Sergeants!™ NCO School By S. Craig Taylor, Jr.
The SERGEANTS!™ On the Eastern Front game is small (two-player), inexpensive, easy-to-learn and fast to play. The fact that a new scenario is added every month here on our web site means that it grows rapidly, which is why we refer to it as our “Bottomless Cup of Coffee,” “Little Game That Could” or “Baby Monster” Game. New scenarios, in addition to adding outstanding play variety and new challenges, can add new twists or special rules required by the scenario but those scenario rules apply only to that unique scenario. This is not a programmed learning approach—special scenario rules can be forgotten or ignored while playing other scenarios. The four-page rules folder contains the only rules that apply to the entire game.
The units in SERGEANTS!™ represent individual soldiers armed with a variety of small arms or small teams serving heavier weapons. The weapons of the various units must be used together properly in order ensure success during a game. Improper combinations of assets can lead to failure and we all know what failure means—games lost that could have been games won! Avoid the agony of defeat! Failure is unacceptable when a little intelligent thought, analysis and common sense can significantly increase that won-loss ratio.
Weapon Categories
The differing characteristics of the various weapons found in the game dictate how each may be used to the best effect. Of course, depending on the scenario, all types of weapons are not always available. Although there can be some overlapping of functions, depending on the situation and terrain, for the most part, the game’s weapons can be included in the following categories.
General Support Weapons
The general support weapon units are those that can reach out at a distance to eliminate or pin enemy units to aid front-line units in attack or defense. All general support units are explosive effects weapons that attack all units in a target hex. Even when they can’t score deadly hits, just their presence skulking around in the rear can force an opponent to deploy his units less effectively to avoid potentially deadly hits. Those weapons included in the game are light (50mm) and medium mortars (81mm or 82mm) for both sides and, for the Germans, the 75mm infantry gun. Many nations used infantry guns but few used them as often or as well as the Germans, so this characteristic short-barreled howitzer is included in the German bag of tricks. The infantry gun has a long range but cannot be used for indirect fire with an observer and is best placed to the rear in a hex that provides both good cover and the best field of fire possible. Just the long range will keep most enemy weapons from firing at it but it is vulnerable to similar enemy weapons if not under cover. When used defensively, be sure to leave at least one unit with an assault weapon for close-in protection. The same Mapboard positions are also good for mortars using direct fire, especially the longer-ranged medium mortars. Mortars may also be safely placed in Off-Map Locations (suggested when used defensively) or hidden behind blocking terrain. They have the ability to use indirect fire with an observer, although, if placed in an Off-Map Location, be very careful not to lose the observer! The short range of the light mortars means that, for the side that is attacking, they should rarely be kept in Off-Map Locations but, instead, always kept on the Mapboard so that they can be moved forward whenever necessary.
Close Support Weapons
The units with close support weapons are those that must normally get close to eliminate or pin enemy units. Those included in the game are the flamethrowers, heavy machineguns, light machineguns and sniper rifles for both sides, the Soviet antitank rifle and, for the Germans, the panzerfaust and panzerschreck. Noted as shaped-charge antitank weapons, the panzerfaust and panzerschreck also have an explosive punch. The machineguns, with their group effects, are especially useful when placed in protected locations with good fields of fire for overwatch service. Even if they don’t get to tear apart whole stacks of units, they at least force the enemy to split up stacks as they advance. The sniper and antitank rifles can fire at only one unit at a time but their accuracy makes them deadly and they can be effectively employed from longer ranges. All of these weapons can engage the enemy at short ranges although the panzerfaust and flamethrower units must be adjacent to an enemy hex to fire. The flamethrower, with its high base modifier, is especially deadly when it gets adjacent or into close combats. The panzerschreck, with its two-hex range, can be a nasty surprise if not detected before it gets close enough to fire! Although effective at shorter ranges, getting these weapons close enough to use can be half the fun!
Assault Weapons
The units with assault weapons are those most useful for pressing home an attack, especially for close combats which occur when opposing units are located in the same hex. Rifles and carbines, especially those veteran units with positive combat modifiers, are good for close combats but the German assault rifles and both sides’ sub-machineguns are even better. As units close with the enemy, care should be taken to maintain enough units with assault weapons to close with and defeat the enemy. Light machineguns can be effective assault weapons but, since they are also effective close support weapons, they should be used as assault weapons only as a last resort.
Leaders
At first glance, the leaders may not seem too prominent but, after playing the game a few times, their importance becomes obvious. An advantage for the German side is that there are twice as many leaders included in the German counter mix as with the Soviet units, although this is not necessarily the ratio that will actually be present in a specific scenario. A unit with two movement factors is allowed to move one hex and fire, including engaging in close combats, with a “-2” situation base modifier. This means that the unit must be very close before attacking and may be forced to end its move in terrain that lacks cover. A leader (all leader units have two move factors) is allowed to move two hexes and fire (still with the “-2” situation base modifier). If a leader (a sergeant—that’s where we got the game’s name) is with a unit or stack of units for their entire Turn, these units may also behave like their leader and be moved two hexes and fire. This can be critical to a successful attack.
