Hold the Line: Difference between revisions

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[[File:redline.jpg|frame|"The Thin Red Line", by Robert Gibb<ref>No, it's not [[The Bee Gees|who you're thinking of]].</ref>]]
 
{{quote|"''Before the network, there was the fleet. Before diplomacy, there were soldiers! Our influence stopped the rachni. But, before that, we held the line. Our influence stopped the krogan. But, before that, we held the line! Our influence will stop Saren. In the battle today,'' '''''[[ThisPunctuated! IsFor! SpartaEmphasis!|WE. WILL HOLD. THE LINE!]]'''''"|'''[[Badass|Captain]] [[Ensemble Darkhorse|Kirrahe]]''', ''[[Mass Effect]]''}}
 
A [['''Hold the Line]]''' mission is a type of [[Timed Mission]], where instead of completing a mission in a set time, you have to prevent the enemy completing their objective before the time runs out. This usually means you are defending your base, or a certain character, until reinforcements arrive, or vital repairs are carried out on the base. Sometimes the enemy is an overwhelming force, so actually defeating the enemy, or even surviving much beyond the time limit, would be impossible, without reinforcements or similar. Fortunately for you, victory will usually occur [[Instant Win Condition|instantly and automatically as soon as the time runs out]], even if you were moments away from defeat.
 
This is common in [[Real Time Strategy]], where success usually required a balance between creating defensive structures and units to protect your objective, and scouting out and eliminating enemy bases to reduce their number. It also crops up in [[First-Person Shooter]] games, most commonly as an objective-based multiplayer gametype.
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Sometimes it might be linked to an [[Escort Mission]], where you have to escort someone to a location, and then protect them while they (for example), hack into the enemy's computer system.
 
In multiplayer, this mode of gameplay also exists, usually with the teams switching after the attackers win or the timer runs out. In many cases, there are several lines, and the defining criteria (if neither team manages to break through them all) are usually which team got further or which team got to the same line first. Naturally this can result in tie games. Strategy games of all kinds love this trope -- theretrope—there are very very few that do ''not'' have an example of a [['''Hold the Line]]''' mission.
 
When the "objective" is to kill the enemies, you got yourself a [[Multi Mook Melee]].
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== Fighting Game ==
 
* There are many such missions in the ''[[Magical Battle Arena]]'' [[Expansion Pack|Lyrical Pack]]. The first one which unlocks [[Magical Girl Lyrical Nanoha|Hayate]] isn't too bad since you can take out your enemies. The later ones however, has you trying to survive against multiple, invincible copies of a character that are permanently in [[Super Mode]] and firing [[Limit Break|Limit Breaks]]s like there's no tomorrow.
* Some of the Event matches in ''[[Super Smash Bros.]] Brawl'' have conditions in this style (for instance, Olimar having to keep his ''[[Pikmin]]'' alive until they blossom).
 
