Difference between revisions of "Factions"
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| − | + | = Holdfast Factions: Nations At War & Frontlines = | |
| + | Factions in ''Holdfast: Nations At War'' represent the shifting geopolitical landscapes of two distinct historical epochs: the '''Napoleonic Era''' and the '''First World War'''. While many core classes are shared across nations within an era, specific factions possess unique units, specialized mechanics, and cosmetic distinctions that influence gameplay and immersion. | ||
| + | ---- | ||
| − | == | + | == 1. Napoleonic Era (Nations At War) == |
| − | + | This era encompasses the great powers and regional contenders of the '''Coalition Wars (1792–1815)'''. Combat is defined by line infantry tactics, black powder musketry, and naval supremacy. | |
| − | |||
| − | === | + | === Great Powers & Contenders === |
| − | + | {| class="wikitable" | |
| + | |'''Faction''' | ||
| + | |'''Historical Context''' | ||
| + | |'''Availability''' | ||
| + | |'''Primary Combat Theatres''' | ||
| + | |'''Unique Characteristics''' | ||
| + | |- | ||
| + | |'''The British Empire''' | ||
| + | |Lead Coalition contender against French expansion. | ||
| + | |Early Access | ||
| + | |Land, Naval, Coastal | ||
| + | |Access to '''Rocketeers''' and '''Bagpipers''' (Morale Boosters). | ||
| + | |- | ||
| + | |'''The French Empire''' | ||
| + | |The dominant continental power under Napoleon. | ||
| + | |Early Access | ||
| + | |Land, Naval, Coastal | ||
| + | |Versatile presence across all modes; features the distinct '''French Cuirassier'''. | ||
| + | |- | ||
| + | |'''The Kingdom of Prussia''' | ||
| + | |Key member of the First and Fourth Coalitions. | ||
| + | |v0.14 | ||
| + | |Land Only | ||
| + | |Standardized Napoleonic roster. | ||
| + | |- | ||
| + | |'''The Russian Empire''' | ||
| + | |Primary Eastern European power. | ||
| + | |v1.0 | ||
| + | |Land Only | ||
| + | |Units often carry '''swords as sidearms''', offering a slight melee advantage. | ||
| + | |- | ||
| + | |'''The Kingdom of Italy''' | ||
| + | |Regional contender in Personal Union with Napoleon. | ||
| + | |v1.15 | ||
| + | |Land Only | ||
| + | |Standardized Napoleonic roster. | ||
| + | |- | ||
| + | |'''The Austrian Empire''' | ||
| + | |A major Habsburg power throughout the wars. | ||
| + | |v2.11 | ||
| + | |Land Only | ||
| + | |Standardized Napoleonic roster. | ||
| + | |} | ||
| + | ---- | ||
| − | ===The | + | == 2. Frontlines Era (World War I) == |
| − | + | The ''Frontlines'' expansion shifts the focus to the industrial warfare of the '''Great War'''. Gameplay transitions from rigid line formations to trench warfare, utilizing rapid-fire rifles, heavy machine guns, and tactical squad-based maneuvers. | |
| − | === | + | === Coalitions === |
| − | |||
| − | ===The | + | * '''The Allied Powers:''' Comprised of the '''British Empire, France, Australia,''' and the '''United States''' (via DLC). |
| − | + | ** ''Note:'' Certain classes are nation-specific; for example, Engineers are represented by Australian forces. | |
| + | * '''The Central Powers:''' Currently focused on '''German Infantry''' forces, serving as the primary antagonist faction with historically accurate weaponry and uniforms. | ||
| + | |||
| + | === Frontlines Specialized Classes === | ||
| + | The ''Frontlines'' class system emphasizes role-based synergy and modern tactical utility: | ||
| + | |||
| + | * '''Infantry Officer:''' The backbone of the Squad System. They facilitate tactical advances by deploying '''Squad Camps''' (forward spawn points) and using Smoke Grenades to mask troop movements. | ||
| + | * '''Rifleman:''' The primary combatant. Equipped with high-velocity rifles featuring significantly faster fire rates than Napoleonic-era muskets. | ||
| + | * '''Combat Medic:''' Critical for frontline sustainability, capable of healing wounded allies and reviving fallen soldiers. | ||
| + | * '''Artilleryman:''' Masters of heavy ordnance. This role requires high coordination to move, load, and fire field guns. | ||
| + | * '''Engineer:''' The defensive specialists. Responsible for the construction of sandbag fortifications, barbed wire entanglements, and structural repairs. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | === Comparison of Eras === | ||
| + | {| class="wikitable" | ||
| + | |'''Feature''' | ||
| + | |'''Napoleonic Era''' | ||
| + | |'''Frontlines Era''' | ||
