Kalran: Tales of the four nations/Tutorial

The cast
Starring:

Riflemen (Billy Kametz) as himself

Huntress (Faye Mata) as herself

Pawn droid (Gary Schwarts) as themselves

Footman (Chris Hackney) as himself

Whip (Sean Chiplock) as himself

Talon (Cherami Leigh) as herself

Lesson 1: basics
(Fade in from black. A UCA riflemen, Navaheim huntress, Kevros Pawn, Rokhari Footman, Reclaimer Whip, and ADF Talon enters into a city.)

Riflemen: Welcome to Alcradia: Sagas of battle commander. I am a rifleman of the UCA, and these folks and I are here to help you do your job.

Pawn: Yes. As you can see we have signed a temporary truce so that you will lead us to victory.

Footman: Wait. Didn't we stop fighting because we're doing a tutorial for the player?

Talon: *sighs* What did I say about breaking the fourth wall!

Footman: That it was cool?

Whip: No it was the Huntress who said that. The Talon said "don't".

Huntress: Well because it is.

Riflemen: *fires into the air* We're going off topic here!

(all infantry lines up again)

Riflemen: (clears throat) Now as I was saying. We are here to help you. And in this lesson we'll teach you the basic.

Pawn: Let us start by moving and rotating the camera.

(Player does as instructed)

Riflemen: Good job commander.

Huntress: Yeah good job, you'll definitely win battle by moving the camera.

Riflemen: Can you cut down the sass?

Huntress: *blows raspberry*

Pawn: Moving on. Let get on to the basic of selecting and moving units.

(Player selects all infantry and move them to designated point)

Pawn: Good job commander. Now we will proceed to actual mechanics.

Footman: We will start with cover and garrison.

(player is shown to four groups of riflemen, three firing upon three groups of shield squad, one shield is not in cover while the two other is but one has the cover between the riflemen while the other doesn't. While the last group has the riflemen charge at a shield in cover to fight in melee. As Footman narrates we see the shield squad not in cover, the one with the cover not between the riflemen, and the one in melee dies first)

Footman: During battle there are two types of cover. What your now seeing is directional cover, whether it be a wall of sandbags, a large rock, or a car, will give them protection from range attacks, but it must be between the shooter and unit. And as you can see the shield squad not in cover, and the once facing the wrong direction, died first. But melee combat negates cover bonus. And comes in light, heavy, and negative cover.

(player is now shown two groups of riflemen and and two groups of shields under a cover aura, the one firing upon the shield deals reduce damage, while the second group charges into melee and instantly killing the squad)

Footman: The second seen here is radial cover. While weaker then directional covers it's impossible for the enemy to flank, but melee still negates it. Now onto garrison.

(Player is now shown three buildings, each garrisoned a Shield squad. One which has a group of riflemen firing upon them, with garrisoned squad slowly taking casualties. When Footman describes degarrison weaponry another group of riflemen throws a grenade into the second garrisoned building, instantly killing squad. And when Footman describe building destruction a bomber destroys the third, instantly killing the squad)

Footman: As you can see when a squad is garrisoned they are significantly tougher and harder to displace. But note that garrisoned squad, and building, will take damage as they're fired upon, it's just slower and your forces taking more casualties. Unless you're squad has a degarrison ability or weapon, in which case the garrisoned squad instantly dies. And its advice to have your squads evacuate when it's about to collapse, because if it falls while their inside they are dead.

Huntress: These buildings can also be repaired by engineers, so those buildings are not lost forever

Whip: We'll be moving onto suppression.

Huntress: *groans*I always hate this part.

(A Vanguard now walks up to them and fires, causing all of them but the whip to go prone)

Riflemen: (shouting over the din) AS YOU CAN SEE. WHEN THE ENEMY IS USING HEAVY WEAPONRY AGAINST INFANTRY THEY WILL DIVE DOWN TO PROTECT THEMSELVES! NOW MOVE US TO THAT AREA.

(Whip walks to designated area while everyone else but the Huntress crawls)

Riflemen: (gets up from suppressed state) In battle there are two types of suppression. The first is, well, suppressed. Where medium infantry, like myself, is slowed to a crawl and have a hard time returning fire. The second level, as demonstrated by our Huntress-

Huntress: FUCK YOU!

Riflemen: Is called pinned, which either happens if a medium infantry stays suppressed for too long or if said unit is a light infantry like the Huntress. In this state we briefly gain some buffs to our defenses but medium infantry are completely immobile, while light infantry are reduced to a crawl, and unable to fire, only thing we can do once pinned is to retreat. But some units, like our Huntress, have an ability to briefly negate suppressed or pinned. Use her fire up ability and have her moved to the area.

(Commander does so, breaking the Huntress out of her pinned state, and have her run to the area)

Huntress: (panting) I. Always. Hate. That. FUCKING segment!

Riflemen: As for heavy infantry, like the Whip, they are immune to the suppressive effects but they take more damage, and, unlike the Whip, most of them are a bit more tankier.

Whip: I still don't understand why any of you are afraid of bullets?

Talon: As for why I, a fellow light infantry, wasn't effected was because I am an ADF infantry, which will be elaborated on my factions spotlight.

Riflemen: Now you're asking. If medium infantry only get suppressed but doesn't take more damage like the heavy infantry and heavy infantry are not slowed then why use light infantry? It's be-

Huntress: Because, unlike those types, we can keep firing even as we move. But I know it's better to demonstrate it. (Camera pans to a three squads of moving Shields) So command me, the Riflemen, and that Whip to target those moving targets.

(Commander does so. Where we see each of them firing. The Huntress keeps firing even as she moves to stay in range, the Riflemen must briefly stop to fire and have to stop firing to move into range, and the Whip requires a few seconds to aim, leading to the squad moving out of range and breaking the Whips aim, leading to him not firing. As Footman narrates)

Footman: As you can see here the main advantage light infantry has over the other two is that they don't have to stop to fire their weapon, meaning that if the enemy can't properly outrun them they will eventually die, and despite the Huntress shorter range she is damaging the enemy much more then the others.

(Huntress kills the squad first and returns)

Huntress: So how did I do? Probably first again?

Riflemen: (panting in between shots) Stand. And die. Like a. Man. DAMN IT!

Whip: My target is too fast to take aim.

Huntress: So what should we do while their taking their time?

Footman: We actually have another demonstration to show you commander. (Camera pans to three moving Shield squads, a Riflemen ace, and a Templar) Have the Talon attack that squad over there.

(Commander does so. Where all three units keeps firing even when moving, but the Templar deals little damage but began suppressing the squad. And when the infantry moves away from the target only the Talon keeps firing)

Footman: There are some exceptions to the rules though. Some medium and heavy infantry, like that Riflemen ace and Templar, can fire while moving. But the difference is that only the Talon, and other light infantry, can keep firing even when moving away from the target, where as the Riflemen ace, and those with similar skills, can only fire when the target stays in front of them and the Templars is only meant to suppress.

(Riflemen returns, panting heavily)

Huntress: Took you long enough.

Riflemen: (panting) Do you... Have any idea... How heavy... This pack is!

Lesson 3A: UCA
(Fade in from black. The UCA rifleman, a Goliath vanguard, and a Harpy raider enters a town.)

Lesson 3B: Navaheim Tribes
(Fade in from black. The Huntress, a Thief, and a Sapper emerge from a tunnel network)

Lesson 3C: Kevros Federation
(Fade in from black. The Pawn, a Rook, and a Commissar exits out of the factory)