== First Person Shooter ==
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** Any ''HL2'' player's hatred for the pesky turret guns that [[Weak Turret Gun|fall over if you look at them wrong]] will be raised to the power of itself after the level in Nova Prospekt where they are hacked to be on your side and need to be used to keep the baddies at bay. The hacking does not improve their stability.
* The game ''[[Call of Duty]] 4'', includes a mission called "One Shot, One Kill." You and a wounded partner attempt to defend a landing zone next to the famous ferris wheel near Chernobyl.
** Another example later in the same game as the player's squad running a small retreat action to hold a landing zone for extraction, hitting the seemingly infinite enemy forces as they fall back. After taking out ''four'' tanks (not bad for a special ops squad of six), they are then told that the LZ has been moved...to the area they've just let the enemy overrun, forcing the squad to go from [[Hold the Line]] to Attack The Line, breaking through the enemy's heavy defenses to make it to the LZ. May also be considered the [[Scrappy Level]].
** In fact, there isn't a game in the ''Call of Duty'' series without at least a couple spots where you have to stop advancing and defend a position. Many of these follow a pattern: Get to the place you're defending, survive the infantry attacks until the enemies deploy armor and/or heavy weapons, then destroy the heavies to win the battle.
*** Or, in the case of levels like [[Modern Warfare|Loose Ends]], get the hell out.
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* ''[[Halo]]'' multiplayer has a bunch of these for their objective games; notably [[Capture the Flag]], Assault, which involves one team trying to bomb the other, and Land Grab/Territories, which fits this trope to a tee as it involves holding parts of the map to stop the other team from capturing it.
** The single player campaigns have several examples of this too, for example, parts of the second mission of ''Combat Evolved'', and the last part of "Sacred Icon" in ''2''.
* ''[[Team Fortress 2]]'' on Payload and Attack/Defend style Control Point maps, this is the [[Color Coded for Your Convenience|Red]] team's only job--injob—in fact, you can earn achievements for accomplishing total shutouts in Gravel and Dustbowl. [[Timed Mission|Blu]], on the other hand...
* Each of the finales from the Campaign mode of ''[[Left 4 Dead]]'' involves one of these situations, wherein the Survivors must fend of literally ''hundreds'' of Horde and ''dozens'' of Special Zombies until some form of evac arrives.
** Specifically, it's two Hordes and two Tanks, alternately.
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* This is ''[[Halo 3: ODST]]'''s Firefight mode in a nutshell. 5 waves of enemies in a round, 3 rounds in a set, infinite sets in a game. Of course, they also activate skulls as you complete rounds and sets. Getting one of the seven Vidmaster achievements (you need all seven to unlock the Recon armor for multiplayer matches in Halo 3) requires a four player team to finish the fourth set on Heroic difficulty (which is easier than the first version, which required getting though the seventh set on Legendary. Good thing it was changed before release). A Firefight game ends in one of two ways: Everybody leaves, or everybody dies (or someone without a 360 hard drive, which is needed to play co-op, joins the game and causes it to abort).
** Similarly, the epilogue of ''[[Halo: Reach]]''. [[Failure Is the Only Option]].
* ''[[BioshockBioShock (series)]] 2'' has this as a recurrent feature: defend a Little Sister against waves of Splicers until she's done harvesting
** There was at least one mission in the original ''[[BioshockBioShock (series)]]'' where you had to defend a location without moving. One example is the lab defense level, where you're warned by Atlas of an oncoming assault, and you're forced to fortify your position.
* Part of the Assault gametype in both ''[[Unreal Tournament]]'' and ''[[Unreal Tournament 2004]]'', which re-enacts a 'historic' battle, and each team trades off attacking and defending sides. The first attacking team can get a serious advantage if performing well in their round, as defenders they only have to hold the line for the amount of time their victory took.
** In ''2004'' and ''[[Unreal Tournament 3|UT3]]'', holding the line is a good Onslaught tactic for the side that already has the points to win. A team with control of a Leviathan, and a coordinated defense, can simply count frags until the clock runs out.
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== MMORPG ==
 
