No edit summary
 
Xarkanoth (talk | contribs)
No edit summary
 
Line 1: Line 1:
<div class="hf-relpage">
<div class="hf-relpage hf-linebattle-page">
{{Release_page_header|title=Crews & Regiments}}
{{Release_page_header|title=Linebattles • Rules & How They Work}}
<div class="hf-relpage-body">
<div class="hf-relpage-body">
{{Release_TOC|content=
{{Release_TOC|content=
<div class="hf-toc-category">On this page</div>
<div class="hf-toc-category">On this page</div>
<div>[[#what-are-regiments|What Are Regiments?]]</div>
<div>[[#overview|Overview]]</div>
<div>[[#why-join|Why Join One?]]</div>
<div>[[#phases|Phases of a Linebattle]]</div>
<div>[[#event-types|Event Types]]</div>
<div>[[#combat-rules|Combat Rules]]</div>
<div>[[#how-to-join|How To Join]]</div>
<div>[[#terms|Common Terms & Abbreviations]]</div>
<div>[[#choosing|Choosing A Regiment]]</div>
<div>[[#lines|Lines]]</div>
<div>[[#etiquette|Expectations & Etiquette]]</div>
<div>[[#support|Support]]</div>
<div>[[#faq|FAQ]]</div>
<div>[[#artillery|Artillery]]</div>
<div>[[#skirmishers|Skirmishers]]</div>
}}
}}
<div class="hf-relpage-content">
<div class="hf-relpage-content">


{{Release_section
{{Release_section
|id=what-are-regiments
|id=overview
|title=What Are Regiments?
|title=Overview
|content=
|content=
Regiments (also called clans, crews, or units) are organised groups of players who play Holdfast: Nations At War together on a regular basis. They typically adopt a historical name and identity ??? such as the 33rd Regiment of Foot or the 45e R??giment d'Infanterie de Ligne ??? and operate with a rank structure mirroring their Napoleonic-era counterparts.
<div class="hf-lb-hero">
<div class="hf-lb-kicker">Organised Events</div>
<div class="hf-lb-hero-title">Stand in line, wait for the order, and make the volley count.</div>
<div class="hf-lb-hero-text">Linebattles are structured, admin-run events built around formations, discipline, and single-life rounds. They are one of Holdfast's classic organised formats: regiments form up, officers give the orders, and every mistake tends to be loud.</div>
</div>


Naval crews function similarly, with players forming ship crews under a Captain to compete in organised naval events.
Most linebattles take place on open-field maps where coordinated volleys, clean movement, and steady command matter more than individual heroics. If you die, you usually spectate until the next round.


Regiments are the backbone of the Holdfast competitive scene. They participate in scheduled '''linebattles''', '''campaigns''', and '''training sessions''', and many have been active since the game's early access launch.
<div class="hf-lb-facts">
<div class="hf-lb-fact"><span>Format</span> Regiment vs regiment</div>
<div class="hf-lb-fact"><span>Lives</span> Usually single-life</div>
<div class="hf-lb-fact"><span>Focus</span> Discipline, volleys, formations</div>
</div>
}}
}}


{{Release_section
{{Release_section
|id=why-join
|id=phases
|title=Why Join One?
|title=Phases of a Linebattle
|content=
|content=
* '''Organised Play:''' Regiments participate in scheduled linebattles and events that are far more structured and exciting than public servers.
A linebattle round usually has a rhythm. The exact calls vary by host, but the flow is familiar:
* '''Community:''' Most regiments have active Discord servers where members socialise, plan events, and share content.
 
* '''Improvement:''' Playing with experienced players in a coordinated environment will rapidly improve your skills in shooting, melee, and teamwork.
<div class="hf-lb-phase-list">
* '''Roles & Progression:''' Many regiments have rank structures where you can advance from Private to NCO to Officer based on skill, attendance, and leadership.
<div class="hf-lb-phase"><div class="hf-lb-phase-num">1</div><div><strong>Muster</strong><br>Regiments form at spawn. Officers sort the line, musicians and support take their places, and the admin gets everyone ready.</div></div>
* '''History & Identity:''' Being part of a regiment with a name, uniform, and reputation adds a layer of immersion and pride to the game.
<div class="hf-lb-phase"><div class="hf-lb-phase-num">2</div><div><strong>March</strong><br>Lines move out toward the fight. Do not fire early unless the admin or your officer has clearly called it.</div></div>
<div class="hf-lb-phase"><div class="hf-lb-phase-num">3</div><div><strong>Engagement</strong><br>Lines trade volleys. Officers call the timing, musicians keep the buffs up, and surgeons patch up anyone still standing.</div></div>
<div class="hf-lb-phase"><div class="hf-lb-phase-num">4</div><div><strong>Melee</strong><br>Once the distance closes, an officer may call a charge. Bayonets, sabres, and nerves decide the result.</div></div>
<div class="hf-lb-phase"><div class="hf-lb-phase-num">5</div><div><strong>Resolution</strong><br>The round ends when one side is wiped out or the timer decides it. Admins announce the result, then everyone resets.</div></div>
</div>
}}
}}


