Overview
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.
Phases of a Linebattle
A linebattle round usually has a rhythm. The exact calls vary by host, but the flow is familiar:
Regiments form at spawn. Officers sort the line, musicians and support take their places, and the admin gets everyone ready.
Lines move out toward the fight. Do not fire early unless the admin or your officer has clearly called it.
Lines trade volleys. Officers call the timing, musicians keep the buffs up, and surgeons patch up anyone still standing.
Once the distance closes, an officer may call a charge. Bayonets, sabres, and nerves decide the result.
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:
Stay with your regiment. Running off alone to flank or farm kills usually gets you warned or removed.
Line infantry are expected to stand while formed. Crouching in formation is normally not allowed.
Hold your shot until your officer gives the order, unless Fire at Will has been called.
Do not push into or shoot into spawn areas unless the event admin says otherwise.
Artillery, cavalry, and skirmishers are normally capped. Take the slot you were assigned.
If an admin calls a reset, ceasefire, slay, or rule change, follow it immediately.
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.