Battlegrounds>ROUND 1
Turn>@CULT|Some guy
CULT|icycalm
In the instructions, it shows the Termagant straddling two squares, but since we're playing with grid movement (see
https://culture.vg/forum/topic?t=9764) your Termagant has to snap-to-grid, so to speak, and the square that makes most sense is two squares away from the Hive Node, because in the instructions the Hive Node isn't next to the Termagant. I don't think this adjustment has any significant tactical consequences, but we'll see.
To move, we'll employ a quasi-FTG notation. So for example SE S S S would bring the Termagant to the immediate left of the Infernus (that's the Space Marine's name). Even better would be to enter SE 3S. So the full command to be parsed by Cult Intelligence (CI) would be:
Termagant>Move SE 3S
Diagonal movement counts for one square for the first diagonal move, and two squares for the second one, exactly as in Pathfinder.
This resets in the next round. So if you move only one diagonal one round, and another the next round, these movements both count as one square each.
Note that you can attack diagonally, same as in Pathfinder. Melee attack covers all 8 squares surrounding your character, including the 4 diagonal squares.
Can the Termagant shoot the Infernus from where he's standing? In terms of range, yes, the whole battlefield is within range. But in terms of line-of-sight, let me check.
For those who are curious, this is what it looks like in-engine:

So the question is if the Termagant can see the Infernus from where he's standing. Note that line-of-sight works very differently in Pathfinder and Warhammer. In Warhammer, as far as I know, as long at the trooper can see the enemy, he can shoot him. Though don't quote me on that as I haven't read the full rules. But for this tutorial, I am not supposed to read them, we're only supposed to play with the couple of pages of instructions I posted in the thread. So I just did a quick LoS check, and yes, the Termagant can clearly see the Infernus.
If, as we study the rules, we later realize that we made any mistakes in the tutorial missions, we'll just ascribe it to battlefield mishaps.
The whole point of the tutorials is to make mistakes and get them out of the way.
Same goes for the changes we're making to the game to make it fit the Discord format. It's an alpha, balancing will be required.
The command to attack is the following:
Termagant> Shoot (Infernus)
Then roll 1d6 to see if it hit, by simply entering:
1d6
rollem>4 ⟵ [4] 1d6
Can you attack from range and THEN move? It doesn't seem so. That's what it looks like from the instructions, and from a quick search I did. Because MOVE and SHOOT are distinct phases, and MOVE comes first (see
https://www.youtube.com/watch?v=hJRRnY4Kquk).

So first decide if you will move, and if so enter the move command.
Then shoot with the shoot command.
What if you move right next to the Infernus? Won't that count as melee?
Maybe, but we don't get instructions for this in the tutorial, so we'll treat it as a regular shoot command. I.e. it doesn't matter where you decide to shoot from for the purposes of this tutorial.
@CULT|Some guy
Make sure to tag me when you've done everything you can do. Always tag me so I don't have to check Discord a bunch of times a day.
And if you or anyone else has any questions, don't hesitate to ask them, again tagging me. Though only players involved in the current mission should tag me, non-players can ask questions too but no need to tag me because their questions aren't urgent.
There is no urgency to play your turns throughout the day. Take as long as you need. If you don't feel like playing today, leave it for tomorrow, no worries. The tagging isn't meant to instill urgency in people, it's just meant to help save people the bother of having to look into Discord multiple times a day.
TL;DR: This is what I need to see from you, Rory:
Termagant>Move SE 3S (or wherever you want to, up to 6 squares)
Termagant> Shoot (Infernus)
1d6
rollem>3 ⟵ [3] 1d6
CULT|Some guy
Termagant>Shoot (Infernus)
1d6
rollem>1 ⟵ [1] 1d6
Battlegrounds
Termagant>MISS
Turn>@CULT|ysignal
CULT|icycalm
I was kinda hoping you'd miss because otherwise I would have had to figure out how to import the wound icon lol.
There are many ways to depict wounds, and the one in the tutorial doesn't scale to bigger battles, but it looks cool, so I thought I'd digitize it. We'll see what happens, maybe someone will get wounded before the battle's over.
So the instructions say the Infernus is out of ammo so he can't shoot from range. He can move up to 6 squares, and attack using the Attack command, either Attack (Hive Node) or Attack (Termagant) while being next to them.
The die is again 1d6.
So you're all ready to go, ysignal.
In the meantime, people including Rory are free to chat or whatever if you have anything to say. Even the player whose turn it is can post comments if he wants to, perhaps because he can't play right now but still wants to chat from his phone or whatever.
CULT|Some guy
Can the Termagant move through the Hive Node?
CULT|icycalm
No.
That's why I think you didn't make a good decision.
I would have gone to the very center of the board and then shot if I were you.
BUT, with your 6 move you can still hit ysignal from the back if he goes straight for the node. So really, in this particular instance the bad decision isn't really bad. If the board was a tiny bit bigger it would have been a bad decision.
In fact going right behind him is a bad move, because he can then choose to hit you.
You can just keep your distance and keep shooting him.
CULT|Some guy
Can I shoot past the Hive Node?
CULT|icycalm
Good question.
Yes you can because the 3D model of it barely reaches knee height.
Btw that 3D model is taken from the original Dawn of War. That's why it's so basic, because it's from 2004.
Btw from the instructions it seems that if the Termagant is right next to the Infernus, the latter can't attack the Node.
So going right next to him might be a good idea.
CULT|ysignal
Infernus>Move NW 3N
Infernus>Attack (Termagant)
1d6
rollem>2 ⟵ [2] 1d6
Battlegrounds

Infernus>MISS