Difference between revisions of "Beginner's Guide"
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''Holdfast: Nations At War'' is a multiplayer game set during the Napoleonic era and the First World War. This guide introduces some of the core game modes, classes, and mechanics to help new players get started. | ''Holdfast: Nations At War'' is a multiplayer game set during the Napoleonic era and the First World War. This guide introduces some of the core game modes, classes, and mechanics to help new players get started. | ||
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* At short range: aim center mass with the reticle at knee height. | * At short range: aim center mass with the reticle at knee height. | ||
* At long range: gradually aim higher. At ~100 meters, place the reticle bottom at head height. | * At long range: gradually aim higher. At ~100 meters, place the reticle bottom at head height. | ||
| − | Lateral bullet spread cannot be compensated | + | Lateral bullet spread cannot be compensated – firing in volleys improves effectiveness. |
== Melee == | == Melee == | ||
Revision as of 08:59, 17 September 2025
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An introductory guide for new players. |
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Beginner’s GuideHoldfast: Nations At War is a multiplayer game set during the Napoleonic era and the First World War. This guide introduces some of the core game modes, classes, and mechanics to help new players get started. Game ModesArmy BattlefieldArmy Battlefield is a Team Deathmatch game mode. Players choose between two nations and fight until one side runs out of respawn tickets or is completely eliminated. Victory can also be achieved by securing the highest number of kills when the round timer ends. Army SiegeArmy Siege is an attackers vs. defenders game mode. The defenders start with control of several capture points. The attackers must capture all points before the round timer runs out, while defenders must hold at least one until the end of the round. Army ConquestArmy Conquest is a point-control mode. Teams capture objectives that generate score over time — the more points your team controls, the faster your score increases. The team with the most points when the round timer expires wins. Class SystemEach team has access to a wide variety of classes with unique gear and abilities. Some classes provide direct combat power, while others serve essential support roles such as healing, boosting morale, or providing artillery fire. CommandArmy Infantry OfficerThe Infantry Officer directs the battle on land, issuing orders, forming lines, and providing buffs to nearby soldiers. The Naval Captain commands a ship and its crew. They steer the vessel, set sail orders, and coordinate the crew in naval engagements. Rank & FileLine InfantryThe backbone of the army. Armed with a musket and bayonet, they follow officer commands and form disciplined firing lines. GuardsElite infantry tasked with protecting officers and key positions. They excel in melee combat and survivability. GrenadiersLarge, powerful infantry who specialize in melee combat and can absorb more damage than regular soldiers. SkirmisherLight InfantryFast-moving troops who can reach key positions quickly. Effective at harassing the enemy with mobility and firepower. RiflemanSharpshooters with superior accuracy compared to musket-armed soldiers. Deadly at long range but fewer in number. CustomsNaval light infantry who can swim, move quickly, and harass enemies from advantageous positions. SupportArtillerySpecialists in cannons, mortars, and rockets. They deal devastating damage but require coordination and experience. CavalryHorse-mounted soldiers skilled with swords and carbines. Cavalry charges can break lines and turn the tide of battle. CrewmanExperienced sailors capable of swimming long distances and excelling in naval melee combat with cutlasses or pikes. AimingMusket accuracy is limited. Use the bottom of the reticle to judge range:
Lateral bullet spread cannot be compensated – firing in volleys improves effectiveness. MeleeAttacking
Blocking
Tips
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