{{Release_section
{{Release_section
|id=event-types
|id=combat-rules
|title=Event Types
|title=Combat Rules
|content=
|content=
{{{!}} class="wikitable"
Every event has its own rule set, so listen to the host. These are the rules you will see almost everywhere:
! Event Type !! Description
 
<div class="hf-lb-rule-grid">
<div class="hf-lb-rule"><strong>No ramboing</strong><br>Stay with your regiment. Running off alone to flank or farm kills usually gets you warned or removed.</div>
<div class="hf-lb-rule"><strong>No crouching in line</strong><br>Line infantry are expected to stand while formed. Crouching in formation is normally not allowed.</div>
<div class="hf-lb-rule"><strong>Fire on command</strong><br>Hold your shot until your officer gives the order, unless Fire at Will has been called.</div>
<div class="hf-lb-rule"><strong>No spawn camping</strong><br>Do not push into or shoot into spawn areas unless the event admin says otherwise.</div>
<div class="hf-lb-rule"><strong>Respect class limits</strong><br>Artillery, cavalry, and skirmishers are normally capped. Take the slot you were assigned.</div>
<div class="hf-lb-rule"><strong>Admin word is final</strong><br>If an admin calls a reset, ceasefire, slay, or rule change, follow it immediately.</div>
</div>
 
<div class="hf-lb-note">Friendly fire is usually on. Accidents happen; deliberate team killing does not get much sympathy.</div>
}}
 
{{Release_section
|id=terms
|title=Common Terms & Abbreviations
|content=
{{{!}} class="wikitable hf-lb-terms"
! Term !! Meaning
{{!}}-
{{!}} '''LB''' {{!}}{{!}} Linebattle
{{!}}-
{{!}}-
{{!}} '''Linebattle''' {{!}}{{!}} Formal, admin-run matches between multiple regiments. Strict rules on formations, class limits, and conduct. Usually held weekly.
{{!}} '''FaW''' {{!}}{{!}} Fire at Will — open fire at your own discretion
{{!}}-
{{!}}-
{{!}} '''Training''' {{!}}{{!}} Internal regiment practice sessions focused on drills, volley fire coordination, melee practice, and map knowledge.
{{!}} '''AoF''' {{!}}{{!}} All Fire - everyone fires a single volley together
{{!}}-
{{!}}-
{{!}} '''Campaign''' {{!}}{{!}} Multi-round or multi-week events where battles have strategic consequences on a campaign map. Results carry over between sessions.
{{!}} '''Charge''' {{!}}{{!}} Officer command to rush the enemy with bayonets/sabres
{{!}}-
{{!}}-
{{!}} '''Siege Event''' {{!}}{{!}} Organised assault/defence events on siege maps with specific rules for attackers and defenders.
{{!}} '''Ramboing''' {{!}}{{!}} Breaking from your line to fight alone (usually against the rules)
{{!}}-
{{!}}-
{{!}} '''Naval Event''' {{!}}{{!}} Organised naval battles with ship crew assignments, boarding rules, and fleet coordination.
{{!}} '''Reg''' {{!}}{{!}} Regiment — an organised group of players
{{!}}-
{{!}}-
{{!}} '''Ceremony''' {{!}}{{!}} Formal in-game events such as promotions, parades, inspections, and memorial services. A beloved tradition in the community.
{{!}} '''NCO''' {{!}}{{!}} Non-Commissioned Officer (Sergeant class)
{{!}}-
{{!}}-
{{!}} '''Fun Event''' {{!}}{{!}} Informal events like melee tournaments, cavalry charges, musical performances, or custom game modes.
{{!}} '''CO''' {{!}}{{!}} Commanding Officer (Officer class)
{{!}}-
{{!}} '''Skirms''' {{!}}{{!}} Skirmishers — light infantry and riflemen operating outside the line
{{!}}-
{{!}} '''Arty''' {{!}}{{!}} Artillery
{{!}}-
{{!}} '''Cav''' {{!}}{{!}} Cavalry
{{!}}-
{{!}} '''GG''' {{!}}{{!}} Good Game — said at the end of a round
{{!}}}
{{!}}}
}}
}}


{{Release_section
{{Release_section
|id=how-to-join
|id=lines
|title=How To Join
|title=Lines
|content=
|content=
# '''Find a Regiment:''' Browse the official [https://discord.gg/holdfastgame Holdfast Discord] server's recruitment channels, or look for regiments advertising on public servers.
The infantry line is the heart of the event. A good line is not just a row of muskets; it is a group that can form, move, fire, and recover without turning into a crowd.
# '''Apply:''' Most regiments have a Discord server with an application process. This usually involves filling out a short form with your Steam name, timezone, and availability.
 