| + | |- | ||
| + | |'''Primary Weaponry''' | ||
| + | |Smoothbore Muskets / Sabres | ||
| + | |Bolt-Action Rifles / Machine Guns | ||
| + | |- | ||
| + | |'''Movement Strategy''' | ||
| + | |Line Formations / Volley Fire | ||
| + | |Trench Cover / Squad Maneuvers | ||
| + | |- | ||
| + | |'''Spawn Mechanics''' | ||
| + | |Flag Bearers / Officers | ||
| + | |Squad Camps / Mobile Spawns | ||
| + | |- | ||
| + | |'''Atmosphere''' | ||
| + | |Formalized Warfare | ||
| + | |Gritty Industrial Combat | ||
| + | |} | ||
| + | |||
| + | == 3. Naval Warfare & Coastal Siege == | ||
| + | The Naval theatre in ''Holdfast'' focuses on ship-to-ship combat and amphibious assaults. Unlike the land-based factions, the Naval meta relies heavily on crew synergy and the management of high-caliber broadside cannons. | ||
| + | |||
| + | === Naval-Specific Classes === | ||
| + | The effectiveness of a vessel is determined by the composition of its crew. Each role is vital for maintaining the ship's integrity and firepower. | ||
| + | {| class="wikitable" | ||
| + | |'''Role''' | ||
| + | |'''Primary Responsibilities''' | ||
| + | |'''Equipment & Utility''' | ||
| + | |- | ||
| + | |'''Captain''' | ||
| + | |Commanding the vessel and navigating. | ||
| + | |Equipped with a Spyglass and Pistol; the only class capable of steering ships. | ||
| + | |- | ||
| + | |'''Sailor''' | ||
| + | |General ship maintenance and combat. | ||
| + | |Specialized in rapid boarding actions and operating swivel guns. | ||
| + | |- | ||
| + | |'''Marine''' | ||
| + | |Precision marksmen stationed on deck or in the shrouds. | ||
| + | |High accuracy with muskets to pick off enemy crew and captains. | ||
| + | |- | ||
| + | |'''Coastal Guard''' | ||
| + | |Defense of land-based fortifications during Coastal Sieges. | ||
| + | |Balanced for defensive melee and musket combat. | ||
| + | |- | ||
| + | |'''Shipwright''' | ||
| + | |Essential for ship longevity. | ||
| + | |Equipped with a '''Hammer''' to repair hull damage and leaks in real-time. | ||
| + | |} | ||
| + | ---- | ||
| + | |||
| + | == 4. Artillery Systems == | ||
| + | Artillery serves as the primary force multiplier in both the Napoleonic and Frontlines eras. Mastery of these systems requires an understanding of range, projectile types, and crew coordination. | ||
| + | |||
| + | === Napoleonic Ordnance === | ||
| + | In the ''Nations At War'' era, artillery is categorized by mobility and projectile versatility: | ||
| + | |||
| + | * '''Field Guns:''' Versatile cannons that can fire '''Round Shot''' (long-range anti-structure/infantry) or '''Canister Shot''' (short-range "shotgun" blast for clearing lines). | ||
| + | * '''Howitzers:''' Designed for high-arc trajectories, allowing crews to fire over hills or fortifications using '''Explosive Shells'''. | ||
| + | * '''Mortars:''' Stationary emplacements used primarily in sieges to rain fire on fixed positions. | ||
| + | * '''Rocket Launchers (British Exclusive):''' While historically inaccurate in precision, they provide massive psychological pressure and area-of-effect damage. | ||
| + | |||
| + | === Frontlines Heavy Weaponry === | ||
| + | In the ''World War I'' era, artillery becomes more destructive and requires specific "spotting" to be effective: | ||
| + | |||
| + | * '''Field Howitzers:''' High-yield explosives capable of leveled-earth destruction. Requires an '''Artilleryman''' to load and a teammate to assist with ranging. | ||
| + | * '''Heavy Machine Guns (HMG):''' Fixed positions (such as the MG08 or Vickers) that provide devastating suppressive fire. | ||
| + | * '''Anti-Tank/Fortification Guns:''' Direct-fire cannons designed to neutralize heavy cover and fortified bunkers. | ||
| + | |||
| + | ---- | ||
Latest revision as of 06:00, 21 January 2026
Holdfast Factions: Nations At War & Frontlines
Factions in Holdfast: Nations At War represent the shifting geopolitical landscapes of two distinct historical epochs: the Napoleonic Era and the First World War. While many core classes are shared across nations within an era, specific factions possess unique units, specialized mechanics, and cosmetic distinctions that influence gameplay and immersion.
1. Napoleonic Era (Nations At War)
This era encompasses the great powers and regional contenders of the Coalition Wars (1792–1815). Combat is defined by line infantry tactics, black powder musketry, and naval supremacy.