* Much like its RTS predecessor, ''[[World of Warcraft]]'' also features this type of encounter. The time-travel dungeon Black Morass and the magic prison known as the Violet Hold both are [[Hold the Line]] missions, while other dungeons have segments that work this way. Not to forget the latest [[PvP]] additions, Strand of the Ancients and Lake Wintergrasp. In both cases, one side defends a keep against the other, but the previous one is played in two rounds, swapping the roles much like in the FPS mode it's rather obviously inspired by.
* ''[[Guild Wars]]'' loves this trope both in missions and challenges. Two that immediately spring to mind are the Factions mission "Arborstone" where the player must defend a character who is casting a spell to open a door, and the Prophecies mission "Sanctum Cay", where players must hold off waves of bad guys on a beach as a mage stands on a pier summoning a magical ship so that the party can escape.
* ''[[Monster Hunter]]'' goes in this direction when you fight certain gigantic monsters, namely the huge crab Shen Gaoren, and the even bigger dragon Lao-Shan Lung. Instead of hunting them like you do with other monsters, the creature shows up at one end of a linear area, and past multiple obstacles is a fort on the other end of the map. You have to prevent it from destroying the fort, by either killing it before the timer runs out, or repelling it by dealing enough damage that when the timer hits 0, it flees. If you run out of time before damaging the monster enough, get knocked out three times, or let the fort get destroyed, you lose.
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** Mind you, you ''can'' win these scenarios by destroying all enemy runes, but good lucky pulling that off on the higher difficulty levels.
* Several randomly-selected missions for conquering unoccupied territories in the ''[[Rise of Nations]]'' map campaign, as well as the first mission of the Napoleon campaign in the expansion, require defending a base (or several) against the barbarians/Royalist insurgents.
* ''[[StarcraftStarCraft]]'' had you defend a Terran base against a Zerg rush as the third mission. Being the third mission, your opponent isn't as well defended as they (and, perhaps, Blizzard) would have liked, and a good player can wipe them off the map before the time runs out, instead of defending.
** Some lines removed from the final version suggested that was the intention.
*** The third mission in ''Starcraft 2'' is basically the exact same battle being fought over the same ground. Wiping out the Zerg bases nets you achievement points.
** A part of one of the later Zerg missions fits this trope, holding off a Protoss attack as you harvest from the Khaydarin Crystal Formation. The crystal formation is in the middle of three different Protoss tribes, each fully equipped with Carriers, Reavers and High Templars. You have to hold your base at the formation for ''ten minutes''.
** The final mission in Brood War's Protoss campaign is a version of this: you have to get your two hero units to a structure, then they go inside it, then you have to defend that structure until the task is complete.
* ''[[Age of Mythology]]'' has a few. The first mission of the main campaign involves holding off the pirates until the main army shows up, the mission after the Norse gate is destroyed is to hold off the bad guy's horde until Odysseus comes and rescues you, in one mission of the Titans campaign you have to hold off the giant troll until the good frost giant can summon the dragon to kill it, etc. etc.
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* ''[[Sacrifice]]'' does this in Pyro's seventh and ninth missions. In his seventh, you're being attacked by two wizards who both have way bigger armies than you; after five minutes, one of them disappears, and after a further ten (or if you manage to get near her altar) the other one snuffs it in mysterious circumstances. In the ninth, you have to fight off three wizards, one of whom was supposed to be on your side; after ten or so minutes, Acheron explodes because his God dies, making it (at least technically) possible to deal with the other two.
** Oh, and Charnel's fifth mission has you desperately trying to defend a scythe that's having a demon summoned into it from a pair of righteous wizards. When the ritual is done, you get to use it against your tormentors.
* ''[[Command and& Conquer]] [[Command and& Conquer: Red Alert|Red Alert]]'' featured a mission to protect the Chronosphere for what seemed an ungodly length of time given the siege you were under. The grim spectre of ''two dozen Mammoth Tanks'' descending on the base would have been devastating... were it not for the fact that they are [[Awesome but Impractical|so [dang] slow]] that the timer ran out before they could get there.
