I’m using the Darkfell: The Wager rules you can find here:
https://deathzap.co.uk/2024/01/04/returning-to-darkfell/
I recommend you give them a read as this will be more on the technical side of a battle report, mostly just the mechanics and the dice rolls. Going this way, instead of going for the Mordheim vibe, I thought why not get weird with my warbands?
All the minis are from Irregular Miniatures by the way.



I’m starting both sides on 40WP to see if this works better as 30 seemed to bring the games to a rather abrupt end. I’m also trying a 4’x4’ board, just for fun.
As a scenario I’m playing the classic Close Little Wars scenario, of get half your forces into the enemy’s deployment zone or kill all of them. I’m deploying in opposite corners.

Baddies get the first turn.
Baddies roll for extra WP and score 2.
Chrome makes two movement wagers, first on a 3 and rolls a 1, then on a 4 and rolls a 3. He dashes 15” forwards and costs 2 WP.
Androphage makes two movement wagers, both on four, and rolls a 4 and a 6 and so doesn’t cost any WP and moves 12”.
Gladiator makes two movement wagers both on 5s, and rolls a 6 and a 1, so moves 12” but costs 1WP.
Zombie makes two movement wagers both on 6s, and rolls double 6. Moves 12” and costs 0WP.
Octopoid does the same, rolls a 4 and a 6, moves 12” but costs 1WP.
Darkness makes two movement wagers, both on 3s, rolls a 4 and a 2, so moves 12” but costs 1WP.
Baddies finish their turn on 37WP.
The Goodies do the same, all making two movement wagers, trying to roll whatever they need to move 12”. They finish on 37WP too.

The Baddies gain 3WP and go up to 40.
Octopoid makes a movement wager on a 6, and rolls a 4 so loses 1WP. He makes a 6” move around the rocks to get a clear line of sight to Sledge.

The Octopoid’s ranged attack is 6, but he’s just outside of 18”, and so he can only wager 3. Sledge’s defence is 2 and so the goodies wager that.
Octopoid rolls 6,5,4. Sledge 4,1. Octopoid kills Sledge. The Goodies lose 2WP (the amount wagered) +1 (D3, since Sledge was killed but still a not the leader). The Goodies drop to 34.
The Androphage makes the same move, advancing but costing 1WP, and taking a shot, this time at Assault. Androphage’s stat drops to 3 because of range and so 3 is wagered for the ranged attack. Assault’s defence is 3 and so 3 is also wagered in defence.
Androphage rolls 6,6,2. Assault 5,5,3. Androphage kills Assault. The Goodies lose 8WP (the 3 wagered +D6 because Assault was their leader). The Goodies drop to 26.
Chrome zips up the board costing 2WP. As does Datkness. Gladiator follows, but slowly and only costs 1.
Zombie advances 12” and costs 2.
The Baddies finish on 31WP.

The Goodies go up to 26WP.
X-117 advanced and shot at Androphage but didn’t do any damage, costing both the Goodies and the Baddies 2WP.
Phoenix does the same and wounds Androphage. The Goodies lose 1WP to movement, the Baddies lose 2WP on the failed defence roll.
Templar moves to a better position defensively hoping to hold the Baddies back from getting into the deployment zone, and costs 1WP.
Antiope does likewise.
A somewhat conservative turn leaves the Goodies on 26 and the Baddies on 27.

The Baddies go up to 33WP.
Androphage moves up to a low wall and shoots Phoenix. Androphage wagers their maximum of 4 (5-1 as they are 8” away), and Phoenix wagers 3.
Androphage rolls 6,4,2,2.
Phoenix 5,1,1.
Phoenix is killed. The Goodies lose 4WP.
Octopoid rushes forwards costing 1WP and blasts X-117 with strange energy. Octopoid wagers 5, X-117 wagers 4.
Octopoid rolls 6,4,4,2,1.
X-117 6,5,5,2.
X-117 is unharmed and the Baddies lose 5WP.
Gladiator uses two movement wagers to rush forwards and costs 1WP.
Chrome rushes past the Goodies and finishes by the edge of their deployment zone, costing 1WP.
Darkness does the same, but falls slightly shorter and costs 2WP.
Zombie advances and costs 1WP.
The Baddies finish their turn on 23WP.

The Goodies go up to 26WP.
Templar rushes Gladiator, and wagers 6 to Gladiators 5. Templar rolls well, but not well enough and costs the Goodies 6WP.
Antiope rushes Gladiator too, wagers 5, and Gladiator again wagers 5.
Antiope rolls 6,6,5,5,4.
Gladiator 5,3,2,1,1.
Gladiator is slain and costs the Baddies 7WP.
X-117 moves up and shoots Androphage. X-117 wagers 3, Androphage its maximum of 2.
X-117 rolls 6,6,1.
Androphage 5,5.
Androphage is slain and costs the Baddies 3WP.
The Goodies finish on 20WP, the Baddies 13.

The Baddies go up to 19WP.
Chrome makes a single movement wager to get into the Goodies deployment zone.
Darkness does the same. Meaning if one more Baddie can get there the Baddies will win.
Androphage goes for two movement wagers both on 6s and passes one, but fails the other. It almost makes it to the Goodies deployment zone.
Zombie charges X-117 and wagers his full 6 in melee, X-117 wagers his full 4 in defence.
Zombie rolls 6,5,3,3,2,1.
X-117 rolls 3,1,1,1.
The android is destroyed and the Goodies lose 7WP.
Octopoid shoots Antiope, wagering 6. Antiope wagers 5 in defence.
Octopoid rolls 6,5,4,4,3,1.
Antiope rolls 6,4,3,3,1.
Antiope is wounded and the Goodies lose 5 more WP.
The Baddies finish on 18WP.

The Goodies go up to 10.
Realising they would be unable to stop Androphage as it was just out of reach, they instead chose to enact vengeance.
Antiope rushes Octopoid and swings but he blocks the attack and the Goodies lose 5WP.
Templar charges Zombie, but after failing his movement wager only has 4WP left for his attack. He uses them up, and Zombie defends with 6.
Templar rolls 6,1,1.
Zombie 6,6,5,4,3,2.
The Goodies run out of WP and the Baddies win.
So that’s the battle.
It was a fun and quick game even while writing the reports . You may have noticed that my rudimentary points system was that each character cost 1 point per point of stat. I think this was off, Ranged Attack certainly seemed more powerful than Melee (which seems incredibly obvious now), and defence being used against both melee and ranged attacks doubles its value. I think I’ll try 2 points per point of speed and melee and four points per point of range and defence.