No edit summary
 
Xarkanoth (talk | contribs)
No edit summary
 
Line 1: Line 1:
<div class="hf-relpage">
<div class="hf-relpage hf-linebattle-page hf-directory-page">
{{Release_page_header|title=Linebattles • Rules & How They Work}}
{{Release_page_header|title=Linebattles • Rules & How They Work}}
<div class="hf-relpage-body">
<div class="hf-relpage-body">
Line 5: Line 5:
<div class="hf-toc-category">On this page</div>
<div class="hf-toc-category">On this page</div>
<div>[[#overview|Overview]]</div>
<div>[[#overview|Overview]]</div>
<div>[[#phases|Phases of a Linebattle]]</div>
<div>[[#round-flow|Round Flow]]</div>
<div>[[#combat-rules|Combat Rules]]</div>
<div>[[#roles|Classes & Roles]]</div>
<div>[[#terms|Common Terms & Abbreviations]]</div>
<div>[[#orders-buffs|Orders & Buffs]]</div>
<div>[[#lines|Lines]]</div>
<div>[[#maps|Linebattle Maps]]</div>
<div>[[#support|Support]]</div>
<div>[[#rules|Common Rules]]</div>
<div>[[#artillery|Artillery]]</div>
<div>[[#terms|Common Terms]]</div>
<div>[[#skirmishers|Skirmishers]]</div>
<div>[[#recent-changes|Recent Changes]]</div>
}}
}}
<div class="hf-relpage-content">
<div class="hf-relpage-content">
Line 19: Line 19:
|title=Overview
|title=Overview
|content=
|content=
Linebattles are formal, admin-run events focused on formations, discipline, and single-life rounds. They are the premier organised play format in Holdfast: Nations At War, where regiments compete in structured matches with strict rules governing how classes may be used.
<div class="hf-directory-hero">
<div class="hf-directory-kicker">Organised events</div>
<div class="hf-directory-title">Linebattles turn Holdfast into a disciplined formation fight.</div>
<div class="hf-directory-text">A linebattle is an admin-run event where regiments fight in ordered formations, follow class limits, and usually play single-life rounds. The format rewards officers, steady volleys, clean movement, and players who stay with their unit instead of chasing lone kills.</div>
</div>


Linebattles typically take place on open-field maps and emphasise coordinated volley fire, officer commands, and tactical manoeuvring over individual skill. Each round is usually single-life — once you die, you spectate until the next round begins.
<div class="hf-directory-facts">
<div class="hf-directory-fact"><span>Core format</span>Regiments form lines, trade volleys, then charge or reposition under command.</div>
<div class="hf-directory-fact"><span>Map pool</span>20 dedicated Nations at War linebattle maps are listed in the map enum table.</div>
<div class="hf-directory-fact"><span>Best starter role</span>[[Rank and File|Line Infantry]] is the easiest way to learn event discipline.</div>
</div>
 
Linebattle rules vary by organiser. Treat this page as a practical guide to the common format, not a replacement for the event host's rule sheet.
 
{{Card_grid|content=
{{Card|title=Rank and File|link=Rank and File|image=Rank-and-File.webp|description=Line Infantry, Guards, Grenadiers, Marines, and Coast Guards: the classes most often used as formed infantry.}}
{{Card|title=Command Classes|link=Command|image=Command-Classes.webp|description=Officers and Sergeants keep the line organised through orders, buffs, and movement calls.}}
{{Card|title=Maps|link=Maps|image=Maps.webp|description=Battlefield and linebattle map reference for event planning and server rotations.}}
}}
}}
}}


{{Release_section
{{Release_section
|id=phases
|id=round-flow
|title=Phases of a Linebattle
|title=Round Flow
|content=
|content=
A typical linebattle round follows a structured flow:
A typical linebattle round has a predictable rhythm:
 
# '''Muster:''' Regiments spawn, form up, assign leaders, and wait for the admin start call.
# '''March:''' Lines move out under officer or sergeant command. Firing is usually forbidden until the host opens the round.
# '''Formation fight:''' Lines trade volleys, dress gaps, wheel, fall back, or advance by command.
# '''Specialist pressure:''' Skirmishers, artillery, and cavalry operate under event limits to disrupt enemy formations.
# '''Charge or collapse:''' Once lines are close or one side is weakened, officers may call a charge.
# '''Reset:''' Dead players wait in spectator or spawn until the admin starts the next round.