# '''Attend a Trial:''' Some regiments require you to attend a trial training or linebattle before being accepted as a full member.
<div class="hf-lb-role-card">
# '''Get Accepted:''' Once accepted, you'll typically be assigned the rank of Private (or equivalent) and placed into a section or company.
<h3>What a good line does</h3>
* '''Forms quickly:''' Stand shoulder-to-shoulder, face the same direction, and leave room for the officer to work.
* '''Fires together:''' Wait for Make Ready and Fire. A clean volley is worth more than scattered shots.
* '''Dresses the line:''' Fill gaps when people die. Keep the shape readable.
* '''Moves as one:''' Break Rank & Follow is not a license to wander. Move with the officer and reform fast.
</div>
}}
}}


{{Release_section
{{Release_section
|id=choosing
|id=support
|title=Choosing A Regiment
|title=Support
|content=
|content=
When looking for a regiment, consider:
Support classes keep the line alive and dangerous. They should stay close enough to help, but not so close that they block movement or eat the first volley.


* '''Timezone & Schedule:''' Make sure the regiment's event times work for your schedule. European and North American regiments often have different prime times.
<div class="hf-lb-card-grid">
* '''Size:''' Larger regiments offer more activity but can feel impersonal. Smaller regiments offer tighter bonds but may attend fewer events.
<div class="hf-lb-role-card"><h3>Musicians</h3>Drummers, Fifers, and Bagpipers keep buffs active for the line. Stay near the formation, usually just behind it.</div>
* '''Faction:''' Some regiments exclusively play one faction (British, French, Prussian, Russian). Others rotate.
<div class="hf-lb-role-card"><h3>Surgeons</h3>Patch up wounded players before the next volley lands. Prioritise people who can safely be saved.</div>
* '''Focus:''' Some regiments focus purely on competitive linebattles, others emphasise roleplay and immersion, and some do both.
<div class="hf-lb-role-card"><h3>Flag Bearers</h3>Keep the standard raised near the line. Your job is to support the formation, not duel half the enemy team.</div>
* '''Activity:''' Check how active the regiment's Discord is and how frequently they attend events before committing.
</div>
* '''Culture:''' Every regiment has its own personality. Some are strict and military-focused, others are casual and social. Find one that fits your style.
}}
}}


{{Release_section
{{Release_section
|id=etiquette
|id=artillery
|title=Expectations & Etiquette
|title=Artillery
|content=
|content=
* '''Attendance:''' Most regiments expect regular attendance at events (typically 1???2 per week). Communicate if you can't make it.
Artillery is powerful enough to swing a round, so hosts usually keep it on a short leash.
* '''Punctuality:''' Show up on time. Muster usually begins 15???30 minutes before the event starts.
 
* '''Follow Orders:''' During events, follow your Officer's commands. The chain of command exists for a reason.
<div class="hf-lb-role-card">
* '''Respect:''' Treat fellow regiment members and opponents with respect. Good sportsmanship is expected.
<h3>Artillery expectations</h3>
* '''Uniform:''' Wear the correct uniform/loadout as specified by your regiment. Don't equip random cosmetics during official events.
* '''Placement:''' Guns are usually placed on flanks or high ground behind the main line.
* '''Communication:''' Stay in your regiment's voice channel during events. Clear comms during combat are essential.
* '''Targeting:''' Shoot enemy formations and guns, not random lone players.
* '''Limits:''' Most events cap the number of guns or crew per regiment.
* '''Friendly fire:''' Check your line of fire. Repeated friendly artillery hits can get the crew removed.
</div>
}}
}}


{{Release_section
{{Release_section
|id=faq
|id=skirmishers
|title=FAQ
|title=Skirmishers
|content=
|content=
'''Can I be in multiple regiments?'''
Skirmishers operate outside the main line, but they are not exempt from the event. Most hosts give them specific limits so they harass instead of replacing the infantry fight.
This varies. Some regiments allow dual-membership, others require exclusivity. Check with the regiment before joining a second one.
 
'''Do I need experience to join?'''
Most regiments accept new players and will train you. Don't be intimidated ??? everyone starts somewhere.
 
'''What if I don't like the regiment?'''
You can leave at any time. It's polite to inform an officer before departing, but there's no obligation to stay.
 
'''Are regiments only for PC?'''
No ??? console players can join regiments too. Some regiments are platform-specific, others welcome both PC and console players.


