Warfare in North America in the latter half of the eighteenth century was very much a foot soldier's fight due to the challenges of the wilderness and its distance from European bases of supply. In Hold the Line and its sister games a lot of the interest provided by the battles is in the interaction between the orders of battle and the terrain. This makes the more flexible command system it uses seem more appropriate to its setting than the more formal left-center-right breakdown used in Borg's game system would be. That seems better suited to the more formal nature of European warfare.
Still, it's the units that decide the action, so here they are. In each case the order is, from left, British, American and, when present, French:
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Regular Line Infantry -- These are the ubiquitous, core element of the game, appearing on at least one side in every single scenario. Most of the time the infantry has a morale point (MP) strength of 4, but occasionally understrength units appear with an MP of 3. The forte of these units is staying power. Except in rare cases, they cannot be destroyed by a single volley and most of the time will have to be whittled down by repeated attacks. At full strength they will probably succeed in making a Close Combat morale check. Likewise they will probably hold their position when facing a Close Combat attack.
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Militia Infantry -- They have no forte, aside from existence. They show up a lot, there are only 13 scenarios where they don't appear. Unlike the Light Infantry, there's often a lot of Militia Infantry. On the positive side, they fire as effectively as the regulars, but with just 2 MP they are always just one bad roll away from sudden disappearance. It's rarely worth spending action points to rally them so the best thing to do with a damaged militia unit is pull it out of the line, if you can. There are no French militia in the countermix, they use the Tory militia
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Indians -- While sharing the vulnerability to fire and bad morale of Militia Infantry, Indians have some special abilities which go a long way towards making them useful units. For one thing, they can move and fire or, perhaps more importantly, fire and then move, making them good at harassing enemy troops while being tough to come to grips with. Combined with the fact that they do NOT have to stop when passing through woods hexes and they become quite dangerous. There are a a half dozen scenarios that involve a large number of Indians such as the Battle on Snowshoes, Bloody Bridge, Fort Dusquesne, Lake George, Oriskany and Bushy Run, but the other four times they show up only one or two appear, making them bit players. There are only two battles, Lake George and Oriskany, where Indians appear on both sides in a scenario. Interestingly, the Indian "flag" on the counter is the flag of the Iroquois Confederation. The different colors are used to tell the units apart on the few occasions where Indians were on both sides.
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Rangers -- Definitely the best units in the game, they have the mobility of the Indians and the firepower and benefits of being Elite troops. Their only drawbacks are their MP of 2 and the fact they are exceedingly rare, appearing in just the five scenarios of the French and Indian War expansion. And except for the Battle for Snowshoes, where they represent the entire force, they have just one or two units present, making them another supporting unit. They only fight on the British side, although they are colonials. Oddly, the Ranger counter is double-length, even though they're only a 2 MP unit. They are the only such unit in the system. All other 2MP units are square, while all the other double-length counters have maximum MPs of 3 or 4.
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Leaders -- Personal leadership plays a big role in the game, so leaders appear in all scenarios, generally two per side. Leaders provide many direct benefits -- the ability to rally units to replace losses, morale benefits for attack and defense, increased movement and, if using the advanced/optional rules, more dice in close combat. Their drawback is that they can be killed while providing these benefits, giving the enemy a VP. The game mechanic for this (potential hits on a die roll of 1, followed up by another die roll of 1) basically give the attacker an extra bite at the apple when it comes to scoring VPs in an attack, so players need to carefully consider the risks and benefits of leading from the front. Hold the Line introduced leaders with additional combat value and hit values. All the leaders in Clash for a Continent were, in effect 1/1 leaders, which means they added 1 die in combat or +1 to morale and dies when taking a single hit. In HTL and the French and Indian War expansion there are 2/1, 1/2 and even 2/2 leaders. A 2/1 leader adds an important combat benefit, a +2 is a big deal in this game system, but at high risk because a single hit will take the leader out of the game for a VP. Examples of 2/1 leaders are guys like Wolfe, Levis, Murray, Rahl, Kyphausen, Arnold, Campbell, Ferguson and Marion -- inspirational who sometimes took a bullet. Slightly less common are 1/2 leaders. These men, who include Dumas, Fraser, Howe, Greene, Williams, Clinton and Shelby, can be risked at the front a little more freely because they'll get a chance to pull out if they get hit once. The 2/2 leaders are, of course, definitely worth putting in charge of your main effort, providing robust and powerful leadership. The leaders getting this honor include some of the most legendary figures of the wars such as Rogers, Wolfe, Pontiac, Washington, Cornwallis, Rawdon and Mawhood. Leaders move 3 hexes and have combat value of their own, but enhance friendly units.
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