** In ''Generals'' the Chinese had to defend a nuclear plant from the GLA until reinforcements, in the form of one bulldozer, can arrive.
** And in ''Command and Conquer 3'', a GDI campaign mission had you holding off Nod forces until reinforcements (in the form of an MCV) arrived. The catch was that thanks to low power, only a few of your defense buildings could be working at one time.
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* ''[[Fable]]: The Lost Chapters'' has a side-quest wherein the player must protect an NPC while she recites a complicated spell.
** ''Fable 2'' has you defending Hannah aka Hammer from zombies as she fills a jug.
* There's a variation of [[Hold the Line]] missions in which you have an ally preparing some strong attack, and you have to fend off the boss until it's fully charged. You usually have to do this several times. There are some examples in the ''[[Boktai]]'' series (Queen Hel, Vampire Ringo); another example is Ganondorf in ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]''.
* One of the final missions in ''[[Vampire: The Masquerade Bloodlines]]'' pits [[Fur Against Fang|you against a Werewolf]]. Since a Werewolf is effectively invulnerable and kills you with two or three blows, your only hope is to evade it for full four minutes until the tram that brought you there returns. Unless, of course, you looked up {{spoiler|the way to kill it by crushing it with observatory doors}} [[Guide Dang It|in a walkthrough, you cheater]].
** An earlier sidequest pitted you against a [[Zombie Apocalypse|whole cemetery of zombies]], whom you had to keep away from the gates for five minutes, until the real caretaker returned. The problem was that there are ''two'' gates on the opposite sides of the graveyard, an you have to defend them both against exponentially growing hordes of zombies...
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* The final chapter of Gustave's storyline in ''[[SaGa Frontier 2]]'' is a hold-the-line tactical battle, in contrast to the previous tactical battles. It could be won outright (in fact, the game has defeating the enemies as one victory condition), but this required a great deal of luck and would make holding the line impossible if unsuccessful.
* ''[[Mass Effect]]'': Despite being the current page quote for the trope, the mission [http://www.youtube.com/watch?v=UXLVFnl3WcE that speech] occurs during is a quasi-aversion; it's an ordinary mission for you, though it's implied that the NPCs offscreen are going through one on your behalf. However, there is a DLC mission, where you take on a simulation, of a mission by one of your commanders, which involves you waiting for 4 minutes fighting off wave after wave of enemies.
** The page quote refers to a group of aliens preparing to [[Hold the Line]] off screen as a diversion for your attack..
** Human mooks [[Most Annoying Sound|scream this endlessly]] while attacking.
** The sequel has multiple missions of this type. The most memorable is probably the defense of Archangel, where you fend off an entire army of mercenaries trying to kill the local [[Vigilante Man]].
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** [[Deadly Doctor|Mordin]] (who used to work with Kirrahe) uses this as an infrequent [[Catch Phrase]]. If you let him {{spoiler|get killed, it's even his last words}}. Of course when you first mention Kirrahe to Mordin, the good doctor mentions how he did find the speeches somewhat stirring ... if [[Big Ham|excessive]].
** Parodied in the ''Lair of the Shadow Broker'' DLC, which includes dossiers on all the crew. Mordin's has a mission summary where he works with Kirrahe. Kirrahe repeatedly "reiterates the importance of holding the line," despite the fact that there is no line, and if there was it wouldn't need to be held.
* In the demo and full game of ''[[Mass Effect 3]]'' the first time is on Earth. Which pits you against a mob of mutated husks while you wait for the Normandy to pick you up.
** The second time occurs during the salarian homeworld; Sur'Kesh {{spoiler|Your goal here is to guard the female krogan against several Cerberus enemy soldiers}}
** All multiplayer missions end with one of these as you wait for extraction from the area.
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* Many ''[[Gradius]]'' games have penultimate bosses that are huge, walk around slowly, and in most cases fall under this; they cannot be harmed by your weapons, only waited out until they self-destruct.
** And the infamous [[That One Level|Cube Rush]] in ''Gradius III Arcade'''s Crystal stage. The first game also did this with waves of a certain type of [[Mook]] before each fight with the Big Core.
* ''[[Guns of Icarus]]'': Each mission has a distance countdown marking how much farther you have to travel to reach your destination; you have to survive and protect your cargo until the ''Icarus'' makes it to the finish line. There is a twist--enemiestwist—enemies will attack your engines, which makes the counter slow down and, if they reach critical condition, stop completely, so you've got to keep them repaired. The final stage, "Into the Breach", averts it by counting ''up'' instead of down for a [[Endless Game|survival mode]].
 
