# ZOMBIES & Werewolves vs MECHS in World War II! - The NEW Konflikt '47! - Battle Report

Source: https://www.youtube.com/watch?v=JDrPaIuXFcU
Recap page: https://rapidrecap.app/video/JDrPaIuXFcU
Generated: 2025-10-05T22:05:59.879+00:00

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## Quick Overview

The Axis forces, featuring zombies and werewolves alongside heavy mechs like the Wotan spider tank, decisively defeated the US forces in this 1,750-point learning game of Konflikt '47 Second Edition, largely due to the slow speed of the zombies and significant losses sustained by American armor.

**Key Points:**
- The battle featured a 1,750-point conflict between the Axis (with zombies, werewolves, and mechs) and the US forces, which included Fireflies, a Bruin assault walker, and a Linebacker mech.
- The Axis player noted a critical error with the zombies: "zombies are slow as [ __ ]" and concluded, "never take zombies on their feet," as they were not contributing by turn two.
- A major turning point was when the Axis Wotan spider tank destroyed the US Linebacker mech: the Wotan's super heavy anti-tank gun achieved a penetration value of 11, leading to a result on the full damage chart that resulted in destruction.
- Close combat mechanics were tested when the US Jackal light walker charged the Wotan, but the Wotan won the initial roll and destroyed the Jackal, illustrating that mechs can be effective in melee.
- The US Firefly units were hampered early on as they came to battle with "no Rift energy, meaning Jay came to battle without any fuel in his damn jetpacks."
- The game demonstrated that Konflikt '47 Second Edition aligns more closely with Bolt Action core rules but adds mechanics like "rift dice" for rift units, unlocking special power-ups based on rift levels.
- The Axis player was impressed with the zombies' effectiveness once they reached combat, stating, "if you can get the zombies into combat, they're pretty good. They're pretty nasty, tough fighters," but stressed the need for transport like a Volkswagen truck.

**Context:** The video presents a battle report for the tabletop miniatures game Konflikt '47, specifically using the Second Edition rules, which combine World War II mechanics with science fiction elements like mechs, zombies, and werewolves. The two players set up 1,750-point armies: one representing the Axis and the other the United States. The players discuss how the new edition integrates with Bolt Action rules while introducing unique mechanics like 'rift dice' to enhance the alternate history setting.

## Detailed Analysis

The battle report for Konflikt '47 Second Edition concluded with an Axis victory, primarily because the US forces suffered crippling losses to their heavy armor and the Axis mechs proved devastating. The US Linebacker mech was destroyed by the Axis Wotan spider tank after the Wotan successfully achieved an 11 penetration roll, resulting in a catastrophic damage result that eliminated the US walker. The US Fireflies were ineffective early on because they lacked Rift energy for their jump packs, forcing them to advance on foot. The Axis zombies, while thematic and vicious in close combat (where they scored four kills against tough fighters in a simulated scenario), proved too slow to influence the main battle in time, leading the player to advise against fielding them without transport. The game also showcased the addition of rift dice mechanics, which grant special abilities to rift units based on their level. Despite the learning curve, the players found the game flowed quickly, estimating they could play two or three 1,750-point games in the time of one Warhammer 40,000 game, praising the dynamic dice-pulling mechanic.

### Game Overview

- Konflikt '47 Second Edition announced as a continuation of WWII after 1945 where rifts introduce monsters and mechs
- Factions include Axis, US, Soviet Block, Empire of Japan, and Commonwealth
- Game aligns with Bolt Action core rules with added mechanics for walkers and rift units.

### Army Composition

- Axis fielded 1,750 points including zombies, werewolves, a medic, commander (Stall Troopin commander), and three mechs (spider tank, Wotan, and the hard-to-pronounce Jagged).
- US fielded 1,750 points featuring Fireflies, heavy infantry, a Bruin assault walker, a Jackal light walker, a Linebacker mech, and a medic.

### Key Combat Results

- Wotan spider tank destroyed the US Linebacker mech in a decisive anti-tank exchange
- US Fireflies failed to use jump packs due to no Rift energy
- Axis mechs inflicted pins, but one spider mech was immobilized before it could fully engage.

### Unit Performance Analysis

- Zombies are powerful in close combat but extremely slow on foot, making transport essential ("never take zombies on their feet")
- Werewolves moved quickly and engaged early
- The US Jackal light walker was destroyed during a charge attempt against the Wotan in close combat.

### New Mechanics Highlighted

- The game uses "rift dice" which grant unlockable special power-ups to rift units based on their rift level
- The dice-pulling mechanic is praised for keeping both players constantly interacting and changing the tactical situation.

### Final Verdict

- The game offers a lot of special rules and thematic depth layered onto Bolt Action, plays quickly, and is highly engaging, with the players planning to play it more frequently.

