Ghost Attack Squad Strategy for Konflikt ’47 (Empire of Japan)

The Ghost Attack Squad (Yurei Kogeki-Tai) is a highly mobile, hit-and-run elite infantry unit in Konflikt ’47. They leverage Japanese “Shinobi Space” / phasing technology (via Rift Dice) combined with powerful Shiboru compression rifles for devastating ambushes. They excel at appearing from nowhere, unloading firepower, and vanishing before the enemy can respond effectively.

Core Unit Strengths

  • Phasing / Teleport Ability: After an Advance, Run, or Fire order, expend a Rift Die to remove the unit from the table (Morale check required; fail = destroyed). On success, redeploy ANYWHERE 12″ from enemies and 6″ from objectives. This is their signature “ghost” mechanic for repositioning, escaping pins, or contesting objectives late-game.
  • Firepower: Shiboru compression rifles provide high-volume fire (rapid-firing). Good against infantry and lighter vehicles.
  • Infiltrate / Ambush: Strong deployment options and bonuses for surprising enemies.
  • Veteran/Elite Feel: High morale (often 8-9+), tough in prolonged fights but best used dynamically rather than statically.
  • Options: Can mix in SMGs for close assault, tank hunters, or LMGs for flexibility.

Weaknesses: Vulnerable if pinned or caught in melee without support (close combat is riskier in recent rules). Limited numbers per squad, so they aren’t a frontline meat shield. Morale check on phasing adds risk.

General Playstyle: Shoot & Scoot / Ambush Disruptors

Treat them like elite guerrilla ninjas with sci-fi tech. Avoid prolonged engagements. Use them to:

  • Pick off high-value targets (officers, heroes, armored infantry, artillery, team weapons).
  • Harass tanks/walkers with SMG/tank hunter loadouts.
  • Contest or steal objectives via teleport.
  • Create chaos in the enemy’s rear or flanks.

Deployment & Early Game

  • Infiltrate aggressively: Use their deploy options to start in cover or hidden positions close to enemy lines.
  • Pair with other Japanese units (e.g., regular infantry or heavier hitters) to fix the enemy in place while Ghosts flank.
  • Consider multiple squads (e.g., one rifle-focused for ranged harassment, one SMG/tank hunter for aggressive strikes).

Mid-Game Tactics

  1. Ambush Phase: Emerge from cover/terrain, Fire to maximize output. Compression rifles shred infantry clusters or suppress key units.
  2. Disengage: Immediately phase out after firing (or after taking significant fire). This resets their position and removes pins.
  3. Redeploy: Use the teleport for:
    • Flanking a different target.
    • Grabbing distant objectives.
    • Reinforcing a collapsing sector.
    • Escaping a bad fight to preserve the squad.
  4. Coordination: Combine with Japanese bonuses like Bon Odori (Spirit Dance) for extra mobility or rift synergy. Use other units to screen or draw attention.

Late-Game / Objective Play

  • Teleport onto or near objectives when the board opens up. Their high morale helps hold them.
  • Hunt weakened or isolated enemy assets that advanced too far.

Loadout Recommendations

  • Standard Rifle Squad: Shiboru rifles for general-purpose firepower and anti-infantry work. Hunt medium targets and elites.
  • Assault Variant: SMGs + tank hunters for close work, anti-vehicle, and clearing team weapons/artillery.
  • Mix within squads or run specialized ones based on your army list and opponent (e.g., more anti-tank vs. armored foes).

Army Synergies & Tips

  • Support Units: Use cheap infantry or walkers to hold the line. Ghosts provide the surgical strikes.
  • Rift Dice Management: Prioritize saving dice for Ghosts’ phasing — it’s their biggest force multiplier.
  • Terrain: Love dense/cover-heavy tables. Phasing ignores a lot of movement issues.
  • Vs. Specific Foes:
    • Allies/British/US: Disrupt their coordinated advances.
    • Soviets: Counter their numbers with hit-and-run.
    • Other Axis: Exploit any overextension.
  • Common Mistakes to Avoid: Don’t treat them as a static firebase. Don’t phase recklessly without a plan (Morale check failure hurts). Support them so they aren’t focused down immediately.

