This will be an exhibition day and general open play day! Come by to learn more about this WWII miniatures game with a “weird sci-fi twist”! Warlord Games Sarge Steven G. and Denizen Darren W. will be on-hand to showcase the larger Konflikt ’47-specific models that differentiate this game from Bolt Action.
Operation Nacht Wut
Soviets will play 3000 points and SS (Germans) will play 2000 points.
A Soviet Armored Platoon has encountered some unexpectedly marshy ground and had to stop their advance for the night. As the crews settle in for the night, the SS prepare for their raid. The Soviets will have all their armor deployed at the start of the game and may hold up to half their remaining units in reserve. The armored units must be deployed within 9 inches of the Soviet edge of the map. The remaining units may deploy within 18 inches of the Soviet edge. The units held in reserve will follow the normal rules for Reserves.
Preparatory Bombardment: The SS will attempt to soften up their armored foes with a preparatory bombardment. This will follow all the normal rules for a Preparatory Bombardment.
Night Fight: This attack will follow all the normal rules for Night Fighting in terms of reduced visibility. We will be playing with an alteration of the Flare rules, though. We will allow mortars to fire flares in the same manner as firing smoke. All flares so fired will create a circle of light of the same area as their normal smoke shells. At the start of every turn, a die is rolled for each flare and on a 1 through 4, the light remains in place. On a 5 or 6, the flare is extinguished. The Soviets will also have the option to use their Artillery Observer to call for a barrage of star shells. Roll as normal to see if the barrage comes in and if it does, roll one die for each unit, friend or enemy, within D6+6 inches of the aiming point and on a 1-5, that unit is showered with light and is easily visible to any unit which can draw line of sight to the illuminated unit. On a 6, the shell bursts low and blinds the unit momentarily- that unit goes down and suffers 1 pin.
The German forces deploy their entire force along the opposite edge prior to turn one but after the Soviet player has deployed. There are no units held in reserve. To demolish the bridge, a German unit must control the midpoint of the bridge at the end of a turn with either a walker or an infantry unit, with no enemy units within 3 inches.
The German player receives 1 victory point for every vehicle destroyed, 2 victory points for every unit that moves off the board from the attackers’ edge (this is not a suicide mission, after all), and 3 victory points for demolishing the Bridge.
The Soviet player receives 2 victory points for every German unit destroyed, 3 points for killing Hauptman Grosse, and 4 points if Hauptman Grosse is captured. To capture the Hauptman, a Soviet unit must defeat him in a close-combat initiated by a Soviet unit.
It is September 1947 and the summer weather has been holding on to its warmth, though the nights are getting longer on the Eastern Front. SS Hauptman Grosse has received intelligence regarding the positions of a Soviet armored column heading in from Minsk.
The German offensive in Poland has been brutal enough this year and the Wehrmacht is scrambling to establish a solid defensive line to hold through the coming winter. If this column is allowed to make it to the Front, it could mean the collapse of the entire line from Warsaw to Gdansk on the Baltic Coast.
Setting out from the Wehrmacht headquarters in Allenstein, the SS Hauptman will execute a daring night raid against the forward elements of this column with the intent to do as much damage as possible and demolish the bridge so as to slow the advance of the rest of the column behind.