Konflikt ’47 just got a proper tune up, and it feels like the game’s engine bay has been opened and polished.
This December FAQ is not about reinventing the rules, it is about tightening language and fixing small but important edge cases. Consequently, it focuses on clarifications, a handful of errata, some points corrections, and a few shiny new options. The goal is to keep the meta stable while making army building and rules interactions smoother on the table. As a result, it reads like a love letter to people actually playing lots of games and stress testing Rift tech.
FAQ and Errata – Fixing the Fiddly Bits
The FAQ section tackles the rules questions that kept cropping up once more tables started seeing serious use. Firstly, Type 10 Shiboru rifles now have their Crush interaction nailed down. Each rifle generates its own Crush effect, so hits on vehicles pair individually into Pen plus two results rather than collapsing into one ridiculous mega shot. Therefore massed rifles still punch above their weight, but they do it in a controlled, predictable way.
Heroes also get a sanity check around Guts and Luck. When one attack causes multiple damage results, a Hero now makes only a single Guts or Luck test. Extra rolls are discarded before the test, which keeps multi hit weapons scary without spamming morale or survival tests. Additionally, twin weapons are now clearly defined as two identical guns on one mount that follow the normal multi weapon rules. They fire as separate shots, and twin one shot weapons no longer count as multi shot for Arsenal of Democracy. This keeps United States Rift combinations in line with the wider shooting rules.
The errata section then tweaks several core mechanics. Advanced Small Arms now count as Pen weapons for split fire, so mixed squads can separate rifles and heavier guns without rules weirdness. Moreover, Advanced Small Arms are clarified as not relying on kinetic energy, so non Rift Tesla style weapons do not lose Pen at long range. Hyper Velocity attacks now treat secondary targets as normal hits that ignore cover saves, but they no longer gain the primary shot’s Hyper Velocity bonuses. Shaped Charges are explicitly confirmed to ignore range based Pen modifiers, so they stay brutally consistent at any range.
Guts gets one more limit. A unit may only have its Order die returned to the bag once per turn using Guts, which stops abusive activation loops while still rewarding clutch bravery. Deadly X now clearly explains that extra dice against infantry and artillery are extra damage rolls, while against vehicles you roll extra hit dice. Furthermore, Tough Fighters only gain their bonus damage die against infantry and artillery now, with no special effect in vehicle assaults. That carve out gives Tough Fighters and Deadly distinct roles instead of overlapping in odd ways.
Points Tweaks – Bringing Units Back Into Line
After the rules clean up, the designers turn to points. This pass is framed mainly as correcting earlier matrix errors rather than dramatic rebalancing. Several units had slipped outside their intended efficiency band, and this update quietly nudges them back where they belong. Advanced Body Armour also gets standardised, and units that use it now sit at consistent costs across the game.
Named and elite units see modest increases where they were too cheap. Hauptmann Heinrich Gross rises in price, as does the Stahltruppen Officer leading company command. Schwertruppen Officers climb a little at both Regular and Veteran levels, while Legio Aquila squads also edge upward to match their protection and output. Conversely, some upgrades become more affordable. The Linebacker super bazooka drops in cost, making it more attractive as an anti armour tool.
Vehicle tuning continues this theme. Optional heavy and medium anti tank guns for the M4A9 T Sherman are now less steeply discounted, reflecting their real impact. The M8A3 T Scout Car loses the open topped rule by default and therefore becomes slightly pricier, while adding the light anti tank gun option reintroduces open topped in exchange for a points discount. Cerberus squads get reshuffled, with the squad base cost ticking up slightly, the war dogs staying the same, and the handler now cheaper. Finally, the Type 97 Kai Shiboru Chi Ha tank sees reduced costs at all experience levels, bringing it back into a fairer slot among similar armour.
Overall, the points work feels like a careful trim rather than a sweeping nerf bat. Units that were accidentally under priced are reined in, and a few underused options are sweetened to invite more experimentation.
New Options – Shocktroopers, Heroes, and Extra Firepower
Once the housekeeping is done, the fun part begins. The update folds in several new or expanded unit entries that round out army lists and sharpen faction identities. Firstly, rifle grenades get a huge quality of life fix. Rifle grenade launchers now upgrade existing rifles or assault rifles instead of replacing them, so squads keep their core small arms while adding indirect punch. This finally matches how players were instinctively imagining them.
Axis forces gain a long anticipated unit in Shocktroopers. These are new basic infantry clad in Advanced Body Armour, making them more resilient against weapons with no Pen value and helping them hold ground under small arms fire.
Meanwhile, United States players get Roberta Wells fully integrated into the army list, after her earlier appearance as an event exclusive model. Her profile now lives in the core document, so you can field her without juggling separate downloads.
Japanese forces see their Inago walker expanded with a light rocket system option. This gives the chassis a new ranged profile that fits its battlefield role and comes at a newly reduced cost, making different loadouts more viable. Additionally, troops with jump packs benefit from the Only Human interaction. Fireflies, their officers, and similar jump infantry from other nations now gain proper support from medics, which always felt thematically right.
Paragons in United States forces can now take a close combat weapon regardless of their ranged choice, fixing an earlier restriction that limited cool builds. Finally, all Japanese officers gain access to a combat blade upgrade, giving them a simple but flavoursome melee bump. Taken together, these tweaks and additions expand list building without overturning any core assumptions about faction playstyles.
Why This Update Works for Regular Players
The December Konflikt ’47 update feels like the kind of maintenance pass you only get when a community actually plays hard and reports back. It clears up rules that were mostly working but occasionally confusing, and it straightens out points values that had drifted from the design targets. Therefore, games should now run smoother, with fewer arguments over edge cases and fewer nasty surprises when a unit’s efficiency was hiding behind a spreadsheet mistake.
Crucially, the update does this while keeping the core experience stable. Shocktroopers and Roberta Wells give players new tools to explore, and small upgrades like rifle grenades as true add ons make existing squads more satisfying to field. However, nothing here demands that you rebuild your whole collection or rethink the fundamentals of your armies. Instead, it rewards you for already being invested, since your existing forces now sit on clearer, firmer rules ground.
If you enjoy Konflikt ’47’s mix of weird war flavour and thoughtful mechanics, this FAQ is worth a careful read. It reinforces the game you already like, tightens the screws where needed, and quietly opens a few new doors for your next army list. Consequently, the living army list philosophy feels very alive here, and it is a promising sign for how future supplements and updates will land.
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