Can I set up a half squad, mmg and leader in a steeple?
EXPECTED
Answer: Yes. A steeple has a normal stacking limit of one HS, and a leader does not count against that limit; an MMG can be there if possessed by the HS, so a HS + leader + MMG setup in a steeple is legal.
References:
- (B23.?) Steeple stacking/occupancy — the Q&A notes a steeple has a normal stacking limit of one HS.
- (A5.5) Stacking — SMC do not count as squad-equivalents for normal stacking limits, so the leader can accompany the HS.
- (A4.43) Possession of SW — the MMG may be in the steeple if possessed by the HS/leader in that Location.
MODEL RESPONSE
**Answer:** Yes. A Steeple Location has a stacking limit of one HS-equivalent, and a half-squad (1 HS-equivalent), a leader (0 squad-equivalents), and an MMG (a Support Weapon, not a Gun) fit within that limit per the stacking rules.
---
**Step 1 — Steeple Stacking Limit:** B31.21 states that a Steeple Location has a normal stacking limit (A5.1) of **one HS-equivalent**, and that **no Gun may be set up** in a Steeple Location.
**Step 2 — Composition Check:**
- **Half-squad (HS):** = 1 HS-equivalent (A5.5). This fills the steeple's MMC capacity.
- **Leader (SMC):** ≤ 4 SMC count as **0 squad-equivalents** (A5.5). So the leader does not add to the HS-equivalent count.
- **MMG:** An MMG is a **Support Weapon** (SW) on a ½" counter, not a "Gun" (which is a ⅝" ordnance counter per C2.1). There is no stacking limit for SW (A5.4), and B31.21 only prohibits "Guns" in a steeple. An MMG is therefore allowed.
**Step 3 — No Other Restrictions:** A Steeple Location is treated as a normal building Location except that it cannot be Fortified, has no Rooftop Location, and the +1 drm for stone rubble determination is NA (B31.2). No rule prohibits infantry or SW from occupying a steeple.
**Conclusion:** The half-squad (1 HS-eq) fills the stacking limit, while the leader (0 HS-eq) and MMG (SW, not a Gun) may also be present. **Setup is legal.**
References:
- (B31.21) Steeple Stacking — limit of one HS-equivalent; no Gun may be set up
- (B31.2) Steeple — treated as normal building Location except as noted
- (A5.1) Normal stacking — 3 squads/equivalents plus up to 4 SMC
- (A5.5) Equivalents — ≤ 4 SMC = 0 squad-equivalents; HS = ½ squad-equivalent
- (A5.4) Combined Arms — no stacking limit for SW
- (C2.1) Guns/SW — ⅝" counter = Gun; ½" counter = SW
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer matches the expected answer: yes, a HS plus leader plus MMG may set up in a steeple. Its reasoning also aligns with the key points: the steeple allows one HS-equivalent, the leader does not count against that limit, and the MMG is allowed if possessed there because it is a SW rather than a Gun. Extra rule citations/context do not contradict the expected answer.
A 4-6-7 squad declares a Dash from woods to woods via a road hex. A 4-4-7 squad fires at the 4-6-7 as it enters the road. What is the FP of the attack?
EXPECTED
2 FP. The 4 FP is halved for Dash (Area Fire). FFMO/FFNAM DRMs apply normally.
MODEL RESPONSE
**Answer:** The attack's FP is **2 FP** (the 4-4-7's 4 FP is halved to 2 because Defensive First Fire vs a Dashing unit in the road Location is Area Fire).
---
**Calculation:** 4 FP × ½ (Area Fire per A4.63 Dash) = 2 FP.
References:
- (A4.63) Dash — All non-ordnance Defensive First Fire vs a Dashing unit in the road Location is considered Area Fire [EXC: Fire Lanes and pre-existing Residual FP]. FFMO/FFNAM DRM apply normally.
- (A7.23) Area Fire — all FP is halved (FRU).
JUDGE REASONING
[Calculation] The question asks for a specific FP value. The model gives the exact expected answer: 2 FP, correctly explaining that the 4 FP attack is halved due to Dash being resolved as Area Fire. This matches the expected answer exactly.
A building hex contains two squads and a crew manning a gun. How many MF does it cost for a third squad to enter this Location?
EXPECTED
3 MF. 2 MF to enter the building + 1 MF for overstacking (the Location already contains > 3 squad equivalents: 2 squads + 1 crew (counts as squad for stacking if manning Gun))
MODEL RESPONSE
**Answer:** 3 MF — 2 MF to enter the building, plus 1 MF penalty for entering a Location that becomes overstacked by one squad-equivalent.
---
**Step 1 — Determine current stacking.**
Normal stacking limit per hex is 3 squads (or their equivalent) + up to 4 SMC (A5.1).
The crew manning a Gun counts as a full squad-equivalent for stacking (A5.5: "if an Infantry crew/HS is manning a Gun it is considered equal to a squad for stacking purposes").
- 2 squads = 2 squad-equivalents
- 1 crew manning a Gun = 1 squad-equivalent
- Total = 3 squad-equivalents → exactly at the normal limit (no overstack yet).
**Step 2 — Determine the cost to enter.**
Entering a building hex costs 2 MF (as shown in the A5.11 examples: "two to enter the building").
When the third squad enters, the new total becomes 4 squad-equivalents, exceeding the normal limit by 1.
Per A5.11: "Entrance of a Location overstacked by Personnel ... costs **one additional MF for each squad (or its equivalent; FRU)** in the Location that exceeds normal Personnel stacking limits."
- Overstack amount after entry: 4 − 3 = 1 squad-equivalent → +1 MF penalty.
**Calculation:** 2 (building COT) + 1 (overstack penalty) = 3 MF.
References:
- (A5.1) Normal Personnel stacking limit — 3 squads or equivalent per Location
- (A5.5) Equivalents — a crew/HS manning a Gun counts as a squad for stacking
- (A5.11) Overstack movement penalty — +1 MF per squad-equivalent exceeding normal limits
JUDGE REASONING
[Calculation] The question requires a specific MF cost. The expected answer is 3 MF, and the model gives exactly 3 MF with correct supporting reasoning: 2 MF for entering a building plus 1 MF for overstacking because the crew manning the Gun counts as a squad-equivalent, making the Location exceed the 3-squad stacking limit upon entry.
Two 4-4-7's attack a 4-6-7 in CC and attempt to capture a 4-6-7 (first line unit). What is the resolution of the attack if the DR = 5?
EXPECTED
The outcome is the 4-6-7 is captured as prisoners. The CC attack is 2-1, which normally results in a reduction on a DR of 7 and an elimination on a DR of 6. There is a +1 DRM on a capture attempt, so a DR of 5 is adjusted to 6 and results in capture.
JUDGE REASONING
[Calculation] This is a specific outcome question. The expected answer is that the 4-6-7 is captured after applying the +1 DRM to the capture attempt, making the DR 6 on the 2:1 CC table. The model provided no response, so it does not match the required result.
A 4-6-7 squad fires at a unit in Open Ground at range 2 (PBF). What is the Residual FP left in the hex?
EXPECTED
4 Residual FP. Attack FP = 4 * 2 (PBF) = 8 FP. Residual is half of 8 = 4 FP. (Resolved on 8 column, half is 4, which is a column).
MODEL RESPONSE
**Answer:** 4 Residual FP — the 4-6-7's 8 FP (doubled for PBF) is halved to 4 FP, and there is no positive outside-TEM DRM in Open Ground to reduce it further.
---
**Step 1:** The 4-6-7 squad has 4 inherent FP. At PBF range (adjacent), its FP is doubled to 8 (A7.21).
**Step 2:** Per A8.2, Residual FP is equal to half of the highest IFT FP column used for the attack (FRD, max 12 after adjustment). Half of the 8 FP column = **4 FP**.
**Step 3:** Per A8.26, the amount is reduced by one IFT column for each positive DRM caused solely by conditions outside the target hex (e.g., hexside/bridge TEM, CX, leadership, BU, Stun). Open Ground has a TEM of 0, and the target hex's terrain TEM (A8.26 EX#1 shows woods +1 TEM does *not* reduce resid) is not a "condition outside the target hex." FFMO/FFNAM negative DRMs never reduce resid (A8.26). So no reduction applies.
**Calculation:** 8 FP → half → 4 FP, no positive outside-TEM reduction → **4 Residual FP**.
References:
- (A7.21) Point Blank Fire — doubles Small-Arms FP when adjacent
- (A8.2) Residual Firepower — half the highest IFT FP column used
- (A8.26) Effect of DRM on Residual FP — positive outside-the-hex DRMs reduce by one column each; hex TEM does not reduce
JUDGE REASONING
[Calculation] The question asks for a specific FP value. The model’s final answer exactly matches the expected answer: 4 Residual FP. It correctly calculates 4 FP doubled for PBF to 8 FP, then halves that to 4 Residual FP, and its extra note about no Open Ground DRM does not contradict the expected result.
Which DRM are specific to Defensive First Fire attacks?
EXPECTED
FFNAM and FFMO are Defensive First Fire-specific DRM. For ordnance, relevant To Hit Case J family applications tied to movement are also part of Defensive First Fire context, subject to their normal exceptions.
