Overview

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.

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.

Phases of a Linebattle

A typical linebattle round follows a structured flow:

  1. Muster Phase: Regiments form up at their spawn points. Officers organise their lines, musicians take position, and the admin announces the start.
  2. 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.
  3. Engagement Phase: Lines exchange volleys. Officers call fire orders, musicians play to buff accuracy, and surgeons tend to the wounded.
  4. Melee Phase: When lines close distance, officers may call a charge. Bayonets and sabres decide the outcome.
  5. Resolution: The round ends when one side is eliminated or the timer expires. The admin announces the winner and a new round begins.

Combat Rules

Rules vary by event organiser, but common linebattle rules include:

  • No Rambo / Lone-Wolfing: You must stay with your regiment's formation. Running off alone to flank is typically forbidden.
  • No Crouching in Line: Line infantry must remain standing when in formation (crouching gives an unfair accuracy advantage).
  • 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.
  • 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.
  • Admin Commands: The event admin's word is final. Follow all admin instructions during the event.

Common Terms & Abbreviations

Term Meaning
LB Linebattle
FaW Fire at Will — open fire at your own discretion
AoF All or Fire — everyone fires a single volley simultaneously
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 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).

  • Forming Line: When the Officer issues "Form Line," all infantry should stand in a straight row, shoulder-to-shoulder, facing the enemy.
  • Volley Fire: The Officer calls "Make Ready," then "Fire!" for a coordinated volley. This maximises the Line Fire accuracy buff.
  • Dressing the Line: Keeping the line straight and filling gaps left by casualties is essential. NCOs help maintain formation discipline.
  • Movement: The Officer calls "Break Rank & Follow" to reposition. The line moves as a group, then reforms at the new location.

Support

Support classes enhance the fighting capability of the line:

  • Musicians (Drummers, Fifers, Bagpipers) provide accuracy and reload speed buffs. They should remain close to the line but slightly behind to avoid being targeted.
  • Surgeons heal wounded soldiers to preserve reinforcement tickets. They prioritise injured players visible by their health bars.
  • Flag Bearers carry the standard to provide reload speed buffs. Keeping the flag raised near the line is their primary duty.

Artillery

Artillery in linebattles is tightly regulated due to its destructive power:

  • 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.
  • 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.

Skirmishers

Skirmishers (Light Infantry and Riflemen) operate outside the main line under special rules:

  • Engagement Range: Skirmishers typically have a minimum engagement distance — they cannot fire from within a certain range of the enemy line.
  • No Line Interference: Skirmishers must not stand in or obstruct the main infantry lines.
  • Target Priority: Skirmishers often target enemy officers, musicians, and artillery crew to disrupt the enemy's command and support structure.
  • Limits: The number of skirmishers per regiment is usually capped (commonly 2–4 per reg depending on event rules).