So here we are – the third new Special Platoon for Konflikt ‘47 lands on Friday, giving players another way to organise their forces. Just like the Totenrotte and Firefly Platoons, the new British Commonwealth Automated Platoon supplements the mandatory Assault Platoon, so taking one gives you access to up to one each of the other platoons. And, like those other new platoons, it allows players to tailor their forces to specific playstyles, while really leaning into the character of the faction. It also comes with special rules, new units, and some updates to existing ones. There’s lots to unpack here, so let’s get started!

We took a good look at the new units in the last article, so now let’s dive into the updates to the rules for existing units, as there have been some very significant changes. As mentioned, we’ve clarified how Mk I Automated Infantry and Platforms can temporarily remove the First off the Line rule that gives them a pesky -1 to shooting attacks. This now has a name – Data Transmission – and works in the same way as before, but the rule is listed on all units that confer it, rather than on those with First off the Line. This isn’t a seismic rules change, but it’s cleaner and allows for easier combining with other rules, the importance of which will become clear shortly.

The biggest change is High Voltage, the Rift ability for Mk I Automated Infantry. This is actually a version of the rules that was considered during the original development of the Commonwealth list, but it didn’t end up making it in. However, our doughty playtesters have thoroughly tried it out against a variety of opponents, and we’re confident it will be both effective in the game and really characterful and fun, as an upgrade on the original version. Here’s the new rule:

High Voltage! When executing a Run Order, a Mk I Automated Infantry Squad may use this Active Rift Enhancement. The unit gains the Deadly (2) and Fast special rules (and loses Lumbering) for the duration of the Run Order. Exhaust the unit’s Rift Die after resolving the Run Order. Note that if locked in Close Quarters, the Rift Die will exhaust after the second round of Close Quarters is resolved.

We just love the idea of the dials on MkIs’ chests going into the red zone as they clank forward at terrifying speed, steam and sparks flying. For that activation, the squad can cover 16” on a charge, twice the normal rate, and deliver plenty of attacks in close quarters when it arrives. Even if they don’t get into combat, this can be a great way of getting your Automated Infantry onto objectives ahead of your opponent. As you can see, using the Rift ability no longer causes hits on the unit, though they still get the Exhausted penalty of not being able to Run after the order is completed.

This new ability would be exciting enough on its own, but that’s not all. Those lovingly sculpted bayonets on the miniatures with MMGs now have rules. Costing 3 points per model for the upgrade, they confer Tough Fighter and Pen +1, so Automated Infantry armed this way get two attacks in combat with enemy infantry or three when using their Rift ability! They can now damage heavy infantry and monsters, and even armoured vehicles (though with only two attacks per model). This really addresses the biggest weakness of the Automated Infantry, giving them temporary mobility and close combat power. It means you’ll really have to think about how you build your units of Mk Is – a balance of HMGs and MMGs with bayonets is likely to give you an all round force, with the HMGs providing covering fire while the MMGs march forward.

Mk II Heavy Automated Infantry have also had some changes – the above-mentioned Data Transmission being one of them. They also get the option to take M21 Light Tesla Cannon (handy, seeing as there’s one on the plastic sprue!), which gives them even more firepower, and choosing that option gives them an extra Rift Die. This is really handy as it means you can use their Active Rift Enhancement and not lose your Data Transmission rule.

On the plastic MkII frames there are two bodies, one of which has the backpack compatible with the Tesla gun. You don’t have to give every model with this backpack a Tesla gun – it simply represents a unit that could be given an M21 if deemed necessary in the field! This is what the British Army calls being ‘fitted for but not with’ a piece of equipment, and has the handy added benefit of minimising the number of extraneous pieces on the sprue.

The Automated Platforms also benefit from not taking hits when they use their ability now, and there are a couple of tweaks to their Rift abilities too – the Bombardier changes its Rift ability so that exhausting a Rift Die gives its shot Corrosive (D3).