MODEL RESPONSE
**Answer:** The DRM specific to Defensive First Fire attacks are the -1 FFNAM (First Fire Non-Assault Movement) and -1 FFMO (First Fire Movement in the Open) DRM, plus all To Hit Case J DRM for ordnance (except the Motion-vehicle sub-case per D2.4).
---
References:
- **(A8.13)** "The -1 DRM for FFNAM/FFMO apply only to Defensive First Fire attacks, as do all To Hit Cases of J [EXC: vehicle in Motion; D2.4] of the Target Hit Determination DRM (C6.1) for ordnance."
- **(A4.6)** Infantry that has moved without using Assault Movement is subject to a -1 FFNAM DRM; a further -1 FFMO DRM applies to units moving in the open, but not when combined with another effective protective TEM or LOS Hindrance.
- **(C6.1)** Case J adds a +2 DRM for ordnance firing at a Dashing target or a vehicle that entered a new hex/used VBM/is/was in Motion during that Player Turn.
- **(D2.4)** A vehicle in Motion status is considered a moving target but is the explicit exception — Case J does ***not*** apply to a vehicle in Motion for Defensive First Fire purposes.
JUDGE REASONING
[Explanation] The response includes all key concepts from the expected answer: FFNAM and FFMO as Defensive First Fire-specific DRM, and the ordnance To Hit Case J family as also applying in the Defensive First Fire context with the normal exception noted. It matches semantically and even provides accurate supporting detail.
If an MMC moves with non-assault movement into a hex with SMOKE and where they can claim Wall Advantage (WA), what would be the DRM for an IFT attack against them
EXPECTED
Final DRM = +3; +2 [SMOKE] + 2 [Wall Advantage] -1 [First Fire Non-Assault Movement]
MODEL RESPONSE
**Answer:** The DRM is the wall/hedge TEM (e.g., +1 or +2) plus the SMOKE Hindrance (e.g., +2 or +3) minus 1 for FFNAM, because SMOKE is cumulative with hexside TEM for a unit claiming WA. The exact total depends on the wall/hedge type and SMOKE strength.
---
A unit moving with non-assault movement into a hex where Wall Advantage is available will be subject to the following modifiers on the IFT DR:
**If the unit claims WA** (or is forced to by Mandatory WA, B9.323):
- Receives wall/hedge TEM (e.g., +1 hedge, +2 wall) per B9.31.
- Does **not** receive in-hex TEM (B9.31: "A target unit claiming WA does not receive in-hex TEM").
- SMOKE Hindrance is **cumulative** with the wall/hedge TEM (B9.31: "The wall/hedge TEM is not cumulative with positive TEM of other terrain in that hex, although it is cumulative with LOS Hindrances and SMOKE").
- **−1 DRM** for FFNAM (non-assault movement; A4.32).
So the total DRM = (wall/hedge TEM) + (SMOKE Hindrance) − 1 (FFNAM).
**If the unit does not claim WA** (only possible if the hex provides in-hex TEM ≥ +1, otherwise WA is mandatory per B9.323):
- Receives in-hex TEM instead (plus SMOKE).
- FFNAM −1 still applies.
- Wall/hedge TEM not used.
**Mandatory WA note:** If the hex has no in-hex TEM of at least +1 (e.g., Open Ground with SMOKE), the unit **must** claim WA under B9.323 (SMOKE is a Hindrance, not a TEM), so the first scenario applies.
References:
- (B9.31) Wall/hedge TEM cumulative with SMOKE, not with in-hex TEM for WA claimant
- (B9.323) Mandatory WA when no in-hex TEM ≥ +1
- (A4.32) FFNAM −1 DRM for non-assault movement
JUDGE REASONING
[Calculation] This is a specific DRM question, so the final value must match exactly. The expected answer is a final DRM of +3 (+2 SMOKE +2 WA -1 FFNAM). The model gives a variable/formula answer and explicitly says the exact total depends on wall/hedge type and SMOKE strength, so it fails to provide the required fixed final DRM and does not match the expected answer.
Where may a unit withdrawing from Melee move to, and what destination restrictions apply?
EXPECTED
A withdrawing unit must enter an adjacent Location that is Accessible under normal Advance Phase conditions (even if requiring CX). It may carry only IPC or less in PP. It cannot withdraw into a Location occupied by a Known enemy unit. If it withdraws into a Location containing a concealed enemy unit (that is not a Dummy), the withdrawing unit is automatically eliminated. A successfully withdrawing unit retains concealment if it withdraws into a non-Open Ground Location.
MODEL RESPONSE
**Answer:** A unit withdrawing from Melee must move to an adjacent Location that is Accessible under normal APh conditions (even if this requires becoming CX). The destination cannot be currently occupied by a Known enemy unit, and the unit may carry only ≤ its IPC.
---
Step 1: The destination must be an **adjacent Location** that is **Accessible** to the withdrawing unit under normal APh conditions (A11.21). This includes offboard hexes (A2.6 Q&A), and the unit may need to become CX if the MF cost is ≥4 MF or all of its available non-Double Time MF (A4.72; A11.21).
Step 2: The **destination cannot be currently occupied by a Known enemy unit** (A11.21). If the unit withdraws into a concealed enemy's (not Dummy) Location, it is eliminated automatically, and that enemy unit(s) forfeits concealment (A11.21).
Step 3: The withdrawing unit may carry only **≤ its IPC** (A11.21). SMC and MMC may combine their IPCs (A4.42 Q&A).
Step 4: If the withdrawing unit was previously concealed, it **retains that concealment** only if it withdraws into a **non-Open Ground Location** (A11.2; A12.14).
References:
- (A11.2) Withdrawal from Melee — general procedure
- (A11.21) Withdrawal Mechanics — adjacent, Accessible, no Known enemy, IPC limit
- (A4.72) Advance vs. Difficult Terrain — CX rules for withdrawal
- (A12.14) Concealment loss — withdrawing into Open Ground removes "?"
JUDGE REASONING
[Explanation] The model response covers all key concepts from the expected answer: adjacent accessible Location under normal Advance Phase conditions, may require CX, PP limited to IPC or less, cannot withdraw into a Location with a Known enemy unit, automatic elimination if entering a Location with a concealed non-Dummy enemy, and concealment retained only in a non-Open Ground Location. It even adds extra accurate detail, which does not contradict the expected answer.
If a 5-4-8 MMC with assault fire attacks in the Advanced Fire Phase, what is the attack value?
EXPECTED
4 FP. In the AFPh the squad's 5 FP is halved to 2.5; Assault Fire then adds +1 (=3.5) and the fraction is rounded up, giving 4 FP. (Assumes the target is within the squad's normal range of 4.)
MODEL RESPONSE
**Answer:** The 5-4-8 squad's attack value in the Advanced Fire Phase is **4 FP**.
---
**Step 1:** In the AFPh, all inherent FP is halved (A7.24).
5 ÷ 2 = 2.5.
**Step 2:** A squad with Assault Fire capability adds +1 FP after all modifications, then rounds up (A7.36).
2.5 + 1 = 3.5 → rounded up (FRU) = 4.
**Calculation:** (5 ÷ 2) + 1 = 3.5, FRU = 4 FP.
Note: Assault Fire is not applicable at Long Range or with Opportunity Fire (A7.36). This answer assumes a target within Normal Range.
References:
- (A7.24) AFPh Halving — all Small Arms FP is halved in the Advancing Fire Phase
- (A7.36) Assault Fire — add 1 FP after all modification, then FRU
JUDGE REASONING
[Calculation] This is a specific FP calculation, and the model’s final answer exactly matches the expected answer: 4 FP. It also gives the correct procedure: halve 5 FP to 2.5 in AFPh, add +1 for Assault Fire to get 3.5, then round up to 4, with the normal-range assumption noted.
If a unit, while making an Assault Movement Move, is attacked by Defensive First Fire from a squad where the LOS goes through an Orchard hex, what is the DRM modifier to the attack?
EXPECTED
+1 DRM for each orchard hex the LOS crosses, and nothing else. FFNAM does not apply because the target is using Assault Movement; the -1 FFMO that would normally apply to a unit moving in Open Ground is negated because an orchard (a LOS Hindrance) lies between firer and target; and each orchard hex crossed adds +1. Net: +1 per orchard hex.
MODEL RESPONSE
**Answer:** The attack receives a +1 DRM for each orchard hex the LOS passes through between the firer and the target (per same-level LOS Hindrance rules). Because the target is using Assault Movement, the −1 FFNAM DRM does **not** apply. No other DRM from the orchard (e.g., FFMO negation) changes this.
---
The key modifiers break down as follows:
- **Orchard LOS Hindrance (B14.21):** Each orchard hex between the same-level firer and target adds a +1 DRM to the attack. Unlike grain, this applies even if the LOS is drawn along the orchard's hexside — the entire hex (including hexsides) is considered orchard (B14.1).
- **Assault Movement & FFNAM (A4.6):** The −1 FFNAM DRM only applies to Infantry that moved *without* using Assault Movement. Since the target *is* using Assault Movement, the −1 FFNAM DRM is not available.
