Overview
Holdfast is built around large battles across multiple eras. Factions give those battles their identity, from smoke-filled Napoleonic lines to the trenches of the Great War.
In Nations At War, players fight as historical powers using muskets, bayonets, sabres, cannons, cavalry, rockets, and sailing ships. In Frontlines WW1, the fight shifts to rifles, machine guns, artillery, trenches, and more modern battlefield roles.
Each faction brings its own uniforms, flags, voice lines, and battlefield style. Some appear in formal line battles, some fit naval and coastal fighting, and others belong to the harsher pace of Frontlines WW1.
Nations At War
Nations At War is the classic Holdfast setting. These factions fight across land battles, sieges, coastal assaults, and naval engagements depending on the map and mode.
Playable Nations
| Faction | Historical Context | Primary Combat Theatres | Notes | |
|---|---|---|---|---|
![]() |
Britian | A major Coalition power and one of Holdfast's most recognizable factions. | Land, Naval | Known for strong naval presence, line infantry, rocketeers, and bagpipers. |
![]() |
France | The dominant continental power under Napoleon. | Land, Naval | Versatile across most modes, with iconic infantry, cavalry, and command roles. |
![]() |
Prussia | A key Coalition state during the Napoleonic Wars. | Land | A disciplined army roster suited for line battles, sieges, and organized infantry play. |
![]() |
Russia | A major eastern power with a long campaign history against France. | Land | Often associated with hard defensive fights and strong close-range pressure. |
![]() |
Italy | A Napoleonic client kingdom tied closely to French influence. | Land | Brings another continental army style to land battles and sieges. |
![]() |
Austria | A major Habsburg power and repeated opponent of Napoleonic France. | Land | Fits large infantry engagements, defensive holds, and traditional line fighting. |
![]() |
Spain | A fierce Peninsular War faction shaped by regular armies and local resistance. | Land | Suited for rugged infantry fighting, ambushes, and close battles around towns and farms. |
![]() |
Privateers | A less formal fighting force built around raiding, boarding, and chaos at sea. | Naval | Best suited to boarding actions, messy deck fights, and aggressive naval play. |
![]() |
American Patriots | Revolutionary fighters standing against imperial rule. | Land | Built around militia identity, patriotic uniforms, and sharp skirmishing. |
![]() |
A major Coalition power and one of Holdfast's most recognizable factions. | Land, Naval | Known for strong naval presence, line infantry, rocketeers, and bagpipers. |
Frontlines WW1
Frontlines WW1 changes the pace of Holdfast. Instead of slow musket volleys and bayonet lines, players fight with bolt-action rifles, pistols, machine guns, artillery, smoke, trenches, and squad movement.
Coalitions
| Coalition | Description | |
|---|---|---|
![]() |
Allied Forces | A coalition including British, French, Australian, and American forces depending on the Frontlines content being played. |
![]() |
The Central Powers | The opposing WW1 coalition, represented mainly through German forces, equipment, and uniforms. |
How It Feels
Frontlines is still Holdfast, but it is more lethal at range. Good players use cover, smoke, timing, and teamwork instead of standing in open lines. Officers help push the team forward, medics keep groups alive, engineers build and repair, and artillery can break a position before infantry moves in.
Comparison of Eras
| Feature | Nations At War | Frontlines WW1 |
|---|---|---|
| Primary Weapons | Muskets, sabres, pistols, cannons | Rifles, pistols, machine guns, artillery |
| Battlefield Flow | Lines, volleys, charges, sieges | Trenches, cover, smoke, squad pushes |
| Team Focus | Officers, musicians, surgeons, artillery crews | Officers, medics, engineers, machine gun teams |
| Atmosphere | Smoke, drums, flags, close volleys | Mud, wire, explosions, trench pressure |
How Factions Play
Factions in Holdfast are not only about uniforms and flags. They shape the mood of a match, the types of battles players expect, and the way groups organize themselves.
Public Matches
In public servers, faction choice gives the round flavor. Players rally around familiar flags, voice lines, uniforms, music, and rivalries. A British line with bagpipes, a French charge, a pirate boarding party, or a WW1 trench push all feel different even when the objective is simple.
Organized Events
Regiments often build their identity around factions. Some prefer strict historical line battles, some focus on naval crews, and others lean into casual fun, roleplay, or community events.
Picking A Side
If you are new, do not worry too much about picking the "best" faction. Choose the side your friends are on, follow the group with the clearest orders, or pick the uniform and setting you enjoy most. The team that communicates and plays the objective usually matters more than the flag above it.
















