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	<title>Game: Sergeants! on the Eastern front</title>
	<link>http://www.boardgamegeek.com/boardgame/14523</link>
	<language>en-us</language>
	<lastBuildDate>Wed, 15 Oct 2008 15:18:01 -0500</lastBuildDate>
	<pubDate>Wed, 15 Oct 2008 15:18:01 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: User Review</title>
	<description>&lt;i&gt;What you get for $6.95 &lt;/i&gt;&lt;br&gt;Actually, its $7.95.. and then you need to add the &quot;handling fee&quot; of $4 for US gamers or $7 for those of us &quot;outsiders&quot;.  Not so cheap, really.</description>
	<link>http://www.boardgamegeek.com/article/1792574#1792574</link>
	<pubDate>2007-10-18T12:28:10+00:00</pubDate>
	<dc:creator>gamesbook</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Game description &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic234172_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/234172</link>
	<pubDate>2007-08-01T14:03:34+00:00</pubDate>
	<dc:creator>jaalto</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Combat Charts &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic234170_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/234170</link>
	<pubDate>2007-08-01T13:42:02+00:00</pubDate>
	<dc:creator>jaalto</dc:creator>
</item><item>
	<title>Thread: Removing Pin Markers</title>
	<description>Here's a gem from the Lost Battalion forums that I reproduce here for posterity:&lt;br&gt;&lt;br&gt;&lt;i&gt;The rules should read &quot;...fired or engaged in close combat...&quot; after the word &quot;moved&quot; in 6.4.&lt;/i&gt;&lt;br&gt;&lt;br&gt;This seriously increases the gravity of a unit becoming pinned!&lt;br&gt;&lt;br&gt;I like this game so far, but it's a shame they've never revised the core rules.  It's kind of annoying to have to assemble the real rules from bits and pieces all over the place.</description>
	<link>http://www.boardgamegeek.com/article/1481906#1481906</link>
	<pubDate>2007-05-04T07:29:32+00:00</pubDate>
	<dc:creator>rafial</dc:creator>
</item><item>
	<title>Thread: Re: First Game for a Couple</title>
	<description>Panzerschrecks...but no Panzers?&lt;br&gt;&lt;br&gt;That's just rubbing it in, isn't it?</description>
	<link>http://www.boardgamegeek.com/article/1407384#1407384</link>
	<pubDate>2007-03-23T19:56:32+00:00</pubDate>
	<dc:creator>castiglione</dc:creator>
</item><item>
	<title>Thread: First Game for a Couple</title>
	<description>Got it in the mail, opened it up, and was actually quite impressed with what came in the envelope for under $12.  One map card, 2 mini d6s (cute!), one scenario card with combat modifiers chart on back, 140 die cut counters, and a 4 page rule booklet.  I had already been waiting to get at this and had a binder with downloaded scenarios, mapboards, and help sheets ready to go.&lt;br&gt;&lt;br&gt;This was my second stab at wargames with my girlfriend (something above the complexity of Memoir '44).  The first was with Target Arnhem: Across 6 Bridges the day before trying this out and that experience was a little shaky with lots of rule checking but we soon got the hang of it and were starting to have fun.  Excellent intro IMO.&lt;br&gt;&lt;br&gt;Sergeants' rulebook is more wordy.  And unnecassarily so.  It is hard to decipher the rulebook and it doesn't seem very well organized.  Even with the cheat sheets I had printed out we were having a hard time figuring out what to do.  After about 1 and half hours we started to get the hang of it but still got a few rules wrong (such as when to add the pinned -2 modifier, which by the way you don't add if you are the defending unit).  Line of sight was just plain confusing.  We sort of read the rules a few times, shook our heads, came to an agreement when certain situations arised based on our interpretations of the rules, and plowed ahead.  The &quot;different levels (0 and +1) and if the straight line passes through intervening hexes or hexsides and closer to the higher unit but not in the middle&quot; rules just seemed overly worded and utterly vague.  Some pictures in the rule sheet would have helped a lot.&lt;br&gt;&lt;br&gt;The scenario seemed balanced and it was a nailbaiter finish with one last engineer blowing up the bridge and giving my girlfriend a 1 point lead for the win.  This was after her light machine gun opened up on one of my stacks and hosed down about 5 guys who were trying to charge up the hill in the center of the map.  She also used her panzershrek to good effect by blowing up 2 guys, pinning another, and the last guy barely escaping with his life.  Submachine guns are neat for close in fighting, and rifles &gt; carbines.  The weapons had different effects like group, explosive, target, and flame.  Explosive (like with the panzershrek)   attacks each person in the hex, 1 at a time.  Group (like with the MGs) attacks the next person in the stack if the unit above it is eliminated.  This really gives each weapon a unique feel and was really neat.  Another mechanic I liked was being able to assign equipment which could improve your base combat modifier (such as the sniper scope giving +2 to a riflemen's combat rolls).&lt;br&gt;&lt;br&gt;My flamethrower got a few good kills but she had spread her troops out so much it was hard to get any groups to fry.  We liked the mechanics and felt like things ran smoothly after we figured it out, but figuring it out was the hard part.  The rulebook just seems to be way too wordy, and way to complex for what this game is.  If it was organized differently we would have had a much easier time getting into it.&lt;br&gt;&lt;br&gt;I thought it was fun, she liked it towards the end, and we will definately play again.  Really neat game that I see can having plenty of tactical challenges and strategies.&lt;br&gt;&lt;br&gt;To sum it up: Bad rules, poor counter quality (not graphics wise but cardboard-wise), neat game.  Combat was fun and strategic and tense.  Will write review when I play more scenarios from both sides and fully understand the game.  &lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1406587#1406587</link>
	<pubDate>2007-03-23T09:12:14+00:00</pubDate>
	<dc:creator>dandechino</dc:creator>
</item><item>
	<title>Thread: Re: Scenario #1</title>
	<description>Thanks for the session report.  You have kindled an interest in this game for me.  I want to love squad based tactical games.  But just can't get into the rules usually required.  It sounds like this game will deliver the kind of action I'm looking for!</description>
	<link>http://www.boardgamegeek.com/article/1381753#1381753</link>