- **FFMO (A4.6 / B14.3):** The orchard is not Open Ground, so it negates FFMO for any fire traced into or through it. However, even if the target were in Open Ground, the orchard qualifies as a "LOS Hindrance feature… between the target and firer" that would prevent FFMO (A4.6). In any case, FFMO is irrelevant here because Assault Movement already disqualifies both FFMO and FFNAM.
**Summary of the DRM from the orchard alone:** +1 for each orchard hex crossed by the LOS. (If the target hex has its own TEM — e.g., woods, building, etc. — that TEM would be added as well, but the question only asks about the orchard modifier.)
JUDGE REASONING
[Calculation] The expected net answer is +1 DRM per orchard hex crossed, with no FFNAM and FFMO negated by the orchard hindrance. The model gives the correct final DRM and correctly explains FFNAM does not apply due to Assault Movement. However, it adds an incorrect claim that Assault Movement itself disqualifies FFMO; FFMO is not barred by Assault Movement, it is negated here because of the orchard LOS hindrance. Since the final value matches but the reasoning contains a rules error, this is only partial.
If a first-line MMC unit is on-top of a Wire counter in Open Ground and in attempting to get beneath the wire counter rolls a dr = 4, will the unit be subject to FFMO and FFNAM?
EXPECTED
Yes. MF expended in an attempt to get beneath the Wire qualify that unit for the FFMO DRM (if in an
otherwise Open Ground hex) and for the -1 First Fire DRM for FFNAM if it expends all of its MF in entering that Location/attempting to get beneath the Wire.
MODEL RESPONSE
**Answer:** Yes, the unit will be subject to both the FFMO DRM (–1) and the FFNAM DRM (–1) when the DEFENDER declares First Fire against it during that MPh. The dr of 4 equals the squad's 4 MF, so it expends all its MF getting beneath the Wire, satisfying the condition for both modifiers.
---
- **FFMO:** The MF expended in attempting to get beneath the Wire qualify for the FFMO DRM "if in an otherwise Open Ground hex" (B26.4). Wire has no TEM (B26.1), and the hex is Open Ground, so the –1 FFMO applies regardless of the dr result.
- **FFNAM:** The –1 FFNAM applies only "if it expends all of its MF in entering that Location/attempting to get beneath the Wire" (B26.4). A first-line MMC has 4 MF (A4.2). The dr of 4 equals its MF capability, so the unit expends all 4 MF and is successfully placed beneath the Wire. Therefore the FFNAM condition is met.
- **No Assault Movement voiding:** If the unit had declared Assault Movement, using all its MF to get beneath the Wire would void that status (B26.4; A4.61), making it subject to FFNAM. The question does not mention Assault Movement, so normal movement is assumed—the FFNAM applies directly.
References:
- (B26.4) Wire — MF expended to get beneath Wire qualify for FFMO/FFNAM
- (A4.2) Basic MF allotment — squad = 4 MF
- (A4.61) Assault Movement voids FFNAM but not FFMO; using all MF voids Assault Movement
JUDGE REASONING
[Calculation] This is effectively a yes/no rules application. The expected answer is Yes, with the key points that MF spent attempting to get beneath Wire qualify for FFMO in Open Ground and for FFNAM if all MF are expended in the attempt. The model response matches that exactly, including that a first-line MMC with 4 MF rolling dr=4 expends all MF, so both FFMO and FFNAM apply.
A broken leader that is not under DM and has a Morale Level of 8 on its broken site is trying to self-rally in open ground. What is the maximum value it can roll and still Rally?
EXPECTED
DR of 7 or less. Start with its Morale Level of 8 and subtract one for self-rally attempt
MODEL RESPONSE
**Answer:** The maximum dice roll (sum of two dice) it can roll and still rally is **7** (modified to 8, equaling its Morale Level).
---
**Step 1: Identify all DRM for this Self-Rally attempt.**
- **Self-Rally DRM:** +1 (A18.11 — Self-Rally always incurs a +1 DRM).
- **DM DRM:** +0 — the leader is *not* under DM, so no +4 applies (A10.62).
- **Terrain DRM:** +0 — open ground does not grant the -1 terrain DRM that woods/building/pillbox/trench provide (A10.61).
- **Leadership DRM:** +0 — a leader's leadership DRM never applies to its own rally attempt (A10.7; also stated in the example in Chunk 5: "A leader's leadership DRM is aided never applies to himself").
**Total DRM = +1.**
**Step 2: Determine the modified DR needed to rally.**
A unit rallies if the modified DR ≤ its broken Morale Level (A10.6). The leader's broken Morale Level is 8.
Modified DR = DR + 1 ≤ 8 → DR ≤ 7.
**Step 3: Maximum roll.**
The highest sum of two dice that is ≤ 7 is **7**.
**Calculation:** 7 (DR) + 1 (Self-Rally DRM) = 8 ≤ 8 (Morale Level). ✓
A roll of 8 would give 8 + 1 = 9 > 8, failing to rally.
---
References:
- (A10.6) Rally — a unit rallies if the modified DR is ≤ its broken Morale Level
- (A10.61) Terrain DRM — a -1 DRM applies for rally attempts in woods/building/pillbox/trench; open ground provides no such DRM
- (A10.62) DM — a +4 DRM applies only if under DM; not applicable here
- (A10.7) Leadership — a leader's leadership DRM cannot be used to enhance its own performance
- (A18.11) Self-Rally — a +1 DRM applies to any Self-Rally attempt
JUDGE REASONING
[Calculation] This is a specific numeric answer. The expected answer is DR 7 or less, and the model explicitly gives 7 as the maximum roll and correctly explains the +1 self-rally DRM against morale 8. Final value matches exactly.
What is the normal Personnel stacking limit per Location without penalty?
EXPECTED
Each side may stack up to three squads or their equivalents plus up to four SMC per Location without penalty.
MODEL RESPONSE
**Answer:** Up to three squads (or their equivalents) plus up to four SMC per Location.
---
Reference:
- (A5.1) INFANTRY/CAVALRY: Each side may stack up to three squads or their equivalents (5.5) plus up to four SMC per Location without penalty. Hexes with multiple vertical Locations within the same horizontal hex parameters have separate stacking limits on each level.
JUDGE REASONING
[Calculation] This is a fact question about the normal stacking limit. The model's response matches the expected answer in substance: three squads or equivalents plus up to four SMC per Location without penalty. It omits 'Each side may,' but that does not change the meaning here.
Can hidden mines and entrenchments be placed in paved road hexes?
EXPECTED
Hidden mines and entrenchments generally may not be placed in paved road hexes due to urban-surface assumptions, with the listed exception for mines in debris.
MODEL RESPONSE
**Answer:** No. Hidden mines and entrenchments may not be placed in paved road hexes, with the sole exception that non-hidden Anti-Tank mines may be placed on paved roads (in full view, per B28.53).
---
**Hidden mines (including A-P mines):** B28.1 explicitly states: "Minefields may not be placed in a bridge, paved road, runway [EXC: Non-hidden A-T Mines; 28.53]..." — so hidden minefields (including all A-P minefields) are prohibited on paved roads.
**Non-hidden A-T mines:** B28.53 provides the exception: "A-T Mines may also be placed on a bridge, paved road, ice, or runway where A-P minefields are not allowed, but they must be in full view (i.e., their presence must be marked with an A-T Mine counter...)." This means A-T mines can be placed on paved roads, but they are placed in full view at setup (not hidden) and are subject to removal rules.
**Entrenchments:** B3.5 states: "Hidden mines [EXC: in debris] and entrenchments may not be placed in a paved road hex due to the urban nature of the terrain." The index reference also notes "Entrenchments NA on Paved, Sunken, or Elevated Road: B27.1."
References:
- (B3.5) Hidden mines [EXC: in debris] and entrenchments may not be placed in a paved road hex
- (B28.1) Minefields may not be placed in a paved road [EXC: Non-hidden A-T Mines; 28.53]
- (B28.53) A-T Mines may be placed on a paved road, but must be in full view
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer of 'No' matches the general rule, and it correctly states the entrenchment prohibition. However, the expected answer specifically includes the exception for hidden mines in debris, while the model instead emphasizes the separate exception for non-hidden AT mines on paved roads and does not clearly include the debris exception as part of the answer. Because the strict final answer is broadly right but misses the expected exception detail, this is partial rather than fully correct.
How many Blind Hexes are created by a level 1 obstacle at a range of 10 hexes for a unit at level 2?
EXPECTED
3 Blind Hexes. 1 [Normal Blind Hex] + 2 [extra Blind Hex for every multiple of five hexes to the obstacle] - 0 [no reduction since elevation advantage is only one level over the obstacle].
MODEL RESPONSE
**Answer:** 3 Blind Hexes — 1 for the full-level obstacle, +2 for the range (10 ÷ 5 = 2), and no reduction because the elevation advantage is only 1 level (not greater than 1).
---
Step 1: A level‑1 obstacle normally creates 1 Blind Hex (A6.4).
Step 2: At a range of 10 hexes, add +2 Blind Hexes — one per full 5‑hex multiple (10 ÷ 5 = 2) (A6.41).
Step 3: The firer is at Level 2, the obstacle is Level 1. Elevation advantage = 2 − 1 = 1 level. A6.42 reduces Blind Hexes only for a full‑level advantage *greater than one* level. Since 1 is not > 1, no reduction applies.
