolt Action great. This guide breaks down the key differences between the two systems, showing what carries over and what changes for beginners entering the weird-war setting.
Internal Link: Explore rulebooks, armies, and models here: Konflikt ’47 at Tistaminis
Quick Summary
- Base System: Konflikt ’47 uses the Bolt Action rule engine with minor tweaks.
- Setting: Alternate 1947 timeline—World War II extended by Rift-tech science.
- Gameplay: Familiar activation dice and mechanics with new units, weapons, and supernatural powers.
What Is Konflikt ’47?
Konflikt ’47 reimagines the post-WWII era as a dieselpunk arms race powered by alien “Rift-tech.” Developed by Warlord Games and Clockwork Goblin, it takes historical forces and upgrades them with mech walkers, energy weapons, zombies, and psychic soldiers—while still keeping the tactical feel of Bolt Action.
Think of it as an alternate history—where your favorite army gets access to weird technology but still plays with the structure and balance of the original WWII ruleset.
What Carries Over from Bolt Action
1) Core Mechanics
The order dice system, alternating activations, and pinning rules remain identical. If you know how to activate units, perform Fire and Advance orders, or manage suppression in Bolt Action, you’re already most of the way there.
- Order dice pulled from a shared bag decide activation order.
- Units react to morale and pins the same way as in Bolt Action.
- Cover, line of sight, and terrain rules remain consistent.
2) Army Building
Konflikt ’47 uses the same structure of platoons, officers, and support units. In fact, most Bolt Action army books and models are fully compatible—so your existing WWII armies are ready for the Rift-war with minimal additions.
- Same 1,000-point standard game size.
- Faction balance remains similar (Axis, Allies, Soviets, etc.).
- You can mix historical and Rift-tech units in one force.
3) Game Scale and Table Size
Both games use 28mm miniatures on 6'x4' tables, with similar engagement ranges. Terrain density, line of sight, and tactical spacing remain identical—so your Bolt Action board setups work perfectly.
4) Historical Units
Your regular infantry, tanks, and artillery from Bolt Action all carry over. Konflikt ’47 doesn’t replace the old—it enhances it. Standard WWII vehicles can fight alongside walkers and Rift-tech units in the same army list.
What Changes in Konflikt ’47
1) Rift-Tech Units
This is where the fun begins. Konflikt introduces new technology and creatures derived from alien energy rifts discovered during WWII. These add a light sci-fi element without turning the game into pure fantasy.
- Walkers: Armored mech-style vehicles replacing or supporting traditional tanks.
- Rift-Creatures: Zombies, werewolves, and psychic experiments unleashed by nations.
- Energy Weapons: Tesla cannons, plasma rifles, and Rift-tech artillery with new effects.
2) Army Flavor Expands
Each faction now has unique “weird” options based on its culture and tech philosophy:
- USA: Powered armor infantry and Tesla weaponry.
- Germany: Totenkorps undead and heavy walkers.
- USSR: Psychic troops and mutant shock soldiers.
- Britain: Experimental heavy armor and anti-gravity vehicles.
- Japan: Rift-empowered Oni and spiritual energy weapons.
3) New Special Rules
New rules cover Rift-tech mechanics and supernatural effects:
- Energy Weapons: Ignore certain armor saves or cause multiple pins.
- Walker Movement: Combines tank durability with infantry-like maneuvering.
- Horror & Morale: Fear-inducing units affect enemy activations and morale rolls.
4) Narrative Focus
Konflikt emphasizes cinematic storytelling. Missions often feature prototypes, crashed rift sites, or secret objectives. The tone leans pulp adventure—ideal for casual play, campaigns, and hobbyists who enjoy painting unique models.
Transitioning from Bolt Action to Konflikt ’47
Because both games share core mechanics, Bolt Action players can start Konflikt with minimal effort. Here’s how to transition smoothly:
- Step 1: Keep your existing army—infantry and tanks are still valid.
- Step 2: Add one or two Rift-tech units—like a walker or experimental squad—to learn new rules gradually.
- Step 3: Introduce thematic scenarios—rescue missions, secret weapons, or objective-based play.
- Step 4: Expand into full Konflikt platoons with new heroes, weapons, and narrative campaigns.
Recommended Starter Options
- Konflikt ’47 Rulebook: Includes the full revised Bolt Action engine plus new Rift-tech rules.
- Starter Boxes: Each faction’s starter set provides infantry, walkers, and heroes for 1,000 points.
- US vs. German Starter: Best choice for two players—introduces key mechanics with balanced forces.
Hobby & Painting Notes
- Use WWII base colors, then add metallics or glowing effects to represent Rift-tech energy.
- Walkers are ideal for weathering and oil techniques—perfect for hobbyists who enjoy detailed finishing.
- Mixing historical and sci-fi elements opens creative opportunities for conversions and terrain.
Image Suggestions
- Hero banner: Allied and Axis walkers facing off beside WWII tanks on a ruined battlefield.
- Action shot: German Totenkorps charging against US Tesla troops.
- Workbench image: Konflikt models being painted alongside Bolt Action infantry.
FAQs – Konflikt ’47 vs Bolt Action (tap + to expand)
Very similar—Konflikt ’47 uses the Bolt Action ruleset as its foundation, meaning most mechanics, units, and strategies carry over with minimal changes.
Yes! Standard WWII infantry, tanks, and artillery are fully compatible. You can add Rift-tech units as upgrades without rebuilding your force from scratch.
Yes, the Konflikt ’47 rulebook contains all the additional rules for Rift-tech units, supernatural effects, and updated scenarios. However, it includes the full Bolt Action engine inside.
Absolutely. While it adds sci-fi elements, the system remains balanced through points costs and careful faction design, maintaining Bolt Action’s tactical depth.
Yes—many groups run mixed scenarios or transition campaigns where Rift-tech units appear mid-war. It’s perfect for blending historical realism with pulp sci-fi flair.
The US and German starter boxes are best for newcomers. They include classic WWII troops plus Rift-tech walkers, showcasing the best of both worlds.
Find rulebooks, starters, and expansions here: Konflikt ’47 at Tistaminis.
From Bolt Action to Rift-Tech Warfare
Konflikt ’47 is everything Bolt Action players love—tactical depth, alternate activations, and beautiful models—supercharged with science fiction imagination. Whether you’re adding a single walker to your platoon or diving fully into the Rift-war, it’s a seamless transition that expands your WWII gaming experience in bold new directions.
Start your Rift-tech campaign: Konflikt ’47 at Tistaminis