	<pubDate>2007-03-10T07:46:11+00:00</pubDate>
	<dc:creator>dandechino</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Backcover sheet &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic174045_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/174045</link>
	<pubDate>2007-01-04T06:24:55+00:00</pubDate>
	<dc:creator>ricmadeira</dc:creator>
</item><item>
	<title>Thread: Sergeants Questions</title>
	<description>Just played the &quot;Bridge Scenario&quot; and have a few rules questions;&lt;br&gt;&lt;br&gt;1. Can a pinned unit with two movement points enter a close combat with an adjacent enemy occupied hex during the pinned units turn?&lt;br&gt;&lt;br&gt;2. Do situational modifiers apply during close combat? &lt;br&gt;&lt;br&gt;3. We may have slipped a few times during play. Please confirm that weapons charts and situational modifiers are only consulted by the attacker, i.e., the defenders only die roll modification is his combat modifier printed on counter?&lt;br&gt;&lt;br&gt;4. Confirm both sides top unit gets to be attacker in one round of close combat.&lt;br&gt;&lt;br&gt;Slogged thru only 2 or 3 turns, and the Germans were suffering some moderate losses...although we did not get to play until the Reds reached the bridge. Any after action reports for this game (or particular scenario) would be interesting reading. First impressions are favorable.&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1249176#1249176</link>
	<pubDate>2006-12-31T01:18:36+00:00</pubDate>
	<dc:creator>abadolato01</dc:creator>
</item><item>
	<title>Thread: Re: Mixed Sighted/Hidden Stack</title>
	<description>Sorry I did not see this post earlier.&lt;br&gt;&lt;br&gt;You can only shoot at visible units. Hidden units are immune from attack. With no sighting phase all sighting is called by a player that thinks he has a unit that can see a hidden unit, once you see a target it can be attacked. With a hundred meter hex it is possible to hideout easily if you are some distance apart. Units in adjacent hexes spot automatically, unless scenario rules override the standard sighting.</description>
	<link>http://www.boardgamegeek.com/article/1199961#1199961</link>
	<pubDate>2006-11-30T22:31:49+00:00</pubDate>
	<dc:creator>Jeff Billings</dc:creator>
</item><item>
	<title>Thread: Is anyone PBEMing this game?</title>
	<description>Since this game requires a bit more than just IgoUgo with the combat dice rolls, is anyone playing it by email?  If you are, can you shoot me the ideas for rules?  I have a friend in UT that I want to drag into this game...&lt;br&gt;&lt;br&gt;I &lt;b&gt;SUPPOSE &lt;/b&gt;I could make something up on my own, but I'm feeling lazy, like I'd rather surf the 'Geek...&lt;br&gt;&lt;br&gt;MJ</description>
	<link>http://www.boardgamegeek.com/article/1174835#1174835</link>
	<pubDate>2006-11-15T06:07:46+00:00</pubDate>
	<dc:creator>Sigrdrifa</dc:creator>
</item><item>
	<title>Thread: Re: Mixed Sighted/Hidden Stack</title>
	<description>It makes sense except for putting the unit anywhere in the stack. I guess my confusion comes in when you have a mixed stack: If you fire, do you fire at the top visible unit? If not, and the top unit in the stack is turned over, are you SOL for firing? That wouldn't make sense, since if you saw the muzzle flash, you could return fire.&lt;br&gt;&lt;br&gt;Just trying to figure it all out. Thanks for walking me in the right direction and the link to the FAQ</description>
	<link>http://www.boardgamegeek.com/article/1158831#1158831</link>
	<pubDate>2006-11-05T17:29:31+00:00</pubDate>
	<dc:creator>Malacandra</dc:creator>
</item><item>
	<title>Thread: Re: Mixed Sighted/Hidden Stack</title>
	<description>Why would you turn the firing unit face down? If he fires, isn't he still visible through the opponents next turn at least?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1155082#1155082</link>
	<pubDate>2006-11-03T12:33:30+00:00</pubDate>
	<dc:creator>Malacandra</dc:creator>
</item><item>
	<title>Thread: Mixed Sighted/Hidden Stack</title>
	<description>What would be an appropriate interpretation of stacking and sighted rules for a hex that contains units that have both fired and remained hidden.&lt;br&gt;&lt;br&gt;Example: A heavy MG in a woods (heavy cover) hex and two rifles. Let's say the heavy rifle fires, it is now visible by some men a few hexes away. But what if that fired Heavy MG is not on the top of the stack? Would you automatically put it at the top? Would all units be considered sighted? Would you not be able to fire at the Heavy MG?&lt;br&gt;&lt;br&gt;I'd appreciate any clarification on how to handle that type of situation.&lt;br&gt;&lt;br&gt;TIA&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1154538#1154538</link>
	<pubDate>2006-11-03T02:32:41+00:00</pubDate>
	<dc:creator>Malacandra</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		LOS example w/ A&amp;A minis on doublesize map 4 w/ hills &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic158790_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/158790</link>
	<pubDate>2006-11-01T00:50:33+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
</item><item>
	<title>Thread: Re: Two questions</title>
	<description>Mark,&lt;br&gt;&lt;br&gt;In response to:&lt;br&gt;&lt;br&gt;&lt;i&gt;(1) Stack ordering. When and/or how do you reorder a stack of units? Do you just do it whenever you want? (I assume on your turn). Are you allowed to &quot;shuffle&quot; counters that are hidden from sighting?&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;You can re-arrange in your turn!  At least that is the BEST way of doing it.  It leads to LESS arguments..if its not done during your turn....your screwed!  We have allowed 'shuffling' whe out of sight...makes perfect sense!!!!&lt;br&gt;&lt;br&gt;-John</description>
	<link>http://www.boardgamegeek.com/article/1142494#1142494</link>
	<pubDate>2006-10-26T17:22:43+00:00</pubDate>
	<dc:creator>JohnnyD</dc:creator>
</item><item>
	<title>Thread: Re: Two questions</title>
	<description>&lt;b&gt;ejamer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;(2) Quoted from 10.1.3.1, with bolding added for emphasis:&lt;br&gt;&quot;These same actions can be performed and the same situation modifier applies for &lt;i&gt;any&lt;/i&gt; unit moved up to its maximum number of available movement factors ... if it performs the &lt;b&gt;entire movement&lt;/b&gt; with a NCO ...&quot;.&lt;br&gt;&lt;br&gt;I'm pretty sure that your proposed move is not legal, according to that small section of the rules.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Ah, Friendliness beats Laziness! Thanks for the reply; I didn't have the rules in front of me when I asked. (They were about two inches beyond reach from the chair I was sitting in!) &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1135770#1135770</link>