Calculation: 1 + 2 − 0 = 3 Blind Hexes.
References:
- (A6.4) Blind Hexes — one Blind Hex per full‑level height equivalent of the obstacle
- (A6.41) Range Increase — +1 Blind Hex per full 5‑hex multiple of range
- (A6.42) Elevation Advantage — reduce by one for each full level of advantage > one level (minimum one)
JUDGE REASONING
[Calculation] This is a specific numeric answer, and the model’s final value exactly matches the expected answer: 3 Blind Hexes. It also includes the correct breakdown: 1 normal Blind Hex, +2 for range 10, and no reduction for only a one-level elevation advantage.
A squad fires at a target and the LOS passes through two grain hexes. Assuming grain is in season, what is the total hindrance DRM?
EXPECTED
+2 DRM. Each in-season grain hex the LOS passes through provides a +1 Hindrance DRM, and hindrance DRM are cumulative. Two grain hexes = +2 total hindrance DRM.
MODEL RESPONSE
**Answer:** The total hindrance DRM is +2 (+1 per grain hex).
---
Per B15.2, grain in season is a LOS Hindrance that adds a +1 DRM for every grain hex the LOS crosses between firer and target. With two such hexes, the total is +2. The exception cited (A6.7) deals with cases where the LOS crosses two hexes at the same range—only the highest hindrance is counted then—but with no such overlap described here, each hex contributes its +1.
References:
- (B15.2) Grain is a Hindrance adding +1 DRM per grain hex crossed by same-level LOS
- (A6.7) General LOS Hindrance rules; +1 per hex, with a cap when two hexes are at the same range from the firer
JUDGE REASONING
[Calculation] The question requires a specific DRM total. The model’s final answer exactly matches the expected answer: +2 DRM for two in-season grain hexes at +1 each, cumulative. The added rule references do not contradict the expected answer.
A German 5-4-8 and a 9-1 leader engage in close combat against a Russian 4-4-7. What does the German player need to role to fully eliminate the Russian squad?
EXPECTED
Answer: The German attack strength is 6 FP total in CC: 5 FP from the 5-4-8 plus 1 FP from the 9-1 leader, versus the Russian squad’s 4 FP, which gives 3:2 odds after rounding down. On the CCT, 3:2 has a Kill Number of 6, and the 9-1 can apply his -1 leadership DRM, so the German needs a Final CC DR of ≤ 6—i.e., an Original DR of 7 or less—to fully eliminate the Russian 4-4-7; an Original 8 would be reduced to 7 and cause only Casualty Reduction.
References:
- (A11.11) Close Combat Odds Ratio — compare attacker FP to defender FP and round down to the lower CCT odds column; 6 FP vs 4 FP becomes 3:2
- (A11.12) Leader in Close Combat — a leader stacked with the attacking MMC adds his inherent FP and may direct the attack with his leadership DRM; thus the 9-1 adds 1 FP and -1 DRM
- (A11 CCT) Close Combat Table result — at 3:2 odds, a DR below the Kill Number eliminates; a DR equal to it causes Casualty Reduction
MODEL RESPONSE
**Answer:** The German player needs an Original DR ≤ 5 (with the 9-1's −1 leadership DRM, a Final DR ≤ 4) to fully eliminate the Russian 4-4-7. An Original DR of 6 causes Casualty Reduction instead.
---
**Step 1 – Total CC FP:** The 5-4-8 squad contributes its printed FP of 5 (A11.4). The 9-1 leader adds its inherent FP of 1 (A11.14). Total attack FP = 5 + 1 = **6 FP**.
**Step 2 – Odds:** Defender is a 4-4-7 squad (4 FP). Ratio = 6:4 = 1.5:1, rounded down to the nearest CCT column = **1:1** (A11.11).
**Step 3 – Kill Number:** On the 1:1 column the black Kill Number is **5** (A11.11). With the 9-1 leader directing, a −1 DRM applies (A11.141).
**Step 4 – Elimination:** A Final DR < 5 eliminates. With DRM = −1, an Original DR ≤ 5 yields Final DR ≤ 4, which is < 5.
Calculation: Original DR + (−1) < 5 → Original DR < 6 → **Original DR ≤ 5** eliminates.
**Step 5 – Casualty Reduction:** An Original DR of 6 gives Final DR = 5, which equals the Kill Number → Casualty Reduction (Random Selection) on the squad (A11.11).
| Original DR | Final DR (−1) | Result |
|---|---|---|
| 1–5 | 0–4 | Eliminated |
| 6 | 5 | Casualty Reduction |
| ≥7 | ≥6 | No effect |
References:
- (A11.4) CC FP — MMC uses printed FP
- (A11.14) SMC — leader contributes inherent FP of 1
- (A11.11) CC Resolution — Final DR < Kill Number eliminates; = KN causes Casualty Reduction
- (A11.141) Leader — may apply its leadership DRM to the CC DR
JUDGE REASONING
[Calculation] This is a strict fact/calculation question, and the model's final answer does not match the expected answer. The expected result is 3:2 odds for 6 FP vs 4 FP, Kill Number 6, with -1 DRM, so the Germans need an Original DR of 7 or less to eliminate. The model incorrectly rounded 6:4 down to 1:1, used Kill Number 5, and concluded Original DR ≤ 5, so the core calculation and final answer are wrong.
A squad with a morale of 7 takes a 2MC. What is the highest DR that will pass the check?
EXPECTED
5. A 2MC subtracts 2 from the unit's effective morale for that check (7 - 2 = 5). The unit must roll equal to or less than 5 to pass. If a '5' is rolled, then unit passed the MC but is pinned.
MODEL RESPONSE
**Answer:** 5 — a DR of 5 yields a modified result of 7 (5 + 2 = 7), which equals the squad's morale; the squad is pinned but does not break. A DR of 6 would give a modified 8 (> 7), causing a break.
---
A 2MC requires the unit to add 2 to its MC DR (A10.1). Passing the check means the modified DR (DR + 2) is ≤ the unit's Morale Level; rolling exactly equal to Morale Level results in a Pin (not a break). The highest DR satisfying DR + 2 ≤ 7 is 5.
References:
- (A10.1) Morale Check — "the number which the player must roll ≤ with two dice in order to succeed"; "Failure of a MC (by rolling > the Morale Level after modification) results in the breaking/Reduction/elimination of the unit."
- (A7.303) For a MC, if the modified DR equals Morale Level, the unit is pinned rather than broken.
JUDGE REASONING
[Calculation] The question asks for a specific highest DR. The model's final answer is 5, which exactly matches the expected answer. It also correctly explains that a 2MC effectively requires DR + 2 ≤ 7, so the highest passing DR is 5, and notes that an exact-equal result causes Pin rather than break.
How many MF does it cost for Infantry to enter a graveyard hex?
EXPECTED
1 MF. Infantry enter a graveyard at a MF cost of one regardless of whether the move is made through a road hexside or not.
MODEL RESPONSE
**Answer:** Infantry may enter a graveyard hex at a cost of only 1 MF, regardless of whether they enter via a graveyard road hexside or not.
---
References:
- (B18.41) Infantry enter a graveyard at a MF cost of one regardless of whether they enter via a graveyard road hexside.
JUDGE REASONING
[Calculation] The question asks for a specific MF cost. The model gives exactly 1 MF and includes the key condition that this is true regardless of entry via a road hexside or not, matching the expected answer exactly.
If a half squad is in open ground, but out of LOS of enemy ground units, what does it have to roll on a single die to gain concealment?
EXPECTED
A three or less, because the required dr needs to be less than or equal to five after drm, which in this case is a +2 because of the US# of the half squad is 2
MODEL RESPONSE
**Answer:** The half squad needs to roll a 3 or less on a single die (original dr ≤ 3).
---
A half squad in open ground out of LOS of all enemy ground units falls under **Case K** of the Concealment Table (within 16 hexes of an unbroken enemy ground unit, not in Concealment Terrain, and out of LOS of all unbroken enemy ground units). Per **A12.122**, such a unit can gain concealment only by rolling **≤ 5 on a Concealment Final dr**, which is the original dr modified by DRM.
The modifiers that apply here:
- **+X** where X = US# of the unit: a half-squad has US# **2** (A1.6).
- **−Y** where Y = TEM & Hindrance DRM of the Location: open ground has TEM **0**, so no modifier.
- No leader, no Lax, no Stealthy factors are stated.
Thus the Concealment Final dr = original dr + 2.
For this to be ≤ 5: original dr + 2 ≤ 5 → original dr ≤ **3**.
References:
- **(A12.121)** Concealment Loss/Gain Table — Case K for units out of LOS, not in Concealment Terrain, within 16 hexes of enemy.
- **(A12.122)** Concealment dr — must roll ≤ 5 on Concealment Final dr; lists DRM including +X (US#) and −Y (TEM).
- **(A1.6)** Unit Size Number — Crew/HS = 2.
JUDGE REASONING
[Calculation] This is a specific die-roll answer. The model gives the exact required result: 3 or less on a single die, matching the expected answer. It also correctly explains the +2 US# modifier for a half-squad in open ground, leading to final dr ≤ 5.
What is an Abrupt Elevation Change and when does it occur?