'''Do regiments cost money?'''
<div class="hf-lb-role-card">
No. Regiments are entirely community-run and free to join.
<h3>Skirmisher expectations</h3>
* '''Keep distance:''' Many events set a minimum range before skirmishers can fire at lines.
* '''Do not block lines:''' Stay clear of friendly formations and do not stand inside them.
* '''Pick useful targets:''' Officers, musicians, artillery crew, and exposed support are worth your attention.
* '''Respect slot limits:''' Skirmisher numbers are usually capped per regiment.
</div>
}}
}}



Latest revision as of 19:56, 3 July 2026

Overview

Organised Events
Stand in line, wait for the order, and make the volley count.
Linebattles are structured, admin-run events built around formations, discipline, and single-life rounds. They are one of Holdfast's classic organised formats: regiments form up, officers give the orders, and every mistake tends to be loud.

Most linebattles take place on open-field maps where coordinated volleys, clean movement, and steady command matter more than individual heroics. If you die, you usually spectate until the next round.

Format Regiment vs regiment
Lives Usually single-life
Focus Discipline, volleys, formations

Phases of a Linebattle

A linebattle round usually has a rhythm. The exact calls vary by host, but the flow is familiar:

1
Muster
Regiments form at spawn. Officers sort the line, musicians and support take their places, and the admin gets everyone ready.
2
March
Lines move out toward the fight. Do not fire early unless the admin or your officer has clearly called it.
3
Engagement
Lines trade volleys. Officers call the timing, musicians keep the buffs up, and surgeons patch up anyone still standing.
4
Melee
Once the distance closes, an officer may call a charge. Bayonets, sabres, and nerves decide the result.
5
Resolution
The round ends when one side is wiped out or the timer decides it. Admins announce the result, then everyone resets.

Combat Rules

Every event has its own rule set, so listen to the host. These are the rules you will see almost everywhere:

No ramboing
Stay with your regiment. Running off alone to flank or farm kills usually gets you warned or removed.
No crouching in line
Line infantry are expected to stand while formed. Crouching in formation is normally not allowed.
Fire on command
Hold your shot until your officer gives the order, unless Fire at Will has been called.
No spawn camping
Do not push into or shoot into spawn areas unless the event admin says otherwise.
Respect class limits
Artillery, cavalry, and skirmishers are normally capped. Take the slot you were assigned.
Admin word is final
If an admin calls a reset, ceasefire, slay, or rule change, follow it immediately.
Friendly fire is usually on. Accidents happen; deliberate team killing does not get much sympathy.

Common Terms & Abbreviations

Term Meaning
LB Linebattle
FaW Fire at Will — open fire at your own discretion
AoF All Fire - everyone fires a single volley together
Charge Officer command to rush the enemy with bayonets/sabres
Ramboing Breaking from your line to fight alone (usually against the rules)
Reg Regiment — an organised group of players
NCO Non-Commissioned Officer (Sergeant class)
CO Commanding Officer (Officer class)
Skirms Skirmishers — light infantry and riflemen operating outside the line
Arty Artillery
Cav Cavalry
GG Good Game — said at the end of a round

Lines

The infantry line is the heart of the event. A good line is not just a row of muskets; it is a group that can form, move, fire, and recover without turning into a crowd.

What a good line does

  • Forms quickly: Stand shoulder-to-shoulder, face the same direction, and leave room for the officer to work.
  • Fires together: Wait for Make Ready and Fire. A clean volley is worth more than scattered shots.
  • Dresses the line: Fill gaps when people die. Keep the shape readable.
  • Moves as one: Break Rank & Follow is not a license to wander. Move with the officer and reform fast.

Support

Support classes keep the line alive and dangerous. They should stay close enough to help, but not so close that they block movement or eat the first volley.

Musicians

Drummers, Fifers, and Bagpipers keep buffs active for the line. Stay near the formation, usually just behind it.

Surgeons

Patch up wounded players before the next volley lands. Prioritise people who can safely be saved.

Flag Bearers

Keep the standard raised near the line. Your job is to support the formation, not duel half the enemy team.

Artillery

Artillery is powerful enough to swing a round, so hosts usually keep it on a short leash.

Artillery expectations

  • Placement: Guns are usually placed on flanks or high ground behind the main line.
  • Targeting: Shoot enemy formations and guns, not random lone players.
  • Limits: Most events cap the number of guns or crew per regiment.
  • Friendly fire: Check your line of fire. Repeated friendly artillery hits can get the crew removed.

Skirmishers

Skirmishers operate outside the main line, but they are not exempt from the event. Most hosts give them specific limits so they harass instead of replacing the infantry fight.

Skirmisher expectations

  • Keep distance: Many events set a minimum range before skirmishers can fire at lines.
  • Do not block lines: Stay clear of friendly formations and do not stand inside them.
  • Pick useful targets: Officers, musicians, artillery crew, and exposed support are worth your attention.
  • Respect slot limits: Skirmisher numbers are usually capped per regiment.