So that’s all the individual units covered, but what’s in the Automated Platoon? The mandatory units are:

1 – Mk IIC Automated Director
2 – Mk I Automated Infantry Squad
1 –Mk II Heavy Automated Infantry Squad

There aren’t any surprises here – it’s all about the Tinheads! This set of mandatories gives you the option of fielding a small Automated Platoon alongside an Assault Platoon. If you want to make this the core of your army, though, you can flesh it out with:

0-2Mk I Automated Infantry Squad
0-1Mk II Heavy Automated Infantry Squad
0-3Automated Mobile Platform ‘Hunter’
0-3Automated Mobile Platform ‘Bombardier’
0-3Automated Mobile Platform ‘Lancer’
0-3Automated Carrier
0-1‘B for Bertie’ – Automated Infantry Hero

That’s plenty of potential for a very well rounded force, with abundant mobile firepower and a core of tough infantry!

The Platoon special rules are both useful on the battlefield and also really highlight the character of Automated Infantry. Firstly, the Data Transmission rule is extended to 12” for models in the same Platoon, giving your army much more flexibility. Since both Automated Directors and Mk II Infantry get this rule, by keeping your army’s shape you should be able to mitigate this penalty for most of the battle – it’s all about teamwork with the Automated Infantry.

Secondly, Mk II Heavy Infantry in an Automated Platoon can issue a single Snap to Action! to units that have First off the Line on their profile within 6”. Does that mean you can issue a Snap to Action! from a Director to two Mk II units, then have each of these issue an order to a unit of Mk Is? Yes, yes it does – in practice giving the Automated Director the chance to activate four other units, an ability usually reserved for Company Commanders. Combined with the Superior Codebreaking army special rule, these give British Commonwealth players lots of ways to influence the order of activations in crucial moments.

This is what this platoon is all about – carefully biding your time and marshalling your resources before launching a decisive strike. Of course, a canny opponent will have plenty of tricks to frustrate your plans, but just the possibility of pulling off such a coup is well worth the risk, and part of what makes K47 so much fun.

With the changes to Rift abilities described above, plus the chance to add quite a few Light Tesla Cannon to your units, it should be immediately obvious that this gives Commonwealth players the chance to participate much more actively in the ‘mini game’ of Rift Dice management and the accumulation of precious Surging dice. The more Rift Dice you exhaust, the more chance you have of getting Surging Dice. Give one to a unit of MkIs and you can trigger High Voltage twice in a row!

So that’s all good stuff – but what weaknesses does the new platoon have? On the whole it’s quite slow, though their Computational Systems rule allows them to Advance and fire without penalty, so your gun line doesn’t need to halt to fire at full effect. As we’ve described, the new High Voltage rule allows for Mk Is to enjoy short bursts of high-speed mobility. Mobile Platforms with a Surging Rift Die get the Fast rule and the Automated Carriers are very nippy too. Be careful though, because isolated units can easily get out of range of Data Transmission, reducing their firepower, so save those mad dashes for when you need to grab objectives or strike the killing blow. Patience and planning are needed to get the best out of this platoon.

The preponderance of Pen +1 and better firepower should allow you to whittle down Totenkorps armies so that by the time they get into contact you can survive their assault, and being Fearless you aren’t going to run away if you lose a round of close combat. The Light Tesla Cannon are good at dealing with heavy infantry as well as light armour and walkers, but might struggle against heavy armour.

Similarly, the Hunter mobile platforms are handy, and if you can get them a Surging Rift Dice they become Fast so can move into position to line up flank or even rear shots. Mk Is with bayonets will give you a good counter to armies that want to get into close combat, and can even hold their own for a turn against Schreckwulfen and Ursus, but the army is vulnerable to being overrun by walkers, so you might want to consider a heavy walker to deter them, or perhaps an Armoured Platoon with a Tesla Cromwell or two.

Konflikt Commonwealth troops by Warlord Games - Art by Stefan Kopinski
Where it all started – the original ‘B for Bertie’ artwork by Stef Kopinski!

Hopefully that gives you an overview of the new platoon. The updated army lists will be available on Friday 26th June, in the Warlord Games App and on the Community Site HERE. We’re looking forward to seeing how people field their Tinheads on the tabletop, and the Automated Infantry Platoon box gives you a fully legal platoon to get started!

Ready to replace costly flesh with cold, hard, steel?

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