EXPECTED
An Abrupt Elevation Change occurs when a unit enters two or more levels while crossing one non-cliff hexside. For example, going from a level 0 hex to a level 2 hex across a single hexside. Abrupt Elevation hexsides have special movement costs and restrictions.
MODEL RESPONSE
**Answer:** An Abrupt Elevation Change occurs when a unit enters two or more levels while crossing a single non-cliff hexside (B10.5). This triggers cumulative movement costs for each intermediate level and can restrict certain vehicle/cavalry movements via Double-Crest hexsides (B10.52).
---
An Abrupt Elevation Change (B10.5) happens when a unit crosses a hexside and the elevation difference between the two hex centers is two or more levels (e.g., from Level 0 to Level 2 across one hexside). The movement cost is cumulative:
- **Ascending:** Each intermediate level costs **2 MF / 4 MP**; the final level costs its normal COT plus any extra due to terrain in the hex (B10.51).
- **Descending:** Each intermediate level costs **1 MF / 2 MP**; the final level costs its normal COT plus any extra (B10.51).
**Double-Crest hexsides** (B10.52): If the Abrupt Elevation Change involves crossing two hillside Crest Lines of different levels, vehicles may not cross that hexside except via a road, and Cavalry may not charge across it.
References:
- (B10.5) Abrupt Elevation Change — definition
- (B10.51) Movement costs for intermediate and final levels
- (B10.52) Double-Crest hexside restrictions
JUDGE REASONING
[Explanation] The question asks for the definition and occurrence of an Abrupt Elevation Change. The model correctly states the key concept: entering two or more levels while crossing a single non-cliff hexside, with an accurate example (Level 0 to Level 2). It also adds extra correct details about movement costs and Double-Crest restrictions, which do not contradict the expected answer.
A squad carrying 5 PP (IPC 3) has 2 MF available. Can it advance into a Woods hex (cost 2 MF) without becoming CX?
EXPECTED
No. It must become CX. Advance into a hex costing >= 4 MF or 'all of a unit's available non-Double Time MF' causes CX. 2 MF is all its available MF (4 Base - 2 for excess PP = 2).
MODEL RESPONSE
**Answer:** No. The squad cannot advance without becoming CX; it must become CX when advancing into a Woods hex (2 MF) because 2 MF is the entirety of its available MF allotment, making it Difficult Terrain per A4.72.
---
The squad (IPC 3) carrying 5 PP loses 1 MF per excess PP, reducing its MF allotment from 4 to 2 (A4.42). The Woods hex costs 2 MF to enter during the MPh. Per A4.72, an advance into a hex whose MF cost equals "all of a unit's available non-Double Time MF allotment" qualifies as Difficult Terrain. Since 2 MF equals the squad's entire MF allotment, the advance is only possible if the squad becomes CX in the process.
The example in A4.72 directly confirms this exact scenario:
> **EX:** A Russian squad carrying five PP has only two MF and therefore must become CX to advance into a hex requiring two MF to enter during the MPh (unless it is accompanied by a leader who adds two MF and one IPC to the squad; thereby leaving it with five MF).
The "In no case may a unit advance if it retains no MF after deducting for portage costs" clause prevents a unit with *zero* MF remaining from advancing at all — but this squad has 2 MF remaining (after portage deductions), so it may advance, but only by becoming CX.
References:
- (A4.72) Advance vs Difficult Terrain — qualifies when entry cost equals "all" of a unit's available MF; unit becomes CX
- (A4.42) IPC and excess PP penalty — 1 MF lost per PP over IPC
JUDGE REASONING
[Calculation] This is effectively a Yes/No rules application. The expected answer is 'No, it must become CX,' and the model gives exactly that. It correctly applies the MF reduction for excess PP (4 base MF reduced to 2 available MF) and the A4.72 principle that advancing into terrain costing all available non-Double Time MF causes CX. The response matches the expected answer and key rule basis.
What is the TEM for a Fortified stone building Location?
EXPECTED
+4 TEM. The TEM of a Fortified Building Location is one greater than usual. A stone building has +3 TEM normally, so fortified it becomes +4 TEM.
MODEL RESPONSE
**Answer:** The TEM for a Fortified stone building Location is +4.
---
References:
- (B23.921) TEM for a Fortified Building Location is one greater than usual; a stone building becomes +4, a wooden building becomes +3.
JUDGE REASONING
[Calculation] This is a fact question requiring a specific TEM value. The model’s final answer exactly matches the expected answer: a Fortified stone building Location has +4 TEM. It also correctly notes the rule basis that fortification increases building TEM by one.
Can you advance into a fortified building when a defender in the hex is pinned
EXPECTED
Answer: Yes. A pinned defender does not bar entry into a Fortified Building Location, because only an unpinned, Good Order, armed enemy squad/equivalent prevents entry; if the defender is pinned, you may Advance in and Close Combat will occur normally, with the pinned unit’s CC attack FP halved.
References:
- (B23.922) Fortified Building Entry — entry is prohibited only if an unpinned, Good Order, armed enemy squad/equivalent is inside.
- (A4.7) Advance Phase — eligible Infantry may Advance one hex in the APh.
- (A11, pinned in CC example) Pinned unit in Close Combat — advancing into a pinned enemy unit’s Location causes CC, and the pinned unit attacks with halved FP.
MODEL RESPONSE
**Answer:** Yes, you can advance into a Fortified Building Location if the only defender inside is pinned. The restriction in B23.922 only applies to an **unpinned**, Good Order, armed enemy squad (or equivalent). A pinned unit does not satisfy the "unpinned" condition, so the prohibition does not apply.
---
The rule at (B23.922) states:
> Infantry may not enter a Fortified Building Location during any phase if an **unpinned**, Good Order, armed enemy squad (or its equivalent) [EXC: Breach; 23.9221] is inside.
Since the defender is pinned, the "unpinned" qualifier is not met, and the entry prohibition does not apply. The unit may advance in normally (subject to all other normal entry costs and rules for that Fortified Building Location).
References:
- **(B23.922) Fortified Building Entry** — prohibits entry only if an *unpinned*, Good Order, armed enemy squad is inside.
- **(A11.1) Pinned Status** — a pinned unit is not broken but is marked with a Pin counter; it is not "unpinned" per the language of B23.922.
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model's final answer matches the expected answer: yes, you can advance into the fortified building if the defender is pinned. However, it omits a key expected consequence: that Close Combat will occur normally and the pinned unit's CC attack FP is halved. Because the final yes/no is correct but the supporting answer is incomplete relative to the expected answer, this is partial rather than fully correct.
How many Victory Points are captured units/equipment worth at the end of the scenario?
EXPECTED
Captured units/equipment are worth double their normal VP to their captor at game end [EXC: captured Chinese Guns/vehicles are quadrupled].
MODEL RESPONSE
**Answer:** At scenario end, captured units/equipment are worth **double** their normal VP value to their captor, with the exception of captured Chinese Guns/vehicles which are worth **quadruple**.
---
Rule (26.22): *"As soon as the scenario has ended, captured [units/equipment] are worth double their normal VP to their captor [EXC: at end, the VP value of captured Chinese Guns/vehicles is quadrupled]."*
During play (including for immediate Victory Conditions), captured units/equipment are worth only their normal VP value — the doubling applies only at scenario end.
References:
- (26.22) Victory Points — Captured units at scenario end
JUDGE REASONING
[Calculation] The question asks for a specific VP value rule. The model’s answer exactly matches the expected answer: captured units/equipment are worth double normal VP at scenario end, except captured Chinese Guns/vehicles, which are worth quadruple. Extra context about during-play VP does not contradict the expected answer.
Can a half track enter debris
EXPECTED
Answer: No, a half-track may not enter debris. Only fully-tracked AFVs are allowed to enter debris hexes, expending 1/4 of their MP allotment and making a Bog Check with a +1 DRM. Infantry expend 2 MF to enter debris, but half-tracks are not permitted to enter debris terrain.
References:
- (37.3) Debris MF/MP Costs and Vehicle Entry Restrictions — Only fully-tracked AFVs may enter debris; half-tracks may not.
- (C11.2) Vehicle Movement and Terrain Restrictions — Details on vehicle types allowed in debris and movement costs.
【2:37.3†tmpj9pk8wye.txt】
MODEL RESPONSE
**Answer:** No, a half-track cannot enter a Debris hex. Only fully-tracked AFVs may enter Debris.
---
**Rule:** Per (37.3), "The only vehicle type that may enter debris is a fully-tracked AFV." A half-track is a half-tracked vehicle, not a fully-tracked AFV, and therefore is prohibited from entering a Debris Location.
References:
- (37.3) MF/MP for Debris — explicitly restricts entry to fully-tracked AFVs only
- (B6.1) Inherent Terrain — Debris is Inherent Terrain, so its entry restrictions apply to all units
JUDGE REASONING
[Calculation] This is effectively a binary Yes/No question. The model’s final answer matches the expected answer exactly: a half-track may not enter debris. It also includes the key supporting concept that only fully-tracked AFVs may enter debris. The extra citation to B6.1 is unnecessary but not contradictory.
If a defender fires a panzerfaust at a tank that is moving in the MPh and the tank is only visible for 1MP, then what is the target-based to-hit DRM?