Veterans
The units have “combat modifiers” printed on them, ranging from “0” to “+3,” that are used for both attacking and defending. The positive combat modifiers reveal the combat veterans. These higher modifiers reflect that combat veterans are not only more proficient and deadly with their personal weapons but their experience in past actions has made them wary and harder to kill or wound. Whenever possible, a player’s maneuvers should be directed towards making high percentage elimination shots using the most veteran soldiers available.
Using Other Equipment
The game’s “other equipment” includes binoculars, radios, satchel charges and sniper scopes. Whatever other equipment is available in a scenario is secretly assigned to various units by writing down the equipment and the identification numbers of the units to which they are assigned. This is one more thing for you to know and your opponent to find out. Although there are times when it may prove to be wise to do so, as a general rule of thumb, none of this equipment should be assigned to leaders, who have other duties.
Binoculars
Binoculars help in sighting. In SERGEANTS!™, no unit can be fired at if it is not sighted. It is suggested that binoculars be assigned to an otherwise mediocre rifleman (combat modifier of “0”) who is also assigned a radio to serve as an observer for a mortar or to a decent rifleman (combat modifier of “+1” or “+2”) to help in seeing targets before shooting at them.
Radios
One radio should be assigned to a mortar unit to enable it to communicate with a radio-equipped observer for indirect firing. Be careful when risking an observer, as the loss could effectively remove a powerful mortar unit!
Satchel Charges
Satchel charges are used only in scenarios where a side is required to destroy something. They are normally best assigned to units with assault weapons as a hex must be entered to use a satchel charge.
Sniper Scopes
Sniper scopes help in sighting, the same as binoculars. They also add a deadly “+2” situation modifier when firing. The question that a player must often answer is whether to assign a sniper scope to a rifle unit with a “+3” combat modifier, thus creating one extremely powerful unit. Alternately, a sniper scope can be assigned to a rifle unit with a “+1” or “+2” combat modifier, which, with the “+3” unit, gives the player two potent units but no “superman.”
Tactical Hints
Every game has its own little “tricks” that help a player participate more effectively.
Use the Terrain
Make a careful study of the terrain before moving any units, especially when the opponent has overwatch markers placed. Is there a route where terrain blocks all shots that can be used? If not, is there an alternate route where terrain offers at least cover against possible shots? Especially when attacking, study the overall terrain layout to determine the best routes to use for advances. For defense, sometimes one equally well-placed firing position may offer a better “escape route” when it comes time to leave the hex.
Single Unit Rushes
If there is a chance of being shot at by an overwatching enemy unit while moving, move a stack of units one at a time. Sometimes, when the units are not sighted before they are moved, less valuable units should be moved first to attempt to draw enemy fire but, if the enemy gets wise to that scheme, sometimes more valuable units can move safely through a fire zone as the enemy waits for the supposedly more valuable units to be moved later.
Use Stacks
Since enemy fire must be directed at the top unit in a stack, a few units stacked together can help protect a more valuable or more vulnerable unit at or near the bottom of the stack. Do not use very large stacks with lots of units as these tend to draw attention from explosive or flame weapons that have a chance to cause crippling losses when fired at a large stack.
Battlefield Intelligence
The rules of SERGEANTS!™ allow no firing at units that are not sighted using the game’s visibility rules. Units are kept inverted until sighted and only then turned face up. Units are sighted when an enemy unit is close enough to see them and demands that they be flipped over or, automatically, when a unit fires. Remember this automatic sighting when fired rule when tempted to make a low odds shot. Previously spotted units that can no longer be sighted can once again be inverted. For further confusion, both sides can have fake units on the Mapboard. The fake units are surprisingly efficient at keeping the enemy guessing, especially during a game’s early Turns. Fake units are removed from the game when spotted. Equally important to a player is what real units are located where. Anyone can read a scenario’s order of battle and knows what the enemy has available. The question is: where is everything? Has that flamethrower been revealed? You don’t want to move up next to it for a deadly sizzle during your opponent’s next Turn. Find out what is in a location before attempting to attack it. Don’t believe that old saw that what you can’t see can’t hurt you. If your memory is not the best, make notes of where the most deadly enemy units are located. Sometimes a “scout” must be risked or even sacrificed to gain this critical information. Whenever stacks of your own previously-sighted units break up or pass through other stacks, be sure to mix them up so that your opponent once again loses knowledge of their exact locations.