# '''Muster Phase:''' Regiments form up at their spawn points. Officers organise their lines, musicians take position, and the admin announces the start.
Most events are single-life by rule even when the underlying game mode can support tickets or respawns. Listen to event admins before assuming public-server rules apply.
# '''March Phase:''' Lines advance toward the centre of the map. Firing before the admin calls "Fire at Will" or a similar command may be penalised.
# '''Engagement Phase:''' Lines exchange volleys. Officers call fire orders, musicians play to buff accuracy, and surgeons tend to the wounded.
# '''Melee Phase:''' When lines close distance, officers may call a charge. Bayonets and sabres decide the outcome.
# '''Resolution:''' The round ends when one side is eliminated or the timer expires. The admin announces the winner and a new round begins.
}}
}}


{{Release_section
{{Release_section
|id=combat-rules
|id=roles
|title=Combat Rules
|title=Classes & Roles
|content=
|content=
Rules vary by event organiser, but common linebattle rules include:
Linebattle classes are usually restricted by slot counts and event rules. The current class list includes the standard army roles, American Revolution factions, cavalry, artillery, and support classes.
 
{{Card_grid|content=
{{Card|title=Line Infantry|link=Rank and File#line-infantry|image=Rank-and-File.webp|description=The main body of most regiments. Musket Drill improves reload speed but slows movement while reloading.}}
{{Card|title=Officer & Sergeant|link=Command|image=Command-Classes.webp|description=Command roles issue Form Line, Make Ready, Fire, Fire at Will, Cease Fire, Rally, Charge, and movement orders.}}
{{Card|title=Support|link=Support|image=Support-Classes.webp|description=Flag Bearers, Musicians, and Surgeons keep the line alive and moving.}}
{{Card|title=Skirmishers|link=Skirmisher|image=Skirmisher-Classes.webp|description=Light Infantry and Riflemen operate outside the main line when event rules allow it.}}
{{Card|title=Artillery|link=Artillery|image=Artillery.webp|description=Artillerymen handle cannons, rockets, mortars, and other heavy weapons under strict limits.}}
{{Card|title=Cavalry|link=Cavalry|image=Cavalry.webp|description=Hussars and Dragoons/Cuirassiers harass flanks or punish isolated units when cavalry is enabled.}}
}}


* '''No Rambo / Lone-Wolfing:''' You must stay with your regiment's formation. Running off alone to flank is typically forbidden.
{{{!}} class="wikitable hf-guide-table"
* '''No Crouching in Line:''' Line infantry must remain standing when in formation (crouching gives an unfair accuracy advantage).
! Role !! Current Notes
* '''Fire on Command:''' You may only fire when your officer gives the order, unless "Fire at Will" has been called.
{{!}}-
* '''No Spawn Camping:''' Attacking the enemy spawn area is prohibited.
{{!}} '''Line Infantry''' {{!}}{{!}} Core event class. Stays in formation, follows fire commands, and uses bayonet/sword only when ordered or threatened.
* '''Class Limits:''' Each regiment is typically limited in the number of artillery, cavalry, and skirmisher slots they can use.
{{!}}-
* '''No Intentional Team Killing:''' Friendly fire is on — accidents happen, but deliberate TKing results in removal.
{{!}} '''Guards / Grenadiers''' {{!}}{{!}} Often limited or treated as special line slots. Grenadiers now have a grenade ability in normal play, but events may disable or restrict it.
* '''Admin Commands:''' The event admin's word is final. Follow all admin instructions during the event.
{{!}}-
{{!}} '''Officer''' {{!}}{{!}} Leads movement, forms the line, calls volleys, and decides when to charge or withdraw.
{{!}}-
{{!}} '''Sergeant''' {{!}}{{!}} Supports the officer with formation orders and Rally. Many events use Sergeants as NCOs to keep large lines organised.
{{!}}-
{{!}} '''Flag Bearer''' {{!}}{{!}} Provides a nearby reload-speed and damage-reduction support buff. The flag bearer also received stronger flag melee damage in the 5.x class redesign.
{{!}}-
{{!}} '''Musician''' {{!}}{{!}} Provides movement speed to nearby players, stacking up to 5% with multiple musicians. This replaced the older musician buff behavior.
{{!}}-
{{!}} '''Surgeon''' {{!}}{{!}} Heals wounded players between volleys. Healing speed and healing score were improved in the 5.x redesign.
{{!}}-
{{!}} '''Skirmisher / Rifleman''' {{!}}{{!}} Usually capped. Light Infantry has Dash and Versatile; Rifleman has Steady Aim and more rifle cartridges than older builds.
{{!}}-
{{!}} '''Artilleryman''' {{!}}{{!}} Cannoneer and Rocketeer are now represented by the Artilleryman class. Dynamic artillery spawn sections can be configured by servers.
{{!}}}
}}
}}