EXPECTED
+4 DRM because of Case J2: Defensive First Fire vs. Moving Vehicle.... Case J (+2) +2 = +4
MODEL RESPONSE
**Answer:** +4 — Case J2 (Limited Aim) applies because the panzerfaust is Defensive First Fire at a moving vehicle that has expended ≤1 MP in the firer's continuous LOS. Case J2 is the combination of Case J (+2) plus an additional +2, for a total target-based DRM of +4. Case J1 is not used when J2 applies.
---
The panzerfaust uses the C3 To Hit Table as ordnance (C13.3) and is subject to the standard Target-Based Hit Determination DRM in C6.
- **Case J** (C6.1): +2 for a moving vehicle.
- **Case J2** (C6.12): Since this is Defensive First Fire and the target has expended **≤1 MP** in the firer's continuous LOS, add Case J2 = Case J (+2) plus (+2) = **+4**. Case J2 supersedes Case J1 (C6.12: "Case J1 is not applicable to Case J2").
References:
- (C13.3) Panzerfaust uses the C3 To Hit Table.
- (C6.1) Case J — +2 for moving vehicular target.
- (C6.12) Case J2 — +4 total when the moving vehicle has expended ≤1 MP in the firer's continuous LOS.
JUDGE REASONING
[Calculation] This is a strict fact question asking for the target-based TH DRM. The expected answer is +4 due to Case J2, and the model's response gives exactly +4 with the correct rule basis (Case J +2 plus an additional +2 under J2 for a moving vehicle visible for only 1 MP).
What is assault fire?
EXPECTED
Assault Fire is a capability of squads armed primarily with SMG/semi-automatic rifles, shown by an underscored FP factor. Such a squad using its inherent FP during the AFPh adds +1 FP to its Small Arms attack after all other modification of its FP, with any remaining fraction then rounded up. The bonus does not apply to Opportunity Fire or Long Range Fire.
MODEL RESPONSE
**Answer:** Assault Fire is a capability of squads with an underlined FP factor (representing SMG/semi-automatic rifles) that allows them to add +1 FP to their inherent Small Arms Fire attack during the Advancing Fire Phase (AFPh), after all other modifications, with fractions then rounded up.
---
**Key details from A7.36:**
- **Who has it:** Squads identified by an **underlined FP factor** on their counter (e.g., 6-6-6, 5-4-8).
- **When it applies:** Only during the **Advancing Fire Phase (AFPh)**.
- **How it works:** After applying all other modifications to the squad's inherent FP (halving for AFPh, doubling for PBF, halving for concealment, etc.), add **+1 FP**, then round any fraction **up**.
- **Not applicable to:** Opportunity Fire or Long Range Fire.
- **Still applicable to:** Pinned firers and Spraying Fire in the AFPh.
**Example from the rulebook:** A 6-6-6 squad firing at a target four hexes away in the AFPh has 4 FP: 3 (AFPh halved from 6) + 1 (Assault Fire) = 4.
References:
- (A7.36) Assault Fire — full rule text and examples
JUDGE REASONING
[Explanation] The model response matches all key concepts in the expected answer: it identifies Assault Fire as applying to squads with an underscored/underlined FP factor, explains that it adds +1 FP to inherent Small Arms fire in the AFPh after other FP modifications, notes rounding up of fractions, and correctly states that it does not apply to Opportunity Fire or Long Range Fire. Extra details are consistent and do not contradict the expected answer.
When can transfers of SW/Guns occur?
EXPECTED
During the RPh, at the start of their APh, or as a result of the creation of a sub-unit from an MMC
MODEL RESPONSE
**Answer:** Transfers of SW/Guns between different Good Order, unpinned units in the same Location may only occur during the Rally Phase (RPh), at the start of the Advance Phase (APh), or as a result of a MMC creating a sub-unit (e.g., Deploying). A unit that performs a transfer in the RPh cannot perform any other RPh action (such as Rallying, Recombining, or Scrounging) in that same phase, with the exception of transferring a Prisoner, which does not penalize the unit's other RPh/APh activities.
---
**Step 1 — Permitted phases for transfer (A4.431):** Voluntary transfer (rearranging possession) between different Good Order unpinned units in the same Location is allowed only:
- **During a RPh** (Rally Phase)
- **At the start of their APh** (Advance Phase)
- **As a result of the creation of a sub-unit from a MMC** (e.g., when a squad Deploys into half-squads)
**Step 2 — Restrictions on who can transfer (A4.431):** Both the giving and receiving unit must be Good Order and unpinned. Transfer is NA between Crest-status units and units IN a Depression (unless the terrain exceptions for Wire or Panji apply).
**Step 3 — Phase-action limit (Q&A A4.431; Q&A A3.1 & A4.431):** A unit that transfers a SW in the RPh may not perform any other RPh action (Rally, Recombine, Scrounge, Repair, etc.) in that same RPh. This also means a leader cannot transfer a SW in the RPh and then attempt to Rally.
**Step 4 — Prisoner transfer exception (Q&A A3.1, A4.431 & A20.5):** Transferring a Prisoner (which follows the same procedure as a SW transfer per A20.5) is treated differently — it does **not** penalize either unit's APh/RPh capabilities, so a unit could transfer a prisoner AND still perform other RPh/APh activities in the same phase.
**Step 5 — Dropping vs. Transferring (A4.43):** Note that "dropping possession" is distinct from "transferring." A unit may drop possession of a SW/Gun at no MF cost during its MPh (without needing to move), during its APh, or at the start of a CCPh (to Withdraw from Melee). A dropped SW becomes unpossessed and must later be Recovered (A4.44), not transferred.
References:
- (A4.431) Transfer — permitted phases and eligibility
- (A4.43) Dropping possession — separate from transfer
- (A20.5) Prisoner transfer — exception to the single-action limit
JUDGE REASONING
[Explanation] The question asks when transfers of SW/Guns can occur. The model explicitly states all key concepts from the expected answer: during the Rally Phase, at the start of the Advance Phase, and as a result of creating a sub-unit from an MMC. The extra details about restrictions and exceptions do not contradict the expected answer.
A German Squad with an HMG that has firepower of 7 leaves a fire lane. What would the fire lane residual fire power be in the adjacent hex and in the hex two hexes away?
EXPECTED
Answer: A 7 FP German HMG places a 4 FP Fire Lane, because Fire Lane FP is the standard IFT column one step left of the MG’s normal FP column; for 7 FP that is 4 FP. That Fire Lane exerts 8 FP in ADJACENT hex due to PBF doubling there; otherwise it exerts 4 FP in non-adjacent Fire Lane hexes, so two hexes away it would be 4 FP.
References:
- (A9.22) Fire Lane — Fire Lane Residual FP is one standard IFT column left of the MG’s normal FP column
- (A7.371) Column Shifts — a 7 FP German HMG places a 4 FP Fire Lane
- (A9.222) Residual FP — adjacent hex gets doubled reduced FP by PBF; non-adjacent Fire Lane hexes use normal Fire Lane Residual FP
MODEL RESPONSE
**Answer:** In the adjacent hex (PBF) the Fire Lane residual FP is **8 FP**; in the hex two hexes away it is **4 FP**.
---
**Step 1:** An HMG has 7 FP. On the IFT, the rightmost column whose listed FP does not exceed 7 is the **6 FP** column (A7.3).
**Step 2:** A Fire Lane's Residual FP equals the FP column **one column to the left** of the MG's normal IFT FP column (A9.22). Shifting left from the 6-column gives the **4 FP** column.
**Step 3:** PBF doubles the reduced FP **in the ADJACENT hex** (A9.22 EXC:).
- Adjacent hex: 4 FP × 2 = **8 FP**
- Hex two hexes away (not adjacent): base = **4 FP**
**Calculation:**
Normal column = 6 → one left = 4 (base FL FP).
Adjacent: 4 × 2 = 8. Non-adjacent: 4.
References:
- (A7.3) Resolution — use rightmost IFT column whose FP ≤ total adjusted FP
- (A9.22) Fire Lane — Residual FP equals one column left of MG's normal IFT column; PBF doubles that in the ADJACENT hex
- (A9.222) Fire Lane Residual FP — example confirms PBF doubles in adjacent hex (4 FP in adjacent, 2 FP further out)
JUDGE REASONING
[Calculation] The question asks for specific FP values in two hexes. The model's final answers exactly match the expected answer: 8 FP in the adjacent hex and 4 FP two hexes away. It also provides the key rule basis that a 7 FP HMG creates a 4 FP Fire Lane and that PBF doubles it in the adjacent hex.
What is the DRM modifier for a critical hit on a squad in a wooden building?
EXPECTED
Answer: A Critical Hit reverses the target’s TEM (C3.7), so the wooden building’s normal +2 TEM becomes a −2 DRM to the IFT (i.e., −2).
MODEL RESPONSE
**Answer:** -2 DRM. On a Critical Hit, the wooden building's normal +2 TEM is reversed to a -2 DRM on the IFT resolution.
---
References:
- (C3.71) Resolution vs Non-Armored Target — any positive TEM is reversed and applies as a negative DRM to the IFT DR; exceptions (higher-building-level TEM, pillbox NCA TEM, SMOKE, Hindrance) do not apply here.
- (B23.3) Building TEM — brown (wooden) buildings have a TEM of +2.
