Konflikt '47, Resources

Konflikt ’47: Experimental Rules

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We’ve got something special for all you Konflikt ’47 fans; the designers at Clockwork Goblin have got some experimental rules for you to try out!

Please send any feedback to the Game Designers at clockworkgoblinminis@gmail.com.

Experimental Rule: SUPPRESSIVE FIRE

These experimental rules are being trialled as an addition to the shooting rules. If both players agree they can be used as detailed below.

Certain weapons, particularly machine guns, have a role on the battlefield beyond the simple shooting of enemy soldiers. Suppressive fire is intended to force an opponent down, or into cover, or to simply deny them the ability to operate. It involves a large volume of fire that is inherently less accurate than aimed shots but forces the target to take cover or places them under extreme pressure.

Conducting Suppressive Fire

Suppressive fire may be used by any firing infantry squad or team that can generate 8 or more to-hit dice against the target using Small Arms. This means the target must be in the weapons range and need a 7+ or less to hit. Medium Machine Gun Teams can conduct Suppressive Fire regardless of how many to-hit dice they generate.

Once Suppressive Fire has been declared, the shooting suffers a further -1 penalty to hit. The attacker then rolls the to-hit dice as normal (or not if the attack now requires 8+ to hit). Calculate any hits and damage as normal. However, Suppressive Fire always inflicts 1 additional pin marker regardless of hits and therefore causes a second pin marker if any of the shots hit the target.

Note that Suppressive Fire can not affect armoured vehicles unless they are open-topped, or the firing weapon has a chance of penetrating their armour (armoured car from the rear for example).


These experimental rules are being trialled as a replacement for the rules on Page 101 of the Konflikt ’47 Rulebook. If both players agree they can be used as detailed below.


Walkers with the Assault or Fist special rule are allowed to make an assault move to close quarters. Walkers without the Assault rule are treated as tanks with regard assaulting infantry and artillery and use the rules on page 99 of the rulebook.

To assault an enemy infantry or artillery unit a walker must be ordered to full speed (i.e. a RUN order) and must be able to move straight forward without manoeuvring but are allowed an initial turn of up to 90 degrees before they move.  The movement to contact must be in a straight line but walkers don’t move through units they assault, they make contact with the target and end their movement on the target’s position. Targets can react to the assault as normal using the reaction rules to either escape or shoot.


Walkers operate in a similar manner to infantry once in close quarters and engage in a round of Close Quarters combat in the same way.  Walkers may choose to conduct point-blank fire with small arms or conduct hand-to-hand combat like infantry. In hand-to-hand combat, walkers are considered to have 2 attack dice plus an additional attack die for each fist they possess. An artillery piece assaulted by a walker is automatically destroyed.

The PEN values of a walker’s attacks are as follows:

Walker Size PEN value of attacks/Fists
Scout +2
Light +3
Medium +4
Heavy +5
Super Heavy +6


Infantry and artillery respond to the assault in the normal manner, conducting either point-blank fire or conducting a hand-to-hand assault as detailed below. The Walker is treated as an advancing vehicle so 6’s will be required to hit the walker in hand-to-hand combat as normal.

If the infantry inflicts no damage on the walker, they lose the combat if they suffer a casualty. If the Infantry destroys the walker, they are clearly victorious. Otherwise, the combat is a draw and both units will consolidate or conduct follow-on combat as per the Close Quarters rules. The walker can elect not to make a consolidation move, the infantry must, therefore, surrender their position.


Walkers are not built for collisions with other armoured vehicles but are often able to inflict critical damage with powered fists or dedicated anti-armour weapons.

Only a walker with the Assault special rule is allowed to make an assault against other vehicles. The walker must be given a RUN order and moves in the same manner as when assaulting infantry. The target may react as normal by either attempting an escape or a stand and shoot if able to. Walkers without the Assault special rule are not able to assault other vehicles using these rules and must ram their opponent as per the rules for Tanks Assaulting other vehicles.

Once in contact with the target the walker rolls a d6 for each fist it is equipped with, requiring a 3+ to hit a stationary or down vehicle, a 4+ to hit an advancing vehicle and a 6+ to hit a running target. For each hit, roll a d6 adding the PEN value of the Fist attack as detailed in the table above.  As normal, a successful hit places a PIN on the target. Compare the results to the Damage Value of the target vehicle using the normal damage rules, factoring in the facing of the target vehicles when calculating its Damage Value.

Once the assault is resolved, the walker moves 1” away from the target, neither unit makes a consolidation move.

Please send any feedback to the Game Designers at clockworkgoblinminis@gmail.com.

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Tom Mecredy
Tom spends most of his time buying books and painting miniatures. He enjoys putting animals on the bases of his miniatures and half-finishing side projects. Some say that he lives in a tower on top of some windswept northern hill with his wife and cow-patterned cat, Spaghetti.