== Simulation Game ==
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* One of the few mission types in ''Tom Clancy's H.A.W.X'', so expect to see it several times. Can either take the form of keeping waves of enemy air, ground or naval forces away from an important stationary object, or an [[Escort Mission]] where you babysit a big plane (a bomber, an AWACS, or {{spoiler|Air Force One}}).
* Used several times during the course of the ''[[Mechwarrior]]'' series of games. One Mechwarrior 2 Mercenaries mission had an incredibly short briefing that invoked this trope by name.
{{quote| '''Mission Control:''' Hold the line at Nav Alpha.<br />
* Nav Alpha lights up on the map. It is surrounded [[Oh Crap|by a dozen enemy contact signatures]].* }}
 
== Stealth Based Game ==
 
* ''[[Metal Gear Solid 4: Guns of the Patriots]]'' has a few of these. One of them involved distracting a Gekko (a small mecha) until the MkII opens a door. The second one involves {{spoiler|stopping a mass of suicide Gekkos from exploding until Raiden defeats Vamp.}}
** One boss in ''Metal Gear Solid 2'' cannot be hit at all; all you can do is dodge attacks until you get an important codec call.
 
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* There are several of these in ''[[Fire Emblem]]''. The fourth mission of ''Blazing Sword'', for example, has you protecting an injured woman from bandits in a crumbling building.
** ''[[Fire Emblem Tellius|Radiant Dawn]]'' had a literal hold the line chapter, in which there was a thin blue line that that your Lord could not cross (your Lord receives a long-range magic spell to make up for this) and no enemies could be allowed to cross - this became rather annoying when enemies that could fly appeared - since you would never have enough people to cover every block of the line, you would often fail the chapter when one of the hawks decided to attack one of the people holding the line, causing a Game Over instantly, when the hawk in question had 1HP left.
** The "Conquest" route of ''[[Fire Emblem: Fates]]'' has an level called "Unhappy Reunion," which tasks you with preventing an increasing number of enemy soldiers from escaping a harbor for certain number of turns. Fortunately, you have walls and improvised artillery to slow them down; but you still have to defeat the dozens of soldiers on the other side of them.
* ''[[Final Fantasy Tactics A2]]'' has a few missions where the enemy needs to be kept away from a certain area. Which is easier than it sounds because the AI doesn't seem to know that and will simply fight as usual. Just make sure the AI doesn't walk in there because of facing advantages... Not all of them are timed, mind you. Some of them require you to both defend a specific area AND defeat all the enemies.
** ''[[Jeanne D'Arc]]'' has several of these missions, such as defending the gates of orleans or keeping alive with no room for error.
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== Turn Based Tactics ==
 
* The entirety of ''[[X-COM]]: UFO Defense'' is a [[Hold the Line]] mission. Every alien ship and base the player destroys only serves to hinder the aliens' progress until the player has the knowledge and technology to attack the alien home base. No matter how many weapons the player builds and no matter how many aliens he successfully destroys, the Earth will slowly but surely fall into alien hands unless the final mission is carried out.
** This is mostly true for most of the games in the X-COM series and even lots of those inspired by it. In ''[[X-COM]]: Terror from the Deep'' this unsurprisingly is pretty much the same as in the original. In Apocalypse, you actually take the fight to the enemy after a while (however, mostly you'll be holding the line at home while you carry out covops-style missions in the alien dimension. And the only way to actually win is to destroy the one last buildings the aliens have - and you can't skip buildings). In ''[[X-COM]]: Interceptor'' you are delaying the {{spoiler|construction of a planet destroyer weapon designed to eliminate Earth (which is out of reach for the player)}}. In UFO: Extraterrestrials, you are holding the line to prevent the alien mothership {{spoiler|which is parked near Earth (the game itself is set on a far away colony of Esperanza) from refuelling after being attacked by Earths [[La Résistance]]}}. Again, in the end you go and kick their ass. Most of the time though, you are fighting against better equipped and numerous aliens which are out of your reach.
 
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** Black Watch's whole [[Badass Creed|"We are Black Watch, we are the last line of defense. We will burn our own to hold the Red Line, it is the last line to ever hold"]] deal.
 