{{Release_section
{{Release_section
|id=terms
|id=orders-buffs
|title=Common Terms & Abbreviations
|title=Orders & Buffs
|content=
|content=
{{{!}} class="wikitable"
Linebattle play depends on command orders. The current order set includes:
! Term !! Meaning
 
{{!}}-
{{{!}} class="wikitable hf-guide-table"
{{!}} '''LB''' {{!}}{{!}} Linebattle
! Order / Support !! Practical Use
{{!}}-
{{!}} '''FaW''' {{!}}{{!}} Fire at Will — open fire at your own discretion
{{!}}-
{{!}}-
{{!}} '''AoF''' {{!}}{{!}} All or Fire — everyone fires a single volley simultaneously
{{!}} '''Form Line''' {{!}}{{!}} Places a line marker and tells players where to dress the formation.
{{!}}-
{{!}}-
{{!}} '''Charge''' {{!}}{{!}} Officer command to rush the enemy with bayonets/sabres
{{!}} '''Make Ready''' {{!}}{{!}} Prepares the line for a controlled volley. Hold fire until the command is completed.
{{!}}-
{{!}}-
{{!}} '''Ramboing''' {{!}}{{!}} Breaking from your line to fight alone (usually against the rules)
{{!}} '''Fire''' {{!}}{{!}} Executes a single ordered volley. Officer line fire grants an accuracy bonus.
{{!}}-
{{!}}-
{{!}} '''Reg''' {{!}}{{!}} Regiment — an organised group of players
{{!}} '''Fire at Will''' {{!}}{{!}} Allows continuous firing at player discretion. It carries a smaller line accuracy bonus than a direct Fire order.
{{!}}-
{{!}}-
{{!}} '''NCO''' {{!}}{{!}} Non-Commissioned Officer (Sergeant class)
{{!}} '''Cease Fire''' {{!}}{{!}} Stops shooting so the line can reload, move, or avoid wasting shots.
{{!}}-
{{!}}-
{{!}} '''CO''' {{!}}{{!}} Commanding Officer (Officer class)
{{!}} '''Break Rank & Follow''' {{!}}{{!}} Moves the line without leaving players behind on the old marker.
{{!}}-
{{!}}-
{{!}} '''Skirms''' {{!}}{{!}} Skirmishers — light infantry and riflemen operating outside the line
{{!}} '''Charge''' {{!}}{{!}} Commits the unit to melee. Charge orders improve melee pressure and reduce incoming damage while the order is active.
{{!}}-
{{!}}-
{{!}} '''Arty''' {{!}}{{!}} Artillery
{{!}} '''Sergeant Rally''' {{!}}{{!}} Gives nearby players a movement-speed boost for regrouping or repositioning.
{{!}}-
{{!}}-
{{!}} '''Cav''' {{!}}{{!}} Cavalry
{{!}} '''Flag Bearer''' {{!}}{{!}} Nearby players gain reload-speed and incoming-damage support.
{{!}}-
{{!}}-
{{!}} '''GG''' {{!}}{{!}} Good Game — said at the end of a round
{{!}} '''Musician''' {{!}}{{!}} Nearby players gain movement speed. Two musicians can stack the buff to its cap.
{{!}}}
{{!}}}
Recent UI updates make officer lines visible to all players, add officer order tooltips, and color firearm tracers from players on an officer line. Reloads also no longer break from taking damage while the player is on an officer line.
}}
}}


