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While Konflikt ’47 is not technically an expansion to Bolt
Action perse, it kind of is. Because it is built on the version one rule set of
BA and because units of BA immediately slot comfortably into the K’47 game and
universe, it is hard not to consider new weaponry within its pages as a
expansion on how armies in the game play. Today, I will be looking at the three
new tank mounted weapon systems that K’47 introduces to game.
U.S. players can replace the turret weapons on a Sherman
tank and British players can replace Cromwell turret weapons with a Tesla
Cannon. Both of these replacements actually make the T variants of these tanks
cheaper than their normal counterparts. Why wouldn’t you jump at the chance to
up gun your armoured beasties with lightning cannons? Well, for a start you
loose the co-axial MMG that both tanks normally have. Given the Tesla’s
anti-personal capabilities, this does not bother me at all though. The other
big reason to stay with the tried and true original version of these tanks is a
much bigger deal. Range. Tesla cannons have a maximum range of 36 inches, which
is significantly less than the range of medium and heavy anti-tank guns. If
you, like me, tend to ram armoured vehicles down your opponent’s throats as a
distraction from your real plan, the Tesla tanks are probably for you. If you
like to snipe folks at range… they probably are not.
On an interesting note, if K’47 is updated with a bridging
PDF when Bolt Action Version 2 drops that brings templates to the game, the
viability of this weapon will only increase, as it will be one of the only HE
dice weapons left in the game. I like the Tesla Cannon, a lot. I have already
painted up a M4A9 Sherman T for my Winter American forces and I am looking
forward to getting some more games in with it as soon as possible.
Next up we have the new German Schwerefeld Projektor. This
is essentially a gravity manipulation cannon that can be used to crush targets
under their own weight. Game-wise this gun fires twice a turn at a range of 48
inches. It has a penetration value of +4, which given its range and stats makes
it akin to cross between a light anti-tank gun and a light automatic cannon.
What makes it special is its special rule. Gravity Pulse gives the weapon a +1
penetration bonus when rolling to damage armoured vehicles with a damage value
of 8 or 9. It also gives the weapon a +2 bonus when fired at targets with a
damage value of 10 or greater.
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Units hit by the Projektor also cannot run in the following turn. This is a handy ability when stopping that pesky vehicle from reaching the objective in demolition or when slowing down vehicles so they are easier to assault. Tasty when combined with the Nachtjager for example. Another great use for this weapon is to stop opposing units from assaulting (since that requires a "run" order). Fantastic!
Given the weapon’s multiple shots and up-scaling penetration
value, I can definitely see its uses in a force where you expect your opponent
to be fielding multiple armoured vehicles. Plus its ability to block run and stop beater assault units from attacking is huge. I look forward to the release of
this kit so I can actually try it out on the tabletop, plus like the Tesla
Cannon, the Schwerefeld Projektor just looks cool!
The third and last of the new big weapons introduced in
Konflikt ’47 is the Soviet Zvukovoy Proyektor. Fluff wise this is my favourite
of the science-gone-mad wonder weapons. The Proyektor is a massive sonic cannon
that sends out a massive short-range pulse of sound that smashes everything in
its path. Brutal.
Rules-wise, I have to admit… I was initially sceptical of
this weapon’s viability but, the more I think about it while listing… The more
I like it.
In the game it has a very short range of 24 inches. Not
amazing but it fits the fluff. Units hit by this weapon suffer from the
Shockwave special rule. Unlike any other weapon in Bolt Action, when you fire
the Proyektor, you measure a straight line form the barrel of the gun. Any unit
under this line is hit on a 4+ and suffers D3 pins. Infantry and artillery
units hit suffer an additional D3 hits with a penetration bonus of +1. Vehicles
hit automatically suffer the ‘crew stunned” damage result.
Like a multi-launcher, this is a weapon that clearly gets
better the more units you have the opportunity to hit. In addition, I missed
two nice bonuses when I first read the weapon’s rules that make a huge
difference to its effectiveness. First of all, the vehicle does not suffer pin
or movement penalties to hit with this weapon. This means that if you play
aggressively with tanks mounting this cannon, which you really want to do to
maximum shots, you will always hit on a 4+. Getting loaded up with pins will
not matter, though you might need to invest in a 1st lieutenant
babysitter to ensure the tank gets to activate. Not many weapons in the game
can claim that.
My second realisation was that line of sight to the target
and cover bonuses don’t matter. You can fire the Proyektor at units partially
or completely hidden behind hills, buildings or other obstacles and still hit
them on a 4+. Again, no other weapon in the game does this, though I would not
be surprised if this was FAQ’ed later to say that you need to be able to see a
unit to fire at it.
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Though I am not entirely, initially sold on any of the new
guns, I think that is a good thing. Though all are cheaper than their
conventional counterparts, they are all good for different reasons. These weapons
are new tools to meet specific tactical needs and situations. Not one of
these weapons immediately jump out as “over-the-top” or “over-powered.” I think
that speaks volumes about their balance. It will be interesting to see how the “meta”
shifts as lists change to take advantage of the benefits that these weapons
bring to the table top.
Until next time,
Old Man Morin