Konflict 47 introduction
- Springfield Gamers

- Jan 30
- 3 min read

Konflict 47: Where World War II Meets Weird War
Imagine if World War II didn’t end in 1945. Imagine if the very first nuclear detonations tore open reality itself, releasing energies and technologies that shattered the rules of warfare. That’s the essence of Konflict 47 — a bold, alternate-history tabletop wargame that blends gritty mid-20th-century combat with bizarre technologies, towering war machines, and otherworldly horrors.
A Setting That Defies Expectation
In the universe of Konflict 47, the war drags on into 1947. The Axis and Allied powers — and even the fractured Soviet Union — vie for supremacy using technologies that blur science fiction and wartime pragmatism. Researchers have harnessed “Rift” energy — a chaotic flux born from early atomic experiments — to power everything from enhanced soldiers to monstrous walking war machines. The result is not traditional WWII history, but a distorted world of Tesla weaponry, mech walkers, genetically altered troops, and arcane devices that reshape the battlefield.
From Bolt Action to a Standalone Experience
Though inspired by Bolt Action — the hugely successful WWII skirmish game — Konflict 47 stands on its own ruleset while retaining the familiar feel that Bolt Action players appreciate. It incorporates the beloved Order Dice system but expands it with Rift Dice, allowing unique abilities and unpredictable events tied to the game’s fantasy-science elements.
This means players who might already have Bolt Action collections can adapt existing forces, but they also gain new options to field strange armoured behemoths or terrifying Rift-enhanced infantry in battles unlike anything WWII history ever recorded.
Mechanics That Deliver Drama
At its heart, Konflict 47 is built around dice-driven tension and tactical choice. Every unit has an Order Die that goes into a shared bag; dice are drawn at random to determine which units can act next — keeping both players guessing and strategies fluid. The addition of Rift Dice introduces another layer: special abilities or powers that can shift the tide of battle when the dice fall right.
This combination creates cinematic, unpredictable turns where a perfectly timed activation can turn a desperate situation into a glorious breakthrough — or spectacular failure. Fights feel alive because even the sequence of play is constantly in flux.
Miniatures, Armies, and Narrative Play

Miniatures are the centerpiece of Konflict 47. From elite jump infantry and mechanised walkers to grotesque Rift-spawned horrors, every model carries both narrative and tactical weight. Starter sets bundle thematic forces — such as late-war Axis or futuristic U.S. units — with miniatures, dice, and terrain elements to help newcomers dive straight into the action.
The world itself invites storytelling beyond the tabletop: alternate-history newspapers, in-universe lore snippets, and a growing narrative community help players imagine the global conflict as more than just a series of battles.
A Growing Universe
Since acquiring the Konflict 47 intellectual property from Clockwork Goblin, Warlord Games has doubled down on expanding and refining the game. A new edition launched in late 2025 delivers updated mechanics, redesigned miniatures, and fresh faction flavour, making this the perfect time for both newcomers and seasoned Bolt Action veterans to explore the weird war.

Why Konflict 47 Matters
Konflict 47 stands out in the tabletop wargaming landscape because it doesn’t just transplant players into a familiar past — it reimagines that past through the lenses of imagination, pulp sci-fi, and twisted innovation. It’s a game of what if? as much as how?, inviting you to rewrite history with steel, energy, and an unending will to survive.
Whether you’re drawn by the lore, the tactical gameplay, or the joy of commanding bizarre war engines across tabletop landscapes, Konflict 47 offers a rich, dynamic, and unforgettable wargaming experience.
Join us
Sunday 1st February for our Learn to Play: Konflict '47 day. Either bring your army, including Bolt Action forces or borrow one on the day.
Morning games, 9-12pm
20-40mins
1 platoon commander
1-2 infantry
0-1 tank
0- 1 walker
Limits
- 7 command dice
- 500pt limit
Afternoon games 1-5pm
Doubles
1000pt lists




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