{{Release_section
{{Release_section
|id=lines
|id=maps
|title=Lines
|title=Linebattle Maps
|content=
|content=
The core of any linebattle is the infantry line. Regiments form shoulder-to-shoulder lines of musketmen, led by an Officer and supported by an NCO (Sergeant).
The dedicated Nations at War linebattle map enum list currently contains 20 maps:
 
{{{!}} class="wikitable hf-guide-table"
! Server Input !! Map
{{!}}-
{{!}} <code>AlUddinRuins</code> {{!}}{{!}} Al Uddin Ruins
{{!}}-
{{!}} <code>Antiquity</code> {{!}}{{!}} Antiquity
{{!}}-
{{!}} <code>Oasis</code> {{!}}{{!}} Oasis
{{!}}-
{{!}} <code>TahirDesert</code> {{!}}{{!}} Tahir Desert
{{!}}-
{{!}} <code>DedborgExpanse</code> {{!}}{{!}} Dedborg Expanse
{{!}}-
{{!}} <code>ChampsdAmbre</code> {{!}}{{!}} Champs D'Ambre
{{!}}-
{{!}} <code>WestmillBrook</code> {{!}}{{!}} Westmill Brook
{{!}}-
{{!}} <code>PinefieldMarsh</code> {{!}}{{!}} Pinefield Marsh
{{!}}-
{{!}} <code>EdenCreek</code> {{!}}{{!}} Eden Creek
{{!}}-
{{!}} <code>CostaRelitto</code> {{!}}{{!}} Costa Relitto
{{!}}-
{{!}} <code>PolarWoods</code> {{!}}{{!}} Polar Woods
{{!}}-
{{!}} <code>FausbergForest</code> {{!}}{{!}} Fausberg Forest
{{!}}-
{{!}} <code>NorstenGorge</code> {{!}}{{!}} Norsten Gorge
{{!}}-
{{!}} <code>KinglyLakes</code> {{!}}{{!}} Kingly Lakes
{{!}}-
{{!}} <code>AlKimarPyramids</code> {{!}}{{!}} Al Kimar Pyramids
{{!}}-
{{!}} <code>Avignon</code> {{!}}{{!}} Avignon
{{!}}-
{{!}} <code>MontePilleronePass</code> {{!}}{{!}} Pillerone Pass
{{!}}-
{{!}} <code>VanoiseHeights</code> {{!}}{{!}} Vanoise Heights
{{!}}-
{{!}} <code>HudreeMarsh</code> {{!}}{{!}} Hudree Marsh
{{!}}-
{{!}} <code>CopperValley</code> {{!}}{{!}} Copper Valley
{{!}}}


* '''Forming Line:''' When the Officer issues "Form Line," all infantry should stand in a straight row, shoulder-to-shoulder, facing the enemy.
{{Card_grid|content=
* '''Volley Fire:''' The Officer calls "Make Ready," then "Fire!" for a coordinated volley. This maximises the Line Fire accuracy buff.
{{Card|title=Maps|link=Maps|image=Maps.webp|description=Browse battlefield layouts and map pages when planning events or learning terrain.}}
* '''Dressing the Line:''' Keeping the line straight and filling gaps left by casualties is essential. NCOs help maintain formation discipline.
{{Card|title=Game Modes|link=Game Modes|image=Game-Modes.webp|description=Understand how Army Battlefield, Army Conquest, Invasion, Offensive, and other modes resolve rounds.}}
* '''Movement:''' The Officer calls "Break Rank & Follow" to reposition. The line moves as a group, then reforms at the new location.
{{Card|title=Server Configuration|link=Server Configuration|image=Server-Configuration.webp|description=Server operators can tune rotations, class slots, friendly fire, orders, traits, and event settings.}}
}}
}}
}}


{{Release_section
{{Release_section
|id=support
|id=rules
|title=Support
|title=Common Rules
|content=
|content=
Support classes enhance the fighting capability of the line:
Every event has its own rule sheet, but these rules are common:


