Linebattles/Body

From Holdfast: Nations At War
Revision as of 18:21, 20 September 2025 by Xarkanoth (talk | contribs) (Created page with "= Overview = Linebattles are a more formal style of Holdfast play than you’ll encounter on public servers. These events revolve around officer-led lines of infantry who may...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Overview

Linebattles are a more formal style of Holdfast play than you’ll encounter on public servers. These events revolve around officer-led lines of infantry who may only fire when stationary and shouldered together in formation. Hosts enforce strict rules on class limits, movement, and how specialist classes (support, artillery, and skirmishers) are used. Administrators spectate or play on the ground, issuing guidance and warnings—and slaying rule-breakers when necessary.

While this page covers common practices, every hosted event sets its own rules. Always read the event’s rule post and in-game announcements.

  • Most linebattles are single-life per round on Hardcore servers (heavier drop/deviation, often with friendly fire).*

Phases of a Linebattle

  1. Setup. Spawning is open for a few minutes. Lines form at spawn under their officers. Regiments typically pre-assign leaders; public players may join a public line or ask a regiment to join theirs. Wait for admins to call the round Live.
  2. Live Combat. Lines maneuver, seek positional advantage, and trade volleys while following officer commands.
  3. All Charge. After a set time or a stalemate, admins call an all charge. Fix bayonets; no musket fire (unless explicitly permitted—e.g., one pistol shot). Fight until one team remains.

Public linebattles welcome everyone (regiments and solo players). Private events restrict participation to registered regiments. See schedules in the Official Holdfast Discord.

Combat Rules

Admin messages will list specifics each round, but common expectations include:

Crouching
Not allowed unless you are a skirmisher or you are the rear rank of a two-rank line (rear rank may crouch to fire over the front).
Shooting
Fire only as part of a formed line (shouldered with teammates). On Hardcore, bullet drop and deviation are significant—and friendly fire may be enabled.
Moving
Stay with your line. Keep spacing to avoid presenting an easy target. Officers may order single or double columns when on the move, then form a firing line to engage.

Common Terms & Abbreviations

Live
The round has officially begun. Do not leave spawn before this call.
FOL — Fire Out (of) Line
Firing when you’re not properly formed in a valid line.
FIC — Fire In Charge
Firing while your line is engaged in a charge. A defending line is considered “in charge” once any member is in melee. Check event-specific allowances.
Rambo
Lone-wolfing without formation (or in tiny, unformed groups). Typically results in warnings or slays.
All Charge (AC)
Late-round melee phase. No firing (unless the rules grant a limited pistol shot). Hiding or delaying is frowned upon and may be punished.
OA — Officer Aim
Targeting officers is often restricted at close range if the officer is not embedded in his own line. Enforcement varies; read the event’s rules.
ROL — Reloading Out of Line
Some events forbid reloading while moving; you must be stationary in a formed line to reload. Skirmisher rules may differ.

Lines

Lines are the core of battle: rank & file under an officer. Events usually set a minimum size before a line may fire—e.g., “3+ muskets” (three infantry shouldered). If your line drops below the minimum, you must either charge or link up with another line. Some hosts count total men (officers/support may count) rather than muskets, but they must remain shouldered with the line. Officers command using voice and in-game orders; a designated second-in-command should take over if the officer falls.

Support

Support classes generally operate close to, but not inside, the firing line to reduce casualties. Buffing classes often attach to a single line; surgeons and sappers may roam to where they’re needed.

Firing rules for support vary—commonly they must shoulder to a formed line to fire, and some events allow a single pistol shot on charge. Check per-event rules.

Artillery

If enabled, artillery pieces may be pre-assigned by admins or claimed first-come. Hosts typically restrict which guns may be used and sometimes prohibit counter-battery (arty vs. arty) until a specific clock time. Listen for admin calls at round start.

Skirmishers

Skirmishers (often Light Infantry) have looser formation rules: they may fire without shouldering, can crouch, and maintain defined spacing. Hosts usually set minimum detachment sizes, max spacing, and whether they must operate in support of a parent line.