- (C3.7) Critical Hit definition — a well-placed hit that increases damage chances.
JUDGE REASONING
[Calculation] The question asks for a specific DRM. The expected answer is -2 because a Critical Hit reverses the wooden building’s +2 TEM to a -2 DRM. The model gives exactly -2 DRM and explains the TEM reversal correctly.
How does Berserk status change morale and break/pin behavior?
EXPECTED
Berserk units use a base morale of 10, do not break normally, and on failed MC suffer Casualty Reduction instead. They ignore many normal morale-control effects (including cowering and most pinning) subject to listed exceptions.
MODEL RESPONSE
**Answer:** Berserk units raise their Morale Level to 10 (automatically rallying if broken) and never break or pin from normal Morale Checks — instead, failing a MC causes Casualty Reduction (CR). They are immune to PAATC, LLMC/LLTC, Cowering, and almost all Pin results, with only five specific exceptions: PF/ATMM Checks, Minimum Move, Wounds, and Collapsed huts.
---
**Morale Changes (A15.42):**
- Base Morale Level becomes **10** (never lowered by any cause).
- A broken unit that goes berserk is **automatically rallied** (A15.4).
- Berserk units **never receive** the leadership benefit of a friendly leader.
**Break/Pin Behavior (A15.42):**
- Failing a Morale Check (MC) → **not broken**; instead suffers **Casualty Reduction (CR)**. On a Original 6,6 (12), a berserk squad undergoes **CR twice** (Q&A A15.42).
- Never takes a **PAATC** or **LLMC/LLTC**.
- **Never breaks, cowers, or becomes pinned** due to normal fire attacks.
- The only ways a berserk unit can break or become pinned are:
1. PF/ATMM Checks (C13.31, C13.7)
2. Minimum Move (A4.134)
3. Wounds (A17.2)
4. Collapsed huts (G5.5)
**Other Automatic Effects (A15.42):**
- Automatically loses **CX, TI, Concealment, or pinned status** upon going berserk.
**Movement Context (A15.431):**
- Berserk units have **8 MF** (cannot be increased except road bonus/downhill skiers; Wounded have 3 MF).
- Must charge the nearest Known enemy unit; cannot use Assault Movement or move in the APh.
References:
- (A15.42) Morale Level 10, fail MC → CR not break, immunity to PAATC/LLMC/LLTC/break/pin/cower
- (A15.4) Broken unit becomes berserk → auto-rally
- (A15.431) 8 MF, charge requirements, SW abandonment
JUDGE REASONING
[Explanation] The model response matches the key concepts in the expected answer: Berserk units use morale 10, do not break normally, and failed MCs cause Casualty Reduction instead. It also correctly states that Berserk units ignore many normal morale-control effects such as cowering and most pinning, while noting exceptions. The extra details (auto-rally, specific exceptions, movement context) are additional correct context and do not contradict the expected answer.
If a squad is Assault Moving into open ground with Smoke that is under attack by a Fire Lane, what is the DRM for that attack?
EXPECTED
DRM = 0. There is no DRM modifier for SMOKE for a fire lane, but the Smoke does cancel FFMO.
MODEL RESPONSE
**Answer:** The Fire Lane attack is resolved with a net **0 DRM**. The squad gets no positive TEM, FFNAM does not apply (Assault Movement), FFMO is negated by the Smoke, and the Smoke Hindrance DRM does not apply to Fire Lane attacks.
---
Step 1: **Target Hex TEM** — Open Ground has no TEM (0).
Step 2: **FFNAM** — A unit using Assault Movement is *not* subject to the -1 FFNAM DRM (A4.61). → Not applicable.
Step 3: **FFMO** — A unit using Assault Movement in Open Ground *is* normally subject to the -1 FFMO DRM (A4.61). However, Smoke in the target hex negates FFMO (A24.2: "FFMO does not apply to any target shrouded by SMOKE"). → Not applicable.
Step 4: **Smoke Hindrance** — A9.22 explicitly states that SMOKE Hindrance does *not* affect LOS for Fire Lane placement/attack purposes. The Q&A at A9.22 & A24.2 confirms: "Does SMOKE Hindrance DRM...apply to a Fire Lane attack (other than negating FFMO)? A. No." → Not applicable.
Calculation: 0 (Open Ground) + 0 (no FFNAM) + 0 (FFMO negated by Smoke) + 0 (Smoke Hindrance NA for Fire Lanes) = **0 DRM**.
**References:**
- (A4.61) Assault Movement — subject to FFMO but not FFNAM
- (A24.2) SMOKE Effects — FFMO does not apply to a target shrouded by SMOKE; but FFNAM does
- (A9.22) Fire Lane — SMOKE Hindrance does not affect LOS for Fire Lane attacks
- (A9.22 & A24.2 Q&A) — SMOKE Hindrance DRM does not apply to Fire Lane attacks [EXC: negating FFMO]
JUDGE REASONING
[Calculation] The question asks for a specific DRM, and the model gives the exact expected result: 0 DRM. It also correctly states the key reasons: Assault Movement avoids FFNAM, Smoke cancels FFMO, and Smoke Hindrance does not apply to Fire Lane attacks. This matches the expected answer.
What is a Casualty MC and when is it triggered by die roll?
EXPECTED
If an unbroken Personnel unit rolls an Original 12 during a MC, it suffers Casualty Reduction and is broken (or eliminated if not subject to breaking) after any unit Replacement which may also be required by ELR Failure (19.13). If a broken unit rolls an Original 12 during a MC, it is eliminated. See D5.341 for Inherent Crews
[EXC: A hero/berserk-leader is wounded and must add +1 to his Wound Severity dr as if already wounded (17.11); see G1.14 forJapanese squads]
MODEL RESPONSE
**Answer:** A Casualty MC occurs when any Personnel unit rolls an **Original DR of 12** (before any modifications) while taking a Morale Check. For an *unbroken* unit this causes Casualty Reduction and the unit becomes broken; for an *already broken* unit it causes elimination.
---
**References:**
- **(A10.31) CASUALTY MC:** "If an unbroken Personnel unit rolls an Original 12 during a MC, it suffers Casualty Reduction and is broken (or eliminated if not subject to breaking)." Also: "If a broken unit rolls an Original 12 during a MC, it is eliminated."
- **A10.31** further specifies that this occurs *after* any unit Replacement which may also be required by ELR Failure (A19.13).
- The effect of Casualty Reduction (per the rulebook tutorial text and A7.302) is: wounds a SMC (perhaps mortally), eliminates a crew or Half Squad, and Reduces a squad to a Half Squad.
JUDGE REASONING
[Explanation] The response captures the core rule and trigger exactly: a Casualty MC is caused by an Original 12 on a Morale Check, with unbroken personnel suffering Casualty Reduction and breaking, and broken personnel being eliminated. It also includes the ELR/replacement timing detail from the expected answer. It omits the specific hero/berserk-leader and Japanese exceptions, but the main rule and key concepts are fully covered, so this is correct.
What LOS conditions must the firing units meet to potentially establish Encirclement on a target Location?
EXPECTED
Encirclement requires two or more non-Aerial units firing consecutively in the same PFPh, DFPh (not MPh), or AFPh at Normal Range or less. The firers' LOS must enter the target Location through: (a) opposite hexspines, (b) paths with exactly three target-hex vertices between them in both clockwise and counter-clockwise directions, or (c) any three non-contiguous hexsides. Firing at a different target in the interim breaks the Encirclement claim. Ordnance must secure a hit; other firers must exert enough FP to possibly inflict at least a NMC.
MODEL RESPONSE
**Answer:** For a non-upper-level Encirclement, each firing unit's LOS must enter the target Location through either opposite hexspines, exactly three target-hex vertices apart (clockwise and counter-clockwise), or any three non-contiguous hexsides relative to the other firer(s). For a single Fire Group, all hexside/hexspine crossings of the FG's LOS are counted together. An upper-level Encirclement (A7.72) uses a different condition based on path-to-ground-level blockage rather than LOS geometry.
---
The specific LOS-entry conditions are enumerated in **A7.7**:
- **Condition (a) — Opposite hexspines:** The LOS of each attacker enters the target Location through hexspines that are directly opposite each other across the target hex (i.e., the firers are on opposite sides).
- **Condition (b) — Three target-hex vertices apart:** When you count the target-hex vertices between the two firers' LOS entry points, you get exactly three vertices in both the clockwise *and* counter-clockwise directions.
- **Condition (c) — Three non-contiguous hexsides:** The attacks enter through any three hexsides that do not share a common vertex.
**Per A7.71**, a single Fire Group can cause Encirclement because all hexside/hexspine crossings of the FG's combined LOS count together; they need not be separate attacks.
**Additional LOS-related conditions from A7.7:**
- All attacking units must be non-Aerial and at **≤ Normal Range**.
- The attacks must be **consecutive** during the same PFPh, DFPh (not MPh), or AFPh, and must not be interrupted by fire at a different target.
- Ordnance must secure a hit; non-ordnance firers must collectively exert enough FP (accounting for possible Cowering) to potentially inflict at least a **NMC**.
**Upper-level exception (A7.72):** For a unit in an upper building level, Encirclement is based on inability to trace a path free of enemy units/Blaze to ground level — a completely different condition from the LOS geometry above.
