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  FORM LINE, AM OFFICER!1!!

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  DON'T IT HOW UNDERSTAND I

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 Line is a formation of infantry in a straight line, they are mainly used to counter the inaccuracy of the Line Infantry Musket and to increase the combat effectiveness of all the participants by utilizing the buffs provided by musicians and officers which linger to one specific side no matter what. Lines are highly vulnerable from skirmishes and are easy to counter because the infantry in the line can be killed one by one due to the close proximity each soldier is to each other in a static position.

Line Battles in Blood & Iron[]

Line

A crude example of a line formation made up of different units. This is presumably coordinated in a public server with mixed coordination.

Line battles rarely occur in public servers unless a group is present. Line formations are very distinct and eye-catching when seen. The play style of the community often leads to people not forming lines and when someone attempts to form one, it will quicky fail as people prefer to "run and gun" instead of becoming rank and file infantry coordinated by an officer.

Line Vs. Line:[]

In this situation, it may be dueling groups fighting each other or organized attacks in public servers. This is rare and may be broken up when someone else is present such as other players present in the server who may want to rack up some kills by picking off the line participants.

Although, line battles used to be more popular in Blood & Iron due to the community and player-run nations being present, these types of players have moved on to other games better suited to these tactics/gameplay.

Tips & Tricks[]

There are many factors that can result in a poor execution of a line formation but, there are many factors that can help your line perform more effectively. If you can not take in account all of these tips then you are better off not organizing a line.

  • COMMUNICATION: Communication wins battles, it is recommended to use Discord voice chat as it is faster than typing in-game.
  • BUFFS: Be sure to take advantage of the buffs given from certain classes to the fullest. The line will not have an edge over the enemy if they do not utilize buffs.
  • CAVALRY: To counter cavalry, form a square formation with infantry with fixed bayonets whilst crouching on the outside and everybody else in the inside of the square. This formation shields your unit from being attacked from cavalry in every direction and any attempt to override your unit will result in many dead horses. Remember to get up and kill the riders before they attempt to kill you.
  • SPACING: When moving, you want to space out so no one gets picked off by snipers. Face right or left (turn your body 90 degrees to the left or right before you reload.) when reloading to make your silhouette appear smaller to the enemy. Have your head face down to the ground to appear smaller however, this results in less visibility.
  • SPEED: Speed is very essential to the performance of your formation and you may want to practice in a private server before you venture in a raid or a public server.
  • MOVEMENT: Do not stay in one spot for too long or many more enemies will appear over time. Move if you have to and stay away from anything that may block you or may cause spacing issues such as trees in a forest.
  • CLASSES: For a 10 player team you would want: 6-7 rankers (rifleman class not recommended for line formation due to slow reload and does not benefit a lot from it), 2 musicians, 1 officer. Remember to PLAY YOUR ROLE.
  • VISIBILITY: The commanding officer should be the one on high alert and monitor every direction so the line may not be flanked. Use your spyglass at all times and do not let the enemy flank you.
  • MARKSMANSHIP: Everybody with a musket should be a decent shot and be able to hit a moving object from 200-400 studs away. Keep in mind that just because you are in a large group with many guns pointed at the same direction does not mean you should not scan and aim for targets.
  • SYNCHRONIZATION: All players should synchronize their reload times to better prepare the next follow-up volley.
  • CHOOSE YOUR TARGETS: All rankers must be able to fire at different targets so everybody does not waste a volley on the same target. 2 shots per target is recommended if one ranker misses.
  • FIRE & ADVANCE: This tactic is used in order to keep fire superiority and mobility at the same time. In order to perform this tactic players must first form two columns. To fire, have the front row shoot first and reload while crouching and then have the rear row fire and then advance in front of the reloading first row which would be finished reloading at that point and is when you repeat the cycle. To visualize this, watch the famous scene from Zulu where British soldiers perform this tactic with breech-loading martini-henrys which are faster than your muskets but, the tactic is still applicable.
  • LOCATION: Stay away from urban areas because cramped areas are not ideal for line battles. Remember that close quarters combat calls for melee weapons and you never know if the enemy creeped up behind you by going through a passage way you did not take account for.
  • LEADERSHIP: Decide who plays what role at what time, do not have disputes during the middle of a round. Officers should know when the line should begin firing and reloading. Rankers should know who to listen to and who not to listen to. Fire at will when the officer tells you to or the line's synchronization will be compromised.

Pros & Cons[]

Pros:[]

  • Lines can kill lots of charging soldiers if the opposing force rushes your spawn. This is especially true on maps where partisans are present.
  • An effective method to win the match and sometimes it ends it quickly.
  • Everyone gets buffed if everyone is together.
  • An effective strategy to counter the musket's inaccuracy.
  • Charges can break the enemy morale, making players in bases built by sappers retreat.
  • If made up by competent players, can be a very effective counter to cavalry, as the line's participants can brace their bayonets together, then quickly overwhelm the rider.
  • Lots of communication which is a very vital tool.
  • Keeps the players performing at their highest because no one would want to be the one who screws up the line and its performance.
  • Many players in one area = enemy concentrated on one large force which in turn results in luring the enemy out of their defenses or cover.
  • It looks badass. (only if everyone is wearing the same uniform.)
  • It is fun. (makes you feel like you are part of something big.)
  • You can recreate your favorite movie. (maybe you want to recreate a scene in a movie.)

Cons:[]

  • Hard to organize.
  • As the members get close together when forming the line, it is easier for enemies to aim at them.
  • Cavalry can inflict heavy casualties with enough numbers and if the line's participants don't work well together and do not charge bayonets in time.
  • High casualties if attacked from charging soldiers if everyone is reloading. 
  • Skirmishers can easily inflict damage from far away distances that the line can not effectively fire at.
  • Canister shots can kill all participants in an instant which can result in players giving up on the tactic.
  • Anyone in the line can easily be killed by round shots if they're bunched up.
  • High casualties or any casualties at all can lower the morale of the participants.
  • Lack of communication can result in a poor execution of a line.
  • Synchronized firing and reloads are subject to poor timing because the enemy can charge the line in the span of the reload time.
  • Poor leadership can result in confusion and conflict.
  • Not really meant for a game like Blood & Iron.
  • Deaths of vital participants such as musicians and officers can lower the performance and effectiveness of the line.
  • Bad in general.
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