* '''Musicians''' (Drummers, Fifers, Bagpipers) provide accuracy and reload speed buffs. They should remain close to the line but slightly behind to avoid being targeted.
* '''Stay with the line.''' Lone-wolfing, ramboing, and solo flanks are usually forbidden.
* '''Surgeons''' heal wounded soldiers to preserve reinforcement tickets. They prioritise injured players visible by their health bars.
* '''Fire only when allowed.''' Many events forbid shooting before the admin opens the round or before an officer command.
* '''Flag Bearers''' carry the standard to provide reload speed buffs. Keeping the flag raised near the line is their primary duty.
* '''Respect formation rules.''' Crouching, spacing, double ranks, and cover use depend on the host's rules.
* '''Follow class limits.''' Skirmishers, artillery, cavalry, surgeons, musicians, and flags are often capped per regiment.
* '''Do not spawn camp.''' Keep fighting in the active field unless the admin calls otherwise.
* '''Mind friendly fire.''' Accidental volleys happen, but repeated team damage can remove a player or regiment.
* '''Listen to admins.''' Admin rulings override normal public-server habits.
}}
}}


{{Release_section
{{Release_section
|id=artillery
|id=terms
|title=Artillery
|title=Common Terms
|content=
|content=
Artillery in linebattles is tightly regulated due to its destructive power:
{{{!}} class="wikitable hf-guide-table"
 
! Term !! Meaning
* '''Placement:''' Artillery is typically positioned on flanks or elevated ground behind the main line.
{{!}}-
* '''Targeting:''' Cannoneers should target enemy lines with round shot, not individual players. Grape shot is reserved for close-range defence.
{{!}} '''LB''' {{!}}{{!}} Linebattle.
* '''Limits:''' Most events limit the number of artillery pieces per regiment (commonly 1–2 cannons per reg).
{{!}}-
* '''No Friendly Fire:''' Extreme care must be taken to avoid hitting friendly lines. Repeated friendly fire from artillery may result in removal.
{{!}} '''Reg''' {{!}}{{!}} Regiment, an organised player group.
{{!}}-
{{!}} '''CO''' {{!}}{{!}} Commanding Officer, usually the Officer leading the unit.
{{!}}-
{{!}} '''NCO''' {{!}}{{!}} Non-Commissioned Officer, often a Sergeant helping manage the line.
{{!}}-
{{!}} '''FaW''' {{!}}{{!}} Fire at Will.
{{!}}-
{{!}} '''Volley''' {{!}}{{!}} A coordinated group shot fired on command.
{{!}}-
{{!}} '''Dress the line''' {{!}}{{!}} Straighten the formation and close gaps.
{{!}}-
{{!}} '''Ramboing''' {{!}}{{!}} Leaving formation to fight alone.
{{!}}-
{{!}} '''Skirms''' {{!}}{{!}} Skirmishers, usually Light Infantry or Riflemen.
{{!}}-
{{!}} '''Arty''' {{!}}{{!}} Artillery.
{{!}}-
{{!}} '''Cav''' {{!}}{{!}} Cavalry.
{{!}}}
}}
}}


{{Release_section
{{Release_section
|id=skirmishers
|id=recent-changes
|title=Skirmishers
|title=Recent Changes
|content=
|content=
Skirmishers (Light Infantry and Riflemen) operate outside the main line under special rules:
Key updates that affect linebattle play:


* '''Engagement Range:''' Skirmishers typically have a minimum engagement distance — they cannot fire from within a certain range of the enemy line.
* '''0.x-1.x:''' Infantry officer line markers became visible to musicians and flag bearers, and linebattle events received capturable flags as an anti-camping tool.
* '''No Line Interference:''' Skirmishers must not stand in or obstruct the main infantry lines.
* '''2.7:''' Linebattle 2.0 added the Sergeant class, squad systems, progression/customisation support, and five maps.
* '''Target Priority:''' Skirmishers often target enemy officers, musicians, and artillery crew to disrupt the enemy's command and support structure.
* '''5.00:''' The class redesign changed Line Infantry, Grenadier, Light Infantry, Rifleman, Flag Bearer, Surgeon, Musician, Sapper, Carpenter, and Artilleryman roles.
* '''Limits:''' The number of skirmishers per regiment is usually capped (commonly 2–4 per reg depending on event rules).
* '''5.00:''' Officer lines became more readable with visible line markers, line tracers, order tooltips, cheer reactions, and reloads that continue when hit while on an officer line.
* '''5.10:''' Charge, Rally, and Break Rank reactions were fixed, melee timing received improvements, and dynamic artillery spawn-section configuration was expanded.
* '''5.20:''' Class-count display issues and AR British order recognition were fixed, which helps event hosts and mixed-era server setups.
}}
}}