	<pubDate>2006-10-22T18:57:46+00:00</pubDate>
	<dc:creator>Malacandra</dc:creator>
</item><item>
	<title>Thread: Two questions</title>
	<description>Couple of questions arising after solo play:&lt;br&gt;&lt;br&gt;(1) Stack ordering. When and/or how do you reorder a stack of units? Do you just do it whenever you want? (I assume on your turn). Are you allowed to &quot;shuffle&quot; counters that are hidden from sighting?&lt;br&gt;&lt;br&gt;&lt;br&gt;(2) Could a unit move one, pick up/join an NCO, both move one more and the first unit still fire (now that it's with an NCO) or does its whole move have to be with an NCO to be able to fire after moving two?&lt;br&gt;&lt;br&gt;&lt;br&gt;TIA for replies!</description>
	<link>http://www.boardgamegeek.com/article/1135515#1135515</link>
	<pubDate>2006-10-22T11:56:57+00:00</pubDate>
	<dc:creator>Malacandra</dc:creator>
</item><item>
	<title>Thread: Re: NCO's and what they do?</title>
	<description>&lt;b&gt;blucher wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;my first understanding or at least the way I play it is that as long as an NCO is with the unit or units from the beginning of the turn to the end of the turn the units with him can fire and move or move and fire without the -2 modifier (assuming the unit or units or NCO are not pinned).&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;For the record (I've just now been getting into Sergeants!) this is incorrect. Any unit that moves and fires receives a -2 attack modifier. The advantage to the NCO being with the unit is that it can move 2 and still fire. It still does take the -2 penalty (as the NCO School quote says). The advantage is not in avoiding the move/fire penalty but in moving two and still firing (otherwise you can only move one and fire).</description>
	<link>http://www.boardgamegeek.com/article/1135511#1135511</link>
	<pubDate>2006-10-22T11:47:46+00:00</pubDate>
	<dc:creator>Malacandra</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Preview: My Finnish variant counters for Sergeants! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic146641_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/146641</link>
	<pubDate>2006-09-15T23:18:19+00:00</pubDate>
	<dc:creator>Fenway5</dc:creator>
</item><item>
	<title>Thread: Re: Anyone using Mini's?</title>
	<description>They are metal.  If you are looking for tons of detail you will not find it here.  Remember these are very small figures (10-12mm) They are accurate (rifle. SMG. etc.) and they are nice sculpts but VERY TINY.</description>
	<link>http://www.boardgamegeek.com/article/1080144#1080144</link>
	<pubDate>2006-09-15T13:28:37+00:00</pubDate>
	<dc:creator>Fenway5</dc:creator>
</item><item>
	<title>Thread: Re: Anyone using Mini's?</title>
	<description>Are the mini's metal or plastic and how is the quality, I found the mini's for A&amp;A of poor qualite as compared to 1/72 quality.</description>
	<link>http://www.boardgamegeek.com/article/1075175#1075175</link>
	<pubDate>2006-09-12T17:48:52+00:00</pubDate>
	<dc:creator>BubbaK</dc:creator>
</item><item>
	<title>Thread: Re: Anyone using Mini's?</title>
	<description>Hello,&lt;br&gt;&lt;br&gt;Yes I have the German and Russian minis and do use them to play.  We use the memoir 44 board and the various terrain tile to approximate the terrain of the various maps.  &lt;br&gt;&lt;br&gt;The minis do have a 1 to 1 match up with the counters.  In play we find it easier to place a fig on top of evry counter-with the counter flipped face side down.  When a &quot;fake&quot; is shot at we then remove the counter/ mini.  Works great!&lt;br&gt;&lt;br&gt;The figs themselves are quite small (10mm?) but they do fit perfectly on top of the oversized counters.&lt;br&gt;&lt;br&gt;new minis are coming too for u.s. &amp; armor</description>
	<link>http://www.boardgamegeek.com/article/1075109#1075109</link>
	<pubDate>2006-09-12T17:22:33+00:00</pubDate>
	<dc:creator>Fenway5</dc:creator>
</item><item>
	<title>Thread: Re: Solitaire?</title>
	<description>I think it's fine solo.  Some &quot;hidden&quot; elements are lost, but some of the uncertainty can be recovered by assigning die rolls.  No more difficult to do than many other map-and-counters wargames, and the small size makes it easy to doodle with for a bit and put on the shelf for next time.&lt;br&gt;&lt;br&gt;The system is nice enough that if you can't find an opponent, it's well worth playing solo.  The game is a terrific bargain.</description>
	<link>http://www.boardgamegeek.com/article/1063580#1063580</link>
	<pubDate>2006-09-05T15:23:57+00:00</pubDate>
	<dc:creator>Barry Kendall</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Take Sergeants! anywhere with magnetic counter holders. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic142463_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/142463</link>
	<pubDate>2006-08-27T03:36:41+00:00</pubDate>
	<dc:creator>will64</dc:creator>
</item><item>
	<title>Thread: Anyone using Mini's?</title>
	<description>Hey Sergeant Freaks!  I was wonderng if anyone is using mini's to play this game.  If so, are they the LBG mini's and do the 'bags O' minis' have everythng you need to field an army!  the site doesn't really show the figs.  I would like to get into minitures with this game as easy as possible.  I would figure LBG would have mini's for all the relative counters in the game...but i cannot be sure on their website.  They only show a pic of the bag and do not list the actual components!&lt;br&gt;&lt;br&gt;Thanks guys!!&lt;br&gt;&lt;br&gt;Johnny</description>
	<link>http://www.boardgamegeek.com/article/1048008#1048008</link>
	<pubDate>2006-08-24T20:47:51+00:00</pubDate>
	<dc:creator>JohnnyD</dc:creator>
</item><item>
	<title>Thread: Re: NCO's and what they do?</title>
	<description>my first understanding or at least the way I play it is that as long as an NCO is with the unit or units from the beginning of the turn to the end of the turn the units with him can fire and move or move and fire without the -2 modifier (assuming the unit or units or NCO are not pinned).&lt;br&gt;&lt;br&gt;This is from the Sergeants NCO school deal...&lt;br&gt;&lt;br&gt;&quot;A unit with two movement factors is allowed to move one hex and fire, including engaging in close combats, with a &quot;-2&quot; 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 and fire (still with the &quot;-2&quot; 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 the 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.&quot;&lt;br&gt;&lt;br&gt;&lt;br&gt;Hope that helps.</description>