This unit embodies the Japanese faction’s theme of technological mysticism and aggressive ambush tactics. In a full army, 1-2 squads can punch way above their weight by creating constant threats the opponent can’t easily answer.

Bon Odori (Spirit Dance) is the signature Active Rift ability for Ghost Attack Squads in the Empire of Japan army list for Konflikt ’47. It perfectly captures their “ghost” theme of phasing in and out of reality.

Exact Rule (from the official September 2025 Japan Army List)

Active Rift – Bon Odori (Spirit Dance): After executing an Advance, Run, or Fire Order, a Ghost Attack Squad may exhaust one of its Rift Dice to remove itself from the battlefield (retaining its Order Die, Rift Dice, and any Pin Markers). If it does so, it must make a Morale Check.

  • If failed: The unit is destroyed.
  • If passed: The squad may set up again anywhere on the table that is at least 12” from any enemy unit, and at least 6” from any Objective (including Intelligence Markers, enemy Bases, etc.).

Key note: A Ghost Attack Squad may use this enhancement whilst locked in Close Quarters.

Additional Context from Ghost Attack Squad Stats

  • Unit Type: Specialist Infantry (Veteran baseline).
  • Rift Dice: 1 (or 2 if armed with Type 10 Shiboru Rifles, enabling Crush).
  • Other Abilities: Fast (when not exhausted), Hard to Kill, Horror, Infiltrator, Fieldcraft.
  • Surging Bonus (Rift enhancement): Gain Deadly (2).
  • Exhausted Penalty: Lose Fast and Fieldcraft.

Tactical Exploration & Usage

Bon Odori turns Ghost Attack Squads into one of the most slippery, high-impact units in the game:

  1. Shoot & Vanish (Core Playstyle):
    • Issue Advance/Fire → unload Shiboru rifles (high volume + potential Crush) → immediately phase out.
    • This lets them strike from ambush/infiltrate positions, deal damage, and reposition safely. Pins are retained but can be mitigated by the redeploy.
  2. Close Quarters Escape:
    • The explicit allowance for use while in melee is huge. Charge in (leveraging army rules like From Nowhere for 12″ Ambush Charge), fight a round or two, then phase out if things go south. This counters Fanatical or tough melee opponents by denying them kills or prolonged fights.
  3. Objective Play & Late Game:
    • Teleport to contest distant objectives (with the 6″ restriction preventing instant grabs in some cases).
    • Redeploy to reinforce weak spots, flank, or escape focus fire.
  4. Timing Debates & Clarifications (Community/FAQ Level):
    • The ability triggers after executing the full order. Debates exist around Advance orders (move + shoot): Most interpretations require completing the order’s actions before phasing, preventing “move, phase, then shoot” exploits. Fire order phasing after shooting is cleaner.
    • In CQB, it typically works after rounds of combat as part of resolving the order.

Synergies with Japanese Army Rules

  • Death Before Dishonour (Fanatics + re-roll Assault Order Tests): High Morale (10) + Fanatics makes the required Morale Check very reliable.
  • From Nowhere & Shadow Work: Excellent setup for initial ambushes + improved cover on Ambush.
  • Secrets of Iwo Jima: Rift units like Ghosts get earlier/better outflanking.
  • Rift Dice management is key — prioritize saving them for Bon Odori over other uses.

Risks & Counters

  • Morale Check Failure: Rare but devastating (unit gone).
  • Redeploy Restrictions: Can’t appear too close to enemies or on objectives.
  • Exhaustion: Temporary loss of mobility perks.
  • Opponents should focus fire when possible, use templates/HE, or pin them before they activate. Area denial can limit redeploy spots.

Bon Odori makes Ghosts true force multipliers for hit-and-run, disruption, and objective denial. In a strategy with 1-2 squads, they create constant threats that are hard to pin down permanently. Pair with Shiboru Rifle loadouts for max Rift synergy and firepower.