=== Non-video game examples: ===
 
=== Anime And Manga ===
 
* The Crown Game in ''[[Tower of God]]'' consists of getting on the throne and wearing the crown and then defending it from all the other trios. It is set in five rounds a ten minutes with new contestants being able to enter each new round and the crown holder being the only ones who entered who are allowed to proceed to the next round, where they had to defend the crown. This lead to such moments as [[Magnificent Bastard|Koon's]] glorious trolling, [[Mysterious Woman|Hwa Ryun's]] [[Curb Stomp Battle]] against everyone, the (re)introduction of several characters and a glimpse of the main characters potential.
 
=== Collectible Card Game ===
 
* A ''[[Magic: The Gathering]]'' card goes by [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79144 this very name]. It gives blocking creatures +7/+7 (to their ATK/DEF) until end of turn. To put it in perspective, a similar card called [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130552 "Righteousness"] is the same rarity but only works on ''one'' creature. [[Hold the Line]] works for two or ''two dozen'' creatures.
* [[Yu-Gi-Oh!|Yu-Gi-Oh]] players who use cards such as Exodia and Final Countdown need to stay alive long enough complete its requirements. Exodia requires the player to collect all 5 Exodia cards, and Final Countdown requires the player to last at least 20 turns to win the duel. Players who use them would usually wall themselves with monsters with high ATK or DEF till they can complete all the requirements.
 
=== Tabletop Games ===
 
* In ''[[Warhammer 4000040,000]]'', [[The Stoic|The Crimson Fists]] Chapter Master Pedro Kantor has the "Chapter Tactics" special rule. This means that, in addition to his forces exchanging the "And They Shall Know No Fear" special rule for the "Stubborn" special rule, all Sternguard Veterans (Elites) gain the "Hold The Line" special rule, allowing them to hold objectives like other Troops.
* The victory condition in ''Infernal Contraption'' is to be the last one with cards remaining in your Parts Pile.
 
=== Live Action TV ===
 
* In ''[[Babylon 5]]'', the final battle of the Earth-Minbari war is ''The Battle of the Line'', a massing of Humanity's remaining ships in an attempt to hold off the Minbari for as long as possible to evacuate as much of Earth's population as can be. At the end of the battle the Minbari surrendered to the badly beaten Earth forces.
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* The battles at the end of seasons [[Series Fauxnale|5]] and [[Series Finale|7]] of ''[[Buffy the Vampire Slayer]]'' have elements of this, as they have to hold back forces that only have a certain time window to achieve their tasks. Buffy even says the trope name to Faith as she hands over the leadership after being {{spoiler|almost}} mortally wounded.
 
=== Music ===
 
* [[Toto|Love isn't always on time. Woah, woah, woah.]]
 
=== [[Real Life]] ===
 
* The Greeks at Thermopylae and Artemesium attempted this tactic during the Second Greco-Persian War. The fleet at Artemeisum managed to hold their line. [[300|The Spartans at Thermopylae...]] [[Last Stand|not so much.]]
* The "Thin Red Line" at the Battle of Balaclava, 1854. The [[Badass Army|93rd]] [[Proud Warrior Race Guy|Highlander]] [[The British Empire|Regiment]] in a two-man deep firing line successfully routed a Russian cavalry charge, saving the vulnerable British camp in the process.
* [[World War OneI|Second Battle of Ypres]]. After the Germans used gas for the first time the French colonial units in position broke and ran leaving a 7 kilometer wide hole in the line. Before the Germans could take advantage, the Canadian First Division (responsible for defending a front a few hundred meters wide) along with some scattered French troops spread out to plug the breach, holding the line for a critical 48 hours in hastily thrown up defenses until reinforcements could be brought up. One in three of the Canadians were wounded or killed.
 
{{reflist}}
[[Category:Video Game Difficulty Tropes]]
[[Category:Strategy Game Tropes]]
[[Category:Hold the Line{{PAGENAME}}]]