	<link>http://www.boardgamegeek.com/article/1012883#1012883</link>
	<pubDate>2006-07-31T04:56:05+00:00</pubDate>
	<dc:creator>blucher</dc:creator>
</item><item>
	<title>Thread: Re: LBG's Miniatures</title>
	<description>&lt;div&gt;&lt;img border=0 src=&quot;http://www.minifigs.com/catalog/images/12mm/WW2/JP/12026021.jpg&quot;&gt;&lt;/div&gt;</description>
	<link>http://www.boardgamegeek.com/article/931827#931827</link>
	<pubDate>2006-05-29T12:54:47+00:00</pubDate>
	<dc:creator>craniac</dc:creator>
</item><item>
	<title>Thread: close combat modifiers?</title>
	<description>Does close combat use the same modfiers as firing at range?  In other words, do you apply the cover modifier and the -2 modifier due to movement &amp; firing?  If so, this would mean that the units moving into close combat would always suffer the -2 penalty for moving and firing?&lt;br&gt;&lt;br&gt;For some reason, that section of the rules confused me a bit.&lt;br&gt;&lt;br&gt;Thanks for any clarifications.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/914998#914998</link>
	<pubDate>2006-05-15T16:33:30+00:00</pubDate>
	<dc:creator>jim.brooks10</dc:creator>
</item><item>
	<title>Thread: Re: LBG's Miniatures</title>
	<description>Hey Crusader,&lt;br&gt;&lt;br&gt;Last I heard this is the source for LBG's miniatures:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.minifigs.com/catalog/index.php?cPath=41_2_42&quot; rel=&quot;nofollow&quot;&gt;http://www.minifigs.com/catalog/index.php?cPath=41_2_42&lt;/A&gt;&lt;br&gt;&lt;br&gt;Hope this helps,&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Grunt&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/853079#853079</link>
	<pubDate>2006-03-22T01:10:02+00:00</pubDate>
	<dc:creator>grunt101st</dc:creator>
</item><item>
	<title>Thread: LBG's Miniatures</title>
	<description>Does anybody have a picture of the LBG minis?  The LBG website only has pics of the minis in their packaging.  I'm DYING to know what they really look like!</description>
	<link>http://www.boardgamegeek.com/article/853014#853014</link>
	<pubDate>2006-03-22T00:28:58+00:00</pubDate>
	<dc:creator>crusader4x</dc:creator>
</item><item>
	<title>Thread: NCO's and what they do?</title>
	<description>I've very confused about what NCO's do. their are 3 rather complicated and not quite specific enough sentances describing what they can do. basically I THINK it says units with 2 movement factors can move 1 hex and shoot or shoot and move 1 hex at a -2 FF and CC. and if that unit is with a NCO you can move 2 spaces and shoot, or shoot and move 2 spaces at that same -2 FF and CC. and a pinned unit if with an NCO can move 1 (or do they mean 2) hex and fire at a -2 FF or fire at a -2 and move 1 hex? is this correct?</description>
	<link>http://www.boardgamegeek.com/article/738735#738735</link>
	<pubDate>2005-12-21T19:40:28+00:00</pubDate>
	<dc:creator>cidic</dc:creator>
</item><item>
	<title>Thread: Solitaire?</title>
	<description>Is this game any fun to play solitaire?  It seems like there might be a litte too much fog of war to it.</description>
	<link>http://www.boardgamegeek.com/article/714689#714689</link>
	<pubDate>2005-12-02T20:30:30+00:00</pubDate>
	<dc:creator>Checkallday</dc:creator>
</item><item>
	<title>Thread: Re: Downloaded scenarios</title>
	<description>Scenarios S10 through S32 are included in Scenarios Book 1 - Published by LBG. After the scenarios were put out the numbers just picked up again on the website. &lt;br&gt;&lt;br&gt;Paul&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/661720#661720</link>
	<pubDate>2005-10-18T14:27:14+00:00</pubDate>
	<dc:creator>Bk_Seal</dc:creator>
</item><item>
	<title>Thread: Downloaded scenarios</title>
	<description>I downloaded all the scenarios that I could find from the website, but were they not numbered sequencially or are taken off/moved elsewhere on the site? There is a gap: S9 through S32.</description>
	<link>http://www.boardgamegeek.com/article/661522#661522</link>
	<pubDate>2005-10-18T10:36:07+00:00</pubDate>
	<dc:creator>GornTC</dc:creator>
</item><item>
	<title>Thread: Re: How about Sergeants! SAS</title>
	<description>Still won't come up. Is there an alternate site or another link? &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/661501#661501</link>
	<pubDate>2005-10-18T09:50:28+00:00</pubDate>
	<dc:creator>GornTC</dc:creator>
</item><item>
	<title>Thread: Re: newbie question - stacking?</title>
	<description>&lt;b&gt;Longbow wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;I would also surmise that, when firing, the only unit in a stack that would be revealed is the unit that is doing the firing.  In that case, would the firing unit be flipped, but retain its position in the stack?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes, that's how I've been playing it.</description>
	<link>http://www.boardgamegeek.com/article/650338#650338</link>
	<pubDate>2005-10-08T00:05:22+00:00</pubDate>
	<dc:creator>thniff</dc:creator>
</item><item>
	<title>Thread: Re: newbie question - stacking?</title>
	<description>I don't think there can be more than one stack in a hex. Allowing multiple stacks in the same hex is a very unusual wargame mechanic and I wouldn't assume it was allowed unless explicitly stated in the rules. If there is more than one unit in a hex, then all the units in that hex are part of a &quot;stack.&quot;</description>
	<link>http://www.boardgamegeek.com/article/649919#649919</link>
	<pubDate>2005-10-07T17:56:57+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
</item><item>
	<title>Thread: Re: newbie question - stacking?</title>
	<description>&lt;b&gt;thniff wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;I'm not sure what you mean by this.  There is no stacking limit, but wouldn't every unit in a hex be a stack?  (I'm a recently-returned to the hobby player, so  perhaps I misunderstand.)&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;My line of thinking was that if, for example, there were two separate stacks in a hex, only one stack could be fired upon if that hex was targeted.  &lt;br&gt;&lt;br&gt;I think I understand now, though.  The PINNED marker stays on top of the pinned unit, and the pinned unit remains in the stack.&lt;br&gt;&lt;br&gt;I would also surmise that, when firing, the only unit in a stack that would be revealed is the unit that is doing the firing.  In that case, would the firing unit be flipped, but retain its position in the stack?</description>