References:
- (A7.7) Encirclement — LOS entry conditions a, b, c; range ≤ Normal Range; consecutive fire; FP ≥ potential NMC for non-ordnance
- (A7.71) FG Encirclement — all LOS hexside crossings of a single FG count together
- (A7.72) Upper Level Encirclement — path-to-ground condition, not LOS geometry
JUDGE REASONING
[Explanation] The response includes all key concepts from the expected answer: consecutive fire by two or more non-Aerial units in the same PFPh/DFPh/AFPh (not MPh), at Normal Range or less; the LOS-entry geometry options of opposite hexspines, exactly three vertices apart in both directions, or any three non-contiguous hexsides; interruption by firing at a different target breaks the claim; and the ordnance hit / sufficient FP for possible NMC requirement. It also adds correct extra context about Fire Groups and upper-level Encirclement without contradicting the expected answer.
What is the DR modifier when a Hero fires an MG?
EXPECTED
The DR modifier is zero because the +1 to To Hit or IFT DR from firing the machine gun alone is offset by the -1 Heroic DRM.
MODEL RESPONSE
**Answer:** The net DR modifier is **0** — the hero adds +1 for using a two-man weapon (the MG) but that is negated by his inherent -1 heroic DRM, resulting in no net modifier. He fires at full FP.
---
**Calculation:**
+1 (for using a MG normally requiring two men) −1 (heroic DRM) = **0 net DRM**
**References:**
- **(A15.23)** WEAPONS USE: "a hero uses a MG (at full FP) or other SW normally requiring two men to fire by adding +1 to its To Hit or IFT DR as appropriate (which is negated by the heroic DRM)."
- **A15.23 Official Q&A:** "A15.23 Is a MG considered a SW normally manned by two men? So, does a Hero possessing a MG and firing within the MG's normal range, fire at full effect or as Area Fire?, fire with 0 DRM or -1 DRM? A. Yes. Full strength. +1-1=0."
- **Support Weapon Chart Note D** (as updated by J7 errata): "D. Hero fires by adding 1 to MG IFT DR (using full FP) or TH DR"
JUDGE REASONING
[Calculation] This is a specific DRM/value question, and the model gives the exact expected answer: net DR modifier 0. It also correctly explains that the +1 for a Hero firing an MG is offset by the Heroic -1 DRM. This matches the expected answer fully.
What DRM must be added to a Rally attempt for a unit under Desperation Morale (DM), assuming no other modifiers?
MODEL RESPONSE
**Answer:** A +4 DRM must be added to the Rally DR for a unit under Desperation Morale (DM).
---
The rule explicitly states that DM "does require a unit attempting to rally to add a +4 DRM (plus any leadership, terrain, and/or Self-Rally modification)" (A10.62). With no other modifiers present, the DM penalty is exactly +4.
Reference:
- **(A10.62)** Desperation Morale — a broken unit under DM adds a +4 DRM to its Rally attempt.
JUDGE REASONING
[Calculation] This is a specific fact/number question, and the model’s final answer exactly matches the expected answer: +4 DRM. It also provides supporting rule context, so it is fully correct.
If a 5-4-8 with assault fire, fires at a range of 5 hexes in the advanced fire phase, what will its IFT attack value be?
EXPECTED
1 FP, with no Assault Fire bonus. Range 5 is beyond the 5-4-8's normal range of 4, so this is Long Range Fire and Assault Fire is not applicable. The 5 FP is halved for long range (2.5) and halved again for AFPh fire (1.25), resolved on the 1 FP column.
MODEL RESPONSE
**Answer:** 1.25 FP, resolved on the 1 FP column of the IFT. The attack is at Long Range (range 5 > normal range 4), halving FP from 5 to 2.5, then halved again for AFPh to 1.25. Assault Fire is not applicable at Long Range, so no +1 is added.
---
- **Step 1 – Long Range Fire (A7.22):** Normal Range = 4; range 5 > 4, so FP is halved. 5 ÷ 2 = 2.5.
- **Step 2 – AFPh Fire (A7.24):** Small Arms FP is halved in the AFPh (unless Opportunity Fire). 2.5 ÷ 2 = 1.25.
- **Step 3 – Assault Fire (A7.36):** Assault Fire adds +1 FP after all other modification, *"The Assault Fire bonus is not applicable to… Long Range Fire"*. Since the attack is at Long Range, Assault Fire does not apply.
**Calculation:** 5 ÷ 2 (long range) ÷ 2 (AFPh) = 1.25 → 1 FP column (standard IFT).
References:
- (A7.22) Long Range Fire — FP halved beyond Normal Range
- (A7.24) AFPh Fire — Small Arms FP halved in the AFPh
- (A7.36) Assault Fire — +1 FP after all modification, then round up; NA at Long Range
JUDGE REASONING
[Calculation] This is a strict fact/calculation question asking what the IFT attack value will be. The expected answer is 1 FP (on the 1 FP column), with explanation that the intermediate math becomes 1.25. The model gives the intermediate value '1.25 FP, resolved on the 1 FP column,' which does not strictly match the final attack value requested. It correctly explains long range, AFPh halving, and no Assault Fire bonus, so the reasoning is strong, but the stated final value is not the exact expected IFT attack value.
What does B16.6 state about marsh hexes adjacent to a flooded stream or river?
EXPECTED
If a stream/river is flooded, marsh hexes adjacent to it (or connected by a continuous chain of marsh hexes) are treated as stream/river hexes instead. If the stream/river is dry or fordable, those marshes are treated as mudflats.
MODEL RESPONSE
**Answer:** B16.6 states that when a stream/river is flooded, all marsh hexes adjacent to or connected to it by a continuous string of marsh hexes are treated as stream/river hexes instead (though B16.43 still applies as if they were Marsh).
---
References:
- (B16.6) WATER DEPTH: The scenario-defined water depth of a stream/river can alter the effects of a marsh. When a stream/river is flooded, all marsh hexes adjacent to or connected to the stream/river by a continuous string of marsh hexes are treated as stream/river hexes instead (16.43 still applies as if they were Marsh). If the stream/river is dry/fordable respectively, they are treated as mudflats.
The official Q&A for B16.6 (in combination with B16.8 & E3.72) further clarifies that if Ground Snow is present, such a marsh becomes river, which then becomes Ice due to the Ground Snow.
JUDGE REASONING
[Explanation] The model response includes the key concepts from B16.6: flooded stream/river causes adjacent or continuously connected marsh hexes to be treated as stream/river hexes, and it also correctly includes the dry/fordable case where they are treated as mudflats. The extra note about B16.43 and the Q&A is additional correct context and does not contradict the expected answer.
If a 6-6-6 directed by an 8-1 leader fires into a wooden building (with no hindrances) at range of 7, what will the IFT attack value be and the DRM modifier?
EXPECTED
The 6 FP is resolved on the 3 FP column with a net +1 DRM. Range 7 exceeds the 6-6-6's normal range of 6, so it is Long Range Fire and the 6 FP is halved to 3. A wooden building gives +2 TEM (a +2 DRM on the IFT); the directing 8-1 leader gives -1; net DRM = +1.
MODEL RESPONSE
**Answer:** The attack resolves on the **2 FP column** with a **+1 DRM** (wooden building +2, leader -1).
---
**Step 1: Adjusted Firepower**
- The 6-6-6 squad has FP 6, with a normal range of 6 (the middle number of its printed factors).
- Range to target = 7 > normal range, so **Long Range Fire** applies: FP halved (A7.22).
- Calculation: 6 ÷ 2 = **3 FP**.
- On the IFT, 3 FP rounds down to the **2 FP column** (columns are 1, 2, 4, 6…).
**Step 2: DRM**
- Wooden building provides a **+2 TEM** (B23.3).
- The 8-1 leader provides a **-1 Leadership DRM** (A7.531).
- No other hindrances, FFMO/FFNAM, or other DRMs apply.
- Calculation: +2 (TEM) − 1 (leadership) = **+1 DRM**.
**References:**
- (A7.22) Long Range Fire — FP halved when range > unit's printed Normal Range
- (A7.531) Leadership DRM — leader directing a FG applies his DRM to the IFT DR
- (B23.3) Wooden buildings have a TEM of +2
JUDGE REASONING
[Calculation] This is a strict calculation/fact question. The expected answer is 3 FP on the 3 FP column with a net +1 DRM. The model correctly computed Long Range Fire and the net DRM of +1, but gave the wrong IFT column (2 FP instead of 3 FP). Because the final attack value/column does not match the expected answer, it is incorrect.
Can a vehicle gain Control of a building?
EXPECTED
No. A vehicle (or its PRC) can never gain Control of a building, but may gain Control of its Location/hex if that Location is devoid of armed enemy units.
MODEL RESPONSE
**Answer:** No. Per A26.11, a vehicle (or its PRC) can never gain Control of a building.
---
The rule explicitly states in A26.11: *"A vehicle (or its PRC) can never gain Control of a building, but may gain Control of its Location/hex as per 26.12."* A non-bypassing armed vehicle can prevent the opponent from gaining Control of a building, but it cannot itself claim building Control. While a vehicle can temporarily gain Control of the Location (and possibly the