Latest revision as of 15:27, 7 July 2026

Overview

Organised events
Linebattles turn Holdfast into a disciplined formation fight.
A linebattle is an admin-run event where regiments fight in ordered formations, follow class limits, and usually play single-life rounds. The format rewards officers, steady volleys, clean movement, and players who stay with their unit instead of chasing lone kills.
Core formatRegiments form lines, trade volleys, then charge or reposition under command.
Map pool20 dedicated Nations at War linebattle maps are listed in the map enum table.
Best starter roleLine Infantry is the easiest way to learn event discipline.

Linebattle rules vary by organiser. Treat this page as a practical guide to the common format, not a replacement for the event host's rule sheet.

Line Infantry, Guards, Grenadiers, Marines, and Coast Guards: the classes most often used as formed infantry.
Officers and Sergeants keep the line organised through orders, buffs, and movement calls.
Battlefield and linebattle map reference for event planning and server rotations.

Round Flow

A typical linebattle round has a predictable rhythm:

  1. Muster: Regiments spawn, form up, assign leaders, and wait for the admin start call.
  2. March: Lines move out under officer or sergeant command. Firing is usually forbidden until the host opens the round.
  3. Formation fight: Lines trade volleys, dress gaps, wheel, fall back, or advance by command.
  4. Specialist pressure: Skirmishers, artillery, and cavalry operate under event limits to disrupt enemy formations.
  5. Charge or collapse: Once lines are close or one side is weakened, officers may call a charge.
  6. Reset: Dead players wait in spectator or spawn until the admin starts the next round.

Most events are single-life by rule even when the underlying game mode can support tickets or respawns. Listen to event admins before assuming public-server rules apply.

Classes & Roles

Linebattle classes are usually restricted by slot counts and event rules. The current class list includes the standard army roles, American Revolution factions, cavalry, artillery, and support classes.

The main body of most regiments. Musket Drill improves reload speed but slows movement while reloading.
Command roles issue Form Line, Make Ready, Fire, Fire at Will, Cease Fire, Rally, Charge, and movement orders.
Flag Bearers, Musicians, and Surgeons keep the line alive and moving.
Light Infantry and Riflemen operate outside the main line when event rules allow it.
Artillerymen handle cannons, rockets, mortars, and other heavy weapons under strict limits.
Hussars and Dragoons/Cuirassiers harass flanks or punish isolated units when cavalry is enabled.
Role Current Notes
Line Infantry Core event class. Stays in formation, follows fire commands, and uses bayonet/sword only when ordered or threatened.
Guards / Grenadiers Often limited or treated as special line slots. Grenadiers now have a grenade ability in normal play, but events may disable or restrict it.
Officer Leads movement, forms the line, calls volleys, and decides when to charge or withdraw.
Sergeant Supports the officer with formation orders and Rally. Many events use Sergeants as NCOs to keep large lines organised.
Flag Bearer Provides a nearby reload-speed and damage-reduction support buff. The flag bearer also received stronger flag melee damage in the 5.x class redesign.
Musician Provides movement speed to nearby players, stacking up to 5% with multiple musicians. This replaced the older musician buff behavior.
Surgeon Heals wounded players between volleys. Healing speed and healing score were improved in the 5.x redesign.
Skirmisher / Rifleman Usually capped. Light Infantry has Dash and Versatile; Rifleman has Steady Aim and more rifle cartridges than older builds.
Artilleryman Cannoneer and Rocketeer are now represented by the Artilleryman class. Dynamic artillery spawn sections can be configured by servers.