Great Powers & Contenders
| Faction | Historical Context | Availability | Primary Combat Theatres | Unique Characteristics |
| The British Empire | Lead Coalition contender against French expansion. | Early Access | Land, Naval, Coastal | Access to Rocketeers and Bagpipers (Morale Boosters). |
| The French Empire | The dominant continental power under Napoleon. | Early Access | Land, Naval, Coastal | Versatile presence across all modes; features the distinct French Cuirassier. |
| The Kingdom of Prussia | Key member of the First and Fourth Coalitions. | v0.14 | Land Only | Standardized Napoleonic roster. |
| The Russian Empire | Primary Eastern European power. | v1.0 | Land Only | Units often carry swords as sidearms, offering a slight melee advantage. |
| The Kingdom of Italy | Regional contender in Personal Union with Napoleon. | v1.15 | Land Only | Standardized Napoleonic roster. |
| The Austrian Empire | A major Habsburg power throughout the wars. | v2.11 | Land Only | Standardized Napoleonic roster. |
2. Frontlines Era (World War I)
The Frontlines expansion shifts the focus to the industrial warfare of the Great War. Gameplay transitions from rigid line formations to trench warfare, utilizing rapid-fire rifles, heavy machine guns, and tactical squad-based maneuvers.
Coalitions
- The Allied Powers: Comprised of the British Empire, France, Australia, and the United States (via DLC).
- Note: Certain classes are nation-specific; for example, Engineers are represented by Australian forces.
- The Central Powers: Currently focused on German Infantry forces, serving as the primary antagonist faction with historically accurate weaponry and uniforms.
Frontlines Specialized Classes
The Frontlines class system emphasizes role-based synergy and modern tactical utility:
- Infantry Officer: The backbone of the Squad System. They facilitate tactical advances by deploying Squad Camps (forward spawn points) and using Smoke Grenades to mask troop movements.
- Rifleman: The primary combatant. Equipped with high-velocity rifles featuring significantly faster fire rates than Napoleonic-era muskets.
- Combat Medic: Critical for frontline sustainability, capable of healing wounded allies and reviving fallen soldiers.
- Artilleryman: Masters of heavy ordnance. This role requires high coordination to move, load, and fire field guns.
- Engineer: The defensive specialists. Responsible for the construction of sandbag fortifications, barbed wire entanglements, and structural repairs.
Comparison of Eras
| Feature | Napoleonic Era | Frontlines Era |
| Primary Weaponry | Smoothbore Muskets / Sabres | Bolt-Action Rifles / Machine Guns |
| Movement Strategy | Line Formations / Volley Fire | Trench Cover / Squad Maneuvers |
| Spawn Mechanics | Flag Bearers / Officers | Squad Camps / Mobile Spawns |
| Atmosphere | Formalized Warfare | Gritty Industrial Combat |
The Naval theatre in Holdfast focuses on ship-to-ship combat and amphibious assaults. Unlike the land-based factions, the Naval meta relies heavily on crew synergy and the management of high-caliber broadside cannons.
The effectiveness of a vessel is determined by the composition of its crew. Each role is vital for maintaining the ship's integrity and firepower.
| Role | Primary Responsibilities | Equipment & Utility |
| Captain | Commanding the vessel and navigating. | Equipped with a Spyglass and Pistol; the only class capable of steering ships. |
| Sailor | General ship maintenance and combat. | Specialized in rapid boarding actions and operating swivel guns. |
| Marine | Precision marksmen stationed on deck or in the shrouds. | High accuracy with muskets to pick off enemy crew and captains. |
| Coastal Guard | Defense of land-based fortifications during Coastal Sieges. | Balanced for defensive melee and musket combat. |
| Shipwright | Essential for ship longevity. | Equipped with a Hammer to repair hull damage and leaks in real-time. |
4. Artillery Systems
Artillery serves as the primary force multiplier in both the Napoleonic and Frontlines eras. Mastery of these systems requires an understanding of range, projectile types, and crew coordination.
Napoleonic Ordnance
In the Nations At War era, artillery is categorized by mobility and projectile versatility:
- Field Guns: Versatile cannons that can fire Round Shot (long-range anti-structure/infantry) or Canister Shot (short-range "shotgun" blast for clearing lines).
- Howitzers: Designed for high-arc trajectories, allowing crews to fire over hills or fortifications using Explosive Shells.
- Mortars: Stationary emplacements used primarily in sieges to rain fire on fixed positions.
- Rocket Launchers (British Exclusive): While historically inaccurate in precision, they provide massive psychological pressure and area-of-effect damage.
Frontlines Heavy Weaponry
In the World War I era, artillery becomes more destructive and requires specific "spotting" to be effective:
- Field Howitzers: High-yield explosives capable of leveled-earth destruction. Requires an Artilleryman to load and a teammate to assist with ranging.
- Heavy Machine Guns (HMG): Fixed positions (such as the MG08 or Vickers) that provide devastating suppressive fire.
- Anti-Tank/Fortification Guns: Direct-fire cannons designed to neutralize heavy cover and fortified bunkers.