Konflikt ’47: The Germans are Gettting Mutants

Konflikt 47 logo wide

The German forces of Konflikt ’47 are getting weirder.

For those unfamiliar: Konflikt ’47 is a Weird War II game based on the mechanics of Bolt Action that was designed by Clockwork Goblin Miniatures. It adds new units and models to the existing range of Bolt Action – you can fill out your Konflikt ’47 armies in a slash by using your Bolt Action models. Current forces include Americans and Germans, and there are plans to expand into the other armies of World War II.

So far we’ve seen some kick ass walkers and heavily armored troops. Now we’re really getting weird… here come the mutants!

 

German Schreckwulfen$19.25

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Less controversial than the animated corpse programme, the soldier enhancement division at Dresden has worked tirelessly to enhance German soldiers with the DNA of animals to radically improve their fighting ability. One of the more stable and successful projects combines human and canine DNA, with the result of a warrior that resembles the mythological werewolf. Deployed for the first time in early 1945, their impact was immediate and from the Allies point of view, terrifying.

Special rules for these genetic horrors include:

  • Large Infantry
  • Horror
  • Fast
  • Tough
  • Tooth and claw
  • IR vision

The blister pack contains 3 metal Schreckwulfen, allowing you to field a squad. Add a second pack to bring the squad up to it’s maximum size and rip into your enemies at will! Full rules can be found in the Konflikt ’47 rulebook on page 131.

 

German Nachtjager$16.00

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Currently the pinnacle of the Soldier enhancement division, the Nachtjäger is no longer truly human, with the DNA of reptiles, bats, and alligators merged into a horrific creation. No one knows if the subjects for this programme are volunteers, but their effectiveness on the battlefield is without question. The very existence of the Nachtjäger alters Allied planning and reports of their presence are always taken seriously by intelligence staff.

Special rules for the Nachtjäger include:

  • Large Infantry
  • Horror
  • Flight
  • Tooth and Claw
  • Tough
  • IR Vision
  • Strong

The blister pack contains 2 metal Nachtjäger Assault Troops which form your complete squad! Full rules can be found on page 133 of the Konflikt ’47 Rule Book.

 

German Heavy Infantry with LMGs$10.00

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Rift-tech was rapidly used in the development of heavy armour for the Wehrmacht to ensure casualties in an intense operations were kept to a minimum. One of the first nations to introduce heavy personal armour it is effective and provided a much-needed boost to the German war effort when first deployed. Other nations have copied the principles, often to better effect, but the heavy infantry remain a potent force on the battlefield.

Special rules for the heavy infantry include:

  • Large Infantry
  • resilient
  • slow

The blister pack contains 2 metal Wehrmacht Heavy Infantry with an LMG each, allowing you to field the 2 upgrades (at a points cost of 10pts each) allowed in a Wehrmacht Heavy Infantry squad! Full rules can be found on page 19 of the Konflikt ’47 Rule Book.

 

 

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  • Sooo…What do the Allies get to handle…these?

    • georgelabour

      The same thing every marine is expected to use when facing horrific monsters in close quarters.

      Harsh language.

      • Andrew

        “GAME OVER MAN!”

  • jcdent

    *Nachtjager means night hunter

    Memes aside, I love it how they go “only science, no supernatural stuff”, then continue to release monster indistinguishable for any other Weird War II game.

    • LordRao

      Did they really say that? In any case, you can easily play the game without any occult stuff, and just with the newfangled tech (the Allies don’t get any occult stuff – yet) – or even just basic Bolt Action armies, for that matter.

      • jcdent

        I don’t mind Occult stuff, I’m not some sort fedora person. I’m just making fun of the fact that their muh science statement did zip all when it comes to making Weirdmacht. It’s always zombies, werewolfs and vampires, but this time its different because SCIENCE.

        It would be hilarious if it turned out to be just a Technocracy-level cover up: “yeah, no, really, it’s not magic, it’s just, uuuh, technology, yeah, something to do with nukes”

        • georgelabour

          Actually the man/animal hybrid thing has its basic in ‘science’ performed by both Nazi and Soviet scientists before, during, and after the war.

          Due to the infancy of genetic science at the time (As well as the tendency to execute scientists who were defeatists) there were a LOT of incorrect ideas about how certain things worked.

          Also some of the scientists were more than a bit unhinged…

          Just look up Stalin’s attempt to make a human-ape hybrid super soldier if you want to begin scratching the surface of what these people tried to do.

      • Severius_Tolluck

        They did infact say there would be only things grounded in science in multiple statements. I am a bit disapointed myself as well.

        • georgelabour

          To be fair not only are these concepts grounded in the type of science fiction common to the early 20th century but they’re also based on attempts by certain ‘scientists’ of the period to alter the human form.

          So it’s a bit of Doctor Moreau meets Doctor Ivanov, with a dash of Captain America thrown in.

          • Severius_Tolluck

            Fair enough. However when a game designer tells you they are not going to do cult, and weird war stuff, you tend to believe them. So it was the impression is all. If I wanted cult zombies, or raging apes, I’d play dust or the myriad of weird war 2 games out there.

          • georgelabour

            I suppose it’s all a matter of perspective then.

            To me weird war II encompasses all manner of literary genres including science fiction, alternative history, and of course eldritch horror.

            So to me a tesla gun armed sherman is the same as nazi zombies, cults summoning evil poke’mon, or an all american super soldier powered by drugs.

          • Severius_Tolluck

            It is to me too. I jsut wanted the diesel punk mecha only. Not a fan of lazers, tesla, or magic etc in my ww2. I tried dust but couldnt get past a lot of those elements. Guess I will stick to vanillia BA or FoW for now.

          • georgelabour

            But, Tesla was a real scientist who really did try to make death rays and wireless energy transmission. Heck a lot of our modern society might not exist if not for that man.

            An alternative history game set in the late 19th to early 20th century pretty much has to have Tesla involved. And that involvement will involve some form of energy tossing death thingy, and possibly pigeons.

          • Severius_Tolluck

            What Nikola Tesla thought of, created, or did not create, is not on trial here. I merely stated I could not care less for “death ray” tanks or occult objects. I do admire him though as an inventor. Just don’t need Command and Conquer style tesla weapons all over the place or phazers, lasers, fe fi fo mazers . It’s a matter of personal taste. All I wanted was the mecha tanks and some super weapons that the designers said would not over rule the modern and practical weapons of the time!

            You know more like the original castle wolfenstein (minus the episode with the crazay doctor) where you had mecha hitler and power armor with gatling guns and panzerfausts strapped to diesal powered engines!

  • Hawt Dawg

    Love the theme for this game.

    And that’s coming from a guy who finds WWII games utterly boring.