	<link>http://www.boardgamegeek.com/article/649759#649759</link>
	<pubDate>2005-10-07T16:04:16+00:00</pubDate>
	<dc:creator>Longbow</dc:creator>
</item><item>
	<title>Thread: Re: newbie question - stacking?</title>
	<description>&lt;b&gt;Longbow wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Can there be more than one stack of units in a single hex?  As far as I can tell, the rules don't prohibit this.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I'm not sure what you mean by this.  There is no stacking limit, but wouldn't every unit in a hex be a stack?  (I'm a recently-returned to the hobby player, so  perhaps I misunderstand.)&lt;br&gt;&lt;br&gt;&lt;b&gt;Longbow wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;What if a single unit in a stack is PINNED during combat?  Is that unit then separated from the stack and covered with a PINNED marker?&lt;/i&gt;&lt;br&gt;&lt;br&gt;We put the pin marker on top of that unit, and consider only that unit pinned, but it can also stay on top of the stack and be the one drawing first fire from those group-effects weapons.  On movement, the pinned unit may be left behind as it has to spend a movement point removing the pin.&lt;br&gt;&lt;br&gt;&lt;b&gt;Longbow wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I appreciate the fact that the game only has 4 pages of rules, but I think I'd prefer a longer rulebook that offered more examples and clarifications.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I agree with this.  A couple of sample rounds of play would clear up some of my questions.  I am having a blast learning the game with my 9-year-old.</description>
	<link>http://www.boardgamegeek.com/article/649681#649681</link>
	<pubDate>2005-10-07T15:07:02+00:00</pubDate>
	<dc:creator>thniff</dc:creator>
</item><item>
	<title>Thread: newbie question - stacking?</title>
	<description>I just got my copy of Sergeants! in the mail yesterday and gave the rules a couple of read-throughs.  Before I try to teach the game to my gaming buddy, I'd like to have a decent understanding of the mechanics. &lt;br&gt;&lt;br&gt;One thing I'm confused about right now is this:&lt;br&gt;&lt;br&gt;Can there be more than one stack of units in a single hex?  As far as I can tell, the rules don't prohibit this.  If this is allowable, it raises more questions about order of combat resolution.&lt;br&gt;&lt;br&gt;What if a single unit in a stack is PINNED during combat?  Is that unit then separated from the stack and covered with a PINNED marker?&lt;br&gt;&lt;br&gt;I appreciate the fact that the game only has 4 pages of rules, but I think I'd prefer a longer rulebook that offered more examples and clarifications.&lt;br&gt;&lt;br&gt;Thanks in advance for any help.</description>
	<link>http://www.boardgamegeek.com/article/649607#649607</link>
	<pubDate>2005-10-07T13:28:27+00:00</pubDate>
	<dc:creator>Longbow</dc:creator>
</item><item>
	<title>Thread: Review</title>
	<description>I've had the game for a few months and finaly played it with my dad tonight(10/03/05), We played the first scenario over the course of 2 hours and 10 minutes or so, I assume that playtime would be much less for more experienced players.(&quot;Ok my turn is over now&quot; &quot;No, That was just opfire&quot;)&lt;br&gt;&lt;br&gt;Scale is 1 hex = 100 yards and 1 chit = 1 man, Kind of odd but if you think of them as squads it feels more realistic. (Which this game is not)&lt;br&gt;&lt;br&gt;Units range from &lt;b&gt;R&lt;/b&gt;iflemen to A&lt;b&gt;T&lt;/b&gt; weapons(No tanks though &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt; ) to &lt;b&gt;I&lt;/b&gt;nfantry Guns, There are no stacking limits but most of the time there never where more then 3 or 4 units in a single hex.&lt;br&gt;&lt;br&gt;Overall the game played fast after we figured out the best ways to move and conduct combat, Units can move ether one or two hexes (one or none if they are pinned) and can fire and move one hex/move one hex and fire at a -2 penalty, Heavy and light terrain add a -1 and -2 respectivly to attacks on any units in the hex, They also provide concealment, Eg a unit in light cover can only be seen a a range of 4 hexes and a unit in heavy cover can only be seen if the other unit is one hex away, If there is a NCO in the same hex that they start there move in and if they move with the NCO they can move two hexes instead of one.&lt;br&gt;&lt;br&gt;Combat is resolved with dice and unit and terain modifiers, An example would be some Soviet &lt;b&gt;R&lt;/b&gt;0 troops manageing to take out some Heer &lt;b&gt;A&lt;/b&gt;2 because of a bad dice roll by the German player, But if the Heer unit was a &lt;b&gt;A&lt;/b&gt;3 even if the &lt;b&gt;R&lt;/b&gt;0 rolled a 6 and the Heer unit rolled a 1 the Heer unit would only be pinned, If a MG takes out one unit it can fire at the guy stacked under it, Explosive weapons (Includes flame throwers) like the Panzershrike and the Inf gun fire at ALL the units in a hex.&lt;br&gt;&lt;br&gt;The Chits are well produced but you may need an X-Acto knife to cut some of them out or trim the burrs off of them.&lt;br&gt;&lt;br&gt;The only complaint we had where that the map was too small, I plan on going to Kinkos and having them blow it up about 150% - 200%, The dice are a bit small but I did get 4 instead of 2 so I threw two of them in my Ogre box.&lt;br&gt;&lt;br&gt;Overall? I rate the game a 9 out of 10, Combat is fast and easy and a fun time was had by all, This would be a good introductory war game.</description>
	<link>http://www.boardgamegeek.com/article/645793#645793</link>
	<pubDate>2005-10-04T07:06:34+00:00</pubDate>
	<dc:creator>the_redstar_swl</dc:creator>
</item><item>
	<title>Thread: Re: Scenario #1</title>
	<description>I'm going to brush up on the rules a bit more. Things like cover screwed me up a couple of times. That map is rough. If the Germans place units well, there is nowhere the Russians can go without getting shot at.&lt;br&gt;&lt;br&gt;But then again, I like playing the underdog, even if I suck at it. This is why I always let my girlfriend play the heroes in The Queen's Gambit, and I always take the Trade Federation/Sith. A glutton for punishment, I am.&lt;br&gt;&lt;br&gt;Chris&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/642214#642214</link>
	<pubDate>2005-09-30T12:32:06+00:00</pubDate>
	<dc:creator>ctalbot</dc:creator>
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	<title>Thread: Re: Scenario #1</title>
	<description>This was a fun session.  I must admit I did pull off a nice victory, but Chris is being too hard on himself: his central force would have been a nice diversionary group if I hadn't placed my MG up on top of the hill.  I must say I am proud of where I placed both of my MGs (one light one heavy), as they had a perfect field of fire against his encircling forces.  Also, I had a number of good rolls throughout the game, especially with my MGs, so it's not completely Chris' fault.&lt;br&gt;&lt;br&gt;I think this is a tough scenario for the Russians, especially if the Germans setup well.  We didn't have to count VPs, but I think if I hadn't almost anihilated his forces it would have been close, as he still had the buildings under his 'control.'&lt;br&gt;I don't remember how I played as the Russians and won, but it must have been a real fluke.  I do remember that it came down to the very last turn, so yeah, it is tough for the Russians.&lt;br&gt;&lt;br&gt;I also look forward to trying out more scenarios with this simplistic little gem of a game (I say this because it already has loads of scenarios, it's quite easier to learn and play than ASL, and it's a lot easier to lug around).  Perhaps if neither of us have experience with the scenario it'll go better?&lt;br&gt;See you on the Eastern Front soon, Chris!</description>
	<link>http://www.boardgamegeek.com/article/641166#641166</link>
	<pubDate>2005-09-29T19:17:20+00:00</pubDate>
	<dc:creator>Von Cougar</dc:creator>
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	<title>Thread: Scenario #1</title>
	<description>After seeing Justin and Steve play Sergeants! on the Eastern Front at the July Canucks Amuck meetup, I decided to purchase the game. Unfortunately, it would be awhile until I could get together with someone to play it with me. That chance came at the September meetup on Saturday. After a game of Battle Line and a game of Battlecards, Justin and I decided to give the first scenario of Sergeants! on the Eastern Front a try.&lt;br&gt;&lt;br&gt;As noted above, Justin had played the game before. However, at the July meetup, he played the Russians while Steve played the Germans. On Saturday, Justin played the Germans and I played the Russians. As I discovered throughout the game, Justin's initial placement was such that all of his engineers were crowded around the bridge so they could set the bomb immediately. On the hill, he posted a couple of machinegun nests. And then on the west (left) flank, he posted some sub-machinegunners and a sniper.&lt;br&gt;&lt;br&gt;In my setup, I put several larger stacks of Russians together, although they looked larger than they actually were, seeing as the Russians have a bunch of fakes/decoys. I put my sniper in the same group as my rifle-based NCO on the east (right) side of the map), and I had another couple of groups there as well, including the guy with the big anti-tank gun.&lt;br&gt;&lt;br&gt;My second NCO and three groups were placed around the middle. And a couple of other groups were posted off to the west.&lt;br&gt;&lt;br&gt;The game began, and I had the three stacks on the east start moving down the side of the map towards the river. I made a bad decision and decided to send my units in the middle up the hill to take out the units that were up there. I thought maybe Justin had placed his sniper up there, but I found that, unfortunately, the hill was covered in guys with machineguns and sub-machineguns. As one stack got up the hill, they got cut to ribbons before they could do anything. Only one man survived from that group, and he ended up pinned, only to be beaten down in another turn in close combat by a German unit.&lt;br&gt;&lt;br&gt;I did my best with the units I had placed up top, but the machineguns in cover were far too much for my guys. In hindsight, it was a terrible idea to send those guys up there.&lt;br&gt;&lt;br&gt;On the west, my units tried to stay in cover as much as possible, but to actually fight any of Justin's guys (all of which were in forest cover), I had to get really close, which unfortunately opened up my guys to sniper fire (yes, he'd put the sniper in one of the forested areas on the west side of the map). I managed to do a little bit of damage, but my Russians kept getting cut down until there was only one man left.&lt;br&gt;&lt;br&gt;On the east side, an unfortunate attack from the machinegunners on the hill took out a few men, but both my sniper and NCO made it to the forest at the edge of the river, where I had them start taking potshots at the engineers. After I'd killed one engineer (bad rolls afterwards resulted in no more engineers getting killed), Justin started moving some of his machinegunners and rifle units from the hill and the west side of the map towards the guys who were shooting at the engineers. This ended up being my downfall, as I had to concentrate on simply surving the onslaught while I tried to cut down his forces.&lt;br&gt;&lt;br&gt;At around turn six or seven, things had gone really badly, and all but two of my units had been eliminated. I had only been able to kill off maybe four or five of Justin's units, only one of which was an engineer. I conceded the game to Justin, and then we cleaned up and moved on (as there were now three others in the room, one of which was without an active game).&lt;br&gt;&lt;br&gt;Aside from not knowing the rules well enough, I really enjoyed this game. I think it's just detailed enough to have a complicated strategic and tactical element, but the rules aren't detailed enough to scare off newbies. I'm looking forward to a rematch with Justin -- or even playing against another opponent.&lt;br&gt;&lt;br&gt;Chris&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/635995#635995</link>
	<pubDate>2005-09-26T18:35:47+00:00</pubDate>
	<dc:creator>ctalbot</dc:creator>
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	<title>Image</title>
	<description>
		The End - Surviving Units &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic87571_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/87571</link>
	<pubDate>2005-07-25T14:27:35+00:00</pubDate>
	<dc:creator>Von Cougar</dc:creator>
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	<title>Image</title>
	<description>
		Turn 6 - Those Flanking Russians! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic87569_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/87569</link>
	<pubDate>2005-07-25T14:27:33+00:00</pubDate>
	<dc:creator>Von Cougar</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Turn 2 - Now in Full Blur Mode! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic87568_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/87568</link>
	<pubDate>2005-07-25T14:27:33+00:00</pubDate>