Orders & Buffs

Linebattle play depends on command orders. The current order set includes:

Order / Support Practical Use
Form Line Places a line marker and tells players where to dress the formation.
Make Ready Prepares the line for a controlled volley. Hold fire until the command is completed.
Fire Executes a single ordered volley. Officer line fire grants an accuracy bonus.
Fire at Will Allows continuous firing at player discretion. It carries a smaller line accuracy bonus than a direct Fire order.
Cease Fire Stops shooting so the line can reload, move, or avoid wasting shots.
Break Rank & Follow Moves the line without leaving players behind on the old marker.
Charge Commits the unit to melee. Charge orders improve melee pressure and reduce incoming damage while the order is active.
Sergeant Rally Gives nearby players a movement-speed boost for regrouping or repositioning.
Flag Bearer Nearby players gain reload-speed and incoming-damage support.
Musician Nearby players gain movement speed. Two musicians can stack the buff to its cap.

Recent UI updates make officer lines visible to all players, add officer order tooltips, and color firearm tracers from players on an officer line. Reloads also no longer break from taking damage while the player is on an officer line.

Linebattle Maps

The dedicated Nations at War linebattle map enum list currently contains 20 maps:

Server Input Map
AlUddinRuins Al Uddin Ruins
Antiquity Antiquity
Oasis Oasis
TahirDesert Tahir Desert
DedborgExpanse Dedborg Expanse
ChampsdAmbre Champs D'Ambre
WestmillBrook Westmill Brook
PinefieldMarsh Pinefield Marsh
EdenCreek Eden Creek
CostaRelitto Costa Relitto
PolarWoods Polar Woods
FausbergForest Fausberg Forest
NorstenGorge Norsten Gorge
KinglyLakes Kingly Lakes
AlKimarPyramids Al Kimar Pyramids
Avignon Avignon
MontePilleronePass Pillerone Pass
VanoiseHeights Vanoise Heights
HudreeMarsh Hudree Marsh
CopperValley Copper Valley
Browse battlefield layouts and map pages when planning events or learning terrain.
Understand how Army Battlefield, Army Conquest, Invasion, Offensive, and other modes resolve rounds.
Server operators can tune rotations, class slots, friendly fire, orders, traits, and event settings.

Common Rules

Every event has its own rule sheet, but these rules are common:

  • Stay with the line. Lone-wolfing, ramboing, and solo flanks are usually forbidden.
  • Fire only when allowed. Many events forbid shooting before the admin opens the round or before an officer command.
  • Respect formation rules. Crouching, spacing, double ranks, and cover use depend on the host's rules.
  • Follow class limits. Skirmishers, artillery, cavalry, surgeons, musicians, and flags are often capped per regiment.
  • Do not spawn camp. Keep fighting in the active field unless the admin calls otherwise.
  • Mind friendly fire. Accidental volleys happen, but repeated team damage can remove a player or regiment.
  • Listen to admins. Admin rulings override normal public-server habits.

Common Terms

Term Meaning
LB Linebattle.
Reg Regiment, an organised player group.
CO Commanding Officer, usually the Officer leading the unit.
NCO Non-Commissioned Officer, often a Sergeant helping manage the line.
FaW Fire at Will.
Volley A coordinated group shot fired on command.
Dress the line Straighten the formation and close gaps.
Ramboing Leaving formation to fight alone.
Skirms Skirmishers, usually Light Infantry or Riflemen.
Arty Artillery.
Cav Cavalry.

Recent Changes

Key updates that affect linebattle play:

  • 0.x-1.x: Infantry officer line markers became visible to musicians and flag bearers, and linebattle events received capturable flags as an anti-camping tool.
  • 2.7: Linebattle 2.0 added the Sergeant class, squad systems, progression/customisation support, and five maps.
  • 5.00: The class redesign changed Line Infantry, Grenadier, Light Infantry, Rifleman, Flag Bearer, Surgeon, Musician, Sapper, Carpenter, and Artilleryman roles.
  • 5.00: Officer lines became more readable with visible line markers, line tracers, order tooltips, cheer reactions, and reloads that continue when hit while on an officer line.
  • 5.10: Charge, Rally, and Break Rank reactions were fixed, melee timing received improvements, and dynamic artillery spawn-section configuration was expanded.
  • 5.20: Class-count display issues and AR British order recognition were fixed, which helps event hosts and mixed-era server setups.