The Sergeant at Arms
The Sergeant at Arms is an Age-up politician in Age of Empires III. Selected for the Fortress Age; available to Dutch; Germans; Maltese; Spanish. Its recorded reward is Fortress Age reward: Dutch: 6 Halberdiers; Germans: 4 Doppelsoldners; Maltese: 4 Hospitallers; Spanish: 8 Pikemen.

Age-up reward & access
Selected for the Fortress Age; available to Dutch; Germans; Maltese; Spanish. The recorded advance cost is 1,200 Food and 1,000 Coin and takes 105 seconds. Reward details: Fortress Age reward: Dutch: 6 Halberdiers; Germans: 4 Doppelsoldners; Maltese: 4 Hospitallers; Spanish: 8 Pikemen. The available choices and exact reward depend on civilization and game release.
When to choose it
Choose The Sergeant at Arms when its listed reward supports the next economic or military objective. Compare its cost and advance time with other available politicians, and check that the reward belongs to the current civilization and release.
Melee shipment and defensive timing
The Sergeant at Arms is a Fortress Age politician available to the Dutch, Germans, Maltese and Spanish. Advancing costs 1,200 Food and 1,000 Coin and takes 105 seconds. The Home City shipment differs by civilization: the Dutch receive six Halberdiers, Germans receive four Doppelsoldners, Maltese receive four Hospitallers and Spanish receive eight Pikemen. Earlier Dutch versions listed five Halberdiers and earlier German versions listed three Doppelsoldners, so use the current release’s reward rather than an old guide. The shared idea is a melee infantry force that can defend against cavalry pressure or support a mid-game attack. The unit type changes the best follow-up: Dutch Halberdiers can be reinforced through their infantry economy; German Doppelsoldners provide area damage; Maltese Hospitallers add protection for nearby allies; Spanish Pikemen offer a larger group of anti-cavalry infantry. A Home City deck that improves the received unit raises the value of the age-up, but do not choose the politician solely for a shipment if its units are poorly matched to the opponent. The Dutch can first select The Logistician in the Commerce Age and then use the Sergeant at Arms to build toward a Halberdier force. Maltese players may follow with other age-up politicians or Hospitaller support. Because the politician does not supply ranged support, pair the reward with units that can handle ranged infantry and artillery. Compare it with other Fortress Age options and preserve enough resources to continue production after the shipment arrives.
Deck synergy by civilization
The Sergeant at Arms is most effective when its melee shipment matches both the civilization and the deck. Dutch players receive Halberdiers and can use the earlier Logistician timing to build toward a larger infantry force. Germans receive Doppelsoldners, whose area damage makes formation and target density important. Maltese receive Hospitallers; their Deflection ability can protect adjacent allies and their speed rises near buildings, so fighting around a developed base improves the reward’s utility. Spanish receive eight Pikemen, which create a larger anti-cavalry screen but still need ranged support. Add cards or production that extend the supplied unit’s advantage, but reserve resources for counters: a melee shipment can be kited by ranged units or punished by artillery. Since the advance itself lasts 105 seconds, plan the unit production that follows before clicking the politician. Use the shipment to protect a vulnerable transition or begin an attack when the opponent cannot answer, rather than waiting passively for a large force with no follow-up. Historical counts differ—Dutch and German numbers changed between versions—so verify the release displayed on the article before comparing a current build with an older strategy. The choice competes with other age-up politicians; select it when an immediate melee force solves a real problem, not simply because it is available.
Aging up without leaving the force exposed
The politician’s timing is set by its shared 105-second age-up, but the reward is most useful when the army can move as soon as it arrives. Set a rally point near the threatened route or production area, and keep the shipment away from enemy pressure. If the player expects cavalry raids during the transition, the melee infantry can protect Villagers and ranged units; if the opponent has mostly ranged infantry, add a screen and appropriate counters before engaging. The shipment is one part of the Fortress Age force, not a substitute for production. Maintain enough Food and Coin to build additional units after the initial group is committed. The Dutch, German, Maltese and Spanish variants differ in unit count and abilities, so a shared tactic should not imply identical damage or survivability.