	<dc:creator>Von Cougar</dc:creator>
</item><item>
	<title>Thread: Re: sighting questions</title>
	<description>That was my interpretation.  However, the designer has posted the following rule modification on the LBG forum for Sergeants:&lt;br&gt;&lt;br&gt;8.1.5: At the end of a player's Turn, after all other actions are completed, any of the side's face up units that can no longer be sighted may be inverted.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/529618#529618</link>
	<pubDate>2005-06-22T06:51:58+00:00</pubDate>
	<dc:creator>peacmyer</dc:creator>
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	<title>Thread: To Mr. Craig Taylor Jr (ok cheesy title but i think it works)</title>
	<description>Mr Taylor,&lt;br&gt;&lt;br&gt;Are we going to see vehicle rules or other things that will keep the interest of the game fresh? &lt;br&gt;&lt;br&gt;Sure you don't want to make the game very complex and a tank in a man based wargame is something like an overkill but we can still expect to see jeeps, trikes and even some airstrikes.&lt;br&gt;&lt;br&gt;You can always try the new rules in a downloadable scenario and if they work ok, maybe you can include them in an upcoming expansion.&lt;br&gt;&lt;br&gt;Thnx</description>
	<link>http://www.boardgamegeek.com/article/512885#512885</link>
	<pubDate>2005-06-03T21:23:57+00:00</pubDate>
	<dc:creator>ZiNOS</dc:creator>
</item><item>
	<title>Thread: Re: User Review</title>
	<description>Sergeants is exactly everything you could wish for in a bargain game.  It has quick and easy rules, in fact it plays much like Avalon Hills's Platoon.  In fact, it is sort of like a miniatures games with a little bit of a fog of war mechanism built in since counters may be played face down until they come into line of sight.&lt;br&gt;&lt;br&gt;Sergeants is not an in-depth wargame, but offers more than the usual value because of the regularly posted scenarios at the website&lt;br&gt;  I believe this addition provides a great deal more bang for the buck.&lt;br&gt;&lt;br&gt;The game is fun and quick.  Several games could be played within an hour session.&lt;br&gt;&lt;br&gt;I highly recommend this game.&lt;br&gt;&lt;br&gt;David &quot;the preacher&quot; Wilson&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/505669#505669</link>
	<pubDate>2005-05-26T17:14:06+00:00</pubDate>
	<dc:creator>abimilech</dc:creator>
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	<title>Thread: Re: sighting questions</title>
	<description>I don't think &quot;Heavy Visibility&quot; is a typo, since it is mentioned in other scenarios.  Anyway, I think I am correct in interpreting that to mean heavy cover for sighting purposes.  </description>
	<link>http://www.boardgamegeek.com/article/491828#491828</link>
	<pubDate>2005-05-10T01:12:43+00:00</pubDate>
	<dc:creator>voynix</dc:creator>
</item><item>
	<title>Thread: Re:sighting questions</title>
	<description>voynix (#479061), I think you are absolutely right on question #1. &lt;br&gt;&lt;br&gt;But have you gotten an answer to your second question? This is the exact same issue I had reading Scenario #1. I think &quot;heavy visibility&quot; must be a misprint--since there are only three categories of visibility in the rules: good, reduced, &amp; limited. Your interpretation makes sense to me, so in the absence of any word from the publisher, I think we're going to go with it when we play. </description>
	<link>http://www.boardgamegeek.com/article/484337#484337</link>
	<pubDate>2005-04-30T04:21:02+00:00</pubDate>
	<dc:creator>pmiles</dc:creator>
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	<title>Image</title>
	<description>
		This game is not so small  after downloading all the maps and scenarios currently available!! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic77408_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/77408</link>
	<pubDate>2005-04-28T12:51:06+00:00</pubDate>
	<dc:creator>voynix</dc:creator>
</item><item>
	<title>Thread: sighting questions</title>
	<description>1)Lets say a German unit is hiding in heavy cover, which means a Russian unit has to be at least adjacent for the German to be sighted.  In this case, assume no Russian unit is adjacent; the German unit will automatically become sited when he fires.  I am assuming the German unit will then become IMMEDIATELY un-sited (though NOT before any potential overwatch fire takes place), since the rules state any units that can be no longer be sited are turned back face-down.   &lt;br&gt;&lt;br&gt;Is this correct?  I would think so, since this would be one of the main purposes of overwatch fire.  &lt;br&gt;&lt;br&gt;2) Scenario 1 states &quot;Both buildings are of wood construction and provide heavy visibility but only light cover&quot;.  I interpret this to mean that the building provides light cover for combat purposes though the hex is treated as heavy cover (ie have to be at least adjacent to sight the unit) for sighting purposes.  &lt;br&gt;&lt;br&gt;Is this correct? It is the wording &quot;heavy visibility&quot; that is a little confusing.  Thanks!!&lt;br&gt;&lt;br&gt;By the way, this is a very nice game and look forward to reviewing it after more plays &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/479061#479061</link>
	<pubDate>2005-04-22T22:51:05+00:00</pubDate>
	<dc:creator>voynix</dc:creator>
</item><item>
	<title>Thread: Re:How about Sergeants! SAS</title>
	<description>Hannes (#78582),&lt;br&gt;I can't get it, either (with DSL).</description>
	<link>http://www.boardgamegeek.com/article/87350#87350</link>
	<pubDate>2005-02-19T16:31:18+00:00</pubDate>
	<dc:creator>Barry Kendall</dc:creator>
</item><item>
	<title>Thread: User Review</title>
	<description>&lt;b&gt;Sergeants! East Front &lt;/b&gt;(Lost Battalion Games, 2004) is a simple man to man World War 2 war game in the tradition of micro games from the 70’s and 80’s.  It is easy to learn, fast playing and portable!  &lt;font color='#FF0000'&gt;If you are a fan of rule lite war-gaming in the tradition of OGRE/GEV then you must buy this immediately!&lt;/font&gt; The game scale is one chit equals one soldier, and the map scale is one hex equals 100 yards and a turn is 2 minutes.  &lt;br&gt;&lt;br&gt;What you get for $6.95 Included in the game are a 4 page rules folio, one reference chart page, one 8.5x11map, one scenario, 2 six sided dice, and 140 die cut counters representing German and Russian soldiers.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Look and Feel&lt;/b&gt;&lt;br&gt;The game itself is definitely a good Desktop Publishing style game.  The map, rules, and counters are colorful and clean.  Each counter shows an image of the weapon the soldier in question is carrying.  The text and numbers on a counter represent movement, range, weapon type, and combat bonus.  Each counter is also individually numbered and that number is referenced in the scenarios to show which counters are used for that particular scenario. &lt;br&gt;The counters are easy to read, but artistically leave something to be desired.  I would have preferred soldier images, not an image of the weapon he is carrying on the counter.  The weapon being carried is already denoted on the counter with a letter and pushing around rifles or SMG images on the map just feels hollow.  I was raised that if you complain about a problem, then you better offer a solution. So, I made my own counters which (if you want a copy) you can find and download under the Sergeants! listing on Board Game Geek.  Personally (though they are not stunning by any means) they better represent man to man combat than a simple rifle image vs. a SMG.  Also there are “FAKE” counters provided in the counter mix.  I am unsure why the word FAKE was used over DECOY.  This is purely personal preference but I think DECOY is a better term and my counters use that in place of FAKE.&lt;br&gt;&lt;br&gt;&lt;b&gt;The play is the thing &lt;/b&gt; &lt;br&gt;Sergeants! Is a classic IGO-UGO war game with an added fog of war element.  Units are placed face down on a map and are only revealed when spotted, fired on, or when they fire.  This provides a nice little bit of tension to the game as decoy units may be on the map and can be used to draw out enemy fire.  You can set up to two soldiers in a turn on over watch which provides a little additional combat chrome to the game with out making it rules heavy. The game concerns itself with the following modifiers in combat:&lt;br&gt;&lt;br&gt;Line of Sight&lt;br&gt;Terrain&lt;br&gt;Weapon Type&lt;br&gt;A soldier’s Combat bonus&lt;br&gt;Pinned Status&lt;br&gt;&lt;br&gt;There is no classic CRT, instead combat is resolved by opposed die rolls.  Both the firing unit and defending unit roll 1d6 to resolve combat. Each side determines their own appropriate combat modifiers and a d6 is rolled by the attacker and the defender with their own modifier applied to their own die result.  If the defender’s total is higher than the Attackers-there is no effect.  If the Attacker’s total is more than the defender’s (but not double) the defending unit is pinned.  If the attacker’s total is double or more than the defender’s total,  the defending unit is eliminated. The mechanic is clean and easy to teach.  I found combat to go fairly quickly and the reference chart provided with the game is consulted heavily during play but is easy to use and sits nicely right next to the map.  Ideally I would have liked each player to have a reference card of their own, but you can make a copy.&lt;br&gt;&lt;br&gt;Line of sight and terrain play a key part in Sergeants!, but anyone familiar with war gaming will have no problems with this.  Gamers coming from an OGRE/GEV back ground will find this a minor step up in rules at first, but nothing taxing or tough to learn by any means.  Game play is fast and can be tense.  The initial scenario and map are good, but certainly leave one feeling hungry for more.&lt;br&gt;&lt;br&gt;&lt;b&gt;You want more? Free is a very good price!&lt;/b&gt;&lt;br&gt;Lost Battalion is doing a terrific job of giving those who play Sergeants! more on a monthly basis.  You can download additional scenarios and maps for free on their website.  These scenarios all use the counters provided with the main game and are each a little gem on their own providing a lot of good replay value.&lt;br&gt;&lt;br&gt;&lt;b&gt;Sounds great, but nothing is perfect&lt;/b&gt;&lt;br&gt;I really enjoy Sergeants!, but I do have my issues with the game, specifically the scale of the game.  It is a man to man war game, but the map scale (1 hex =100 yards) really feels odd.  I expect a house to house or maybe room to room sort of combat, close and deadly, instead it is more abstract and wide open.  This does not make it bad in anyway, but it does takes away from the feel of a man to man game which this is supposed to represent.  If you have played Firepower or Close Assault, those maps are more in line with what I expected and in the future would like to see.  Secondly no Armored Fighting Vehicles (AFV’s) were included and no rules associated with using them are available.  Future expansions may include them, but I was a bit sorry they were not (at least one tank per side maybe) included in the initial release.  Lastly the counters themselves are serviceable, but as I stated previously-are a bit lackluster.&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;Overall Impression &lt;/b&gt;&lt;/font&gt; &lt;br&gt;Sergeants! is hopefully the start of something great.  Not since my beloved OGRE/GEV have I played a microgame so often.  I am using Sergeants! to teach friends the next level of war gaming, and though they may not progress any further-it is nice to have something other than OGRE/GEV to play as a war-game with friends.  Game play is quick (a battle can be fought during a lunch break) and easy to learn, portable and fun.  The Website Freebies are a must, and I hope to see the game continue to develop adding AFV’s and maybe some alternative map styles for house to house or city fighting.  The system is clean and playable and a true bargain at $6.95.  If you enjoy war gaming it is a must buy and if you are an OGRE/GEV player and want something new-you can’t go wrong with Sergeants! &lt;br&gt;&lt;br&gt;See you on the front lines,&lt;br&gt;Christopher Brandon&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/87139#87139</link>
	<pubDate>2005-02-18T20:13:11+00:00</pubDate>
	<dc:creator>Fenway5</dc:creator>
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	<title>Thread: Re:How about Sergeants! SAS</title>
	<description>Can't be reached.&lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/78582#78582</link>
	<pubDate>2005-01-19T18:08:00+00:00</pubDate>
	<dc:creator>Hannes</dc:creator>
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	<title>Thread: How about Sergeants! SAS</title>
	<description>&lt;A target='_blank' href=&quot;http://afcqb.netfirms.com/Sergeants.htm&quot; rel=&quot;nofollow&quot;&gt;http://afcqb.netfirms.com/Sergeants.htm&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/69468#69468</link>
	<pubDate>2004-12-07T01:44:20+00:00</pubDate>
	<dc:creator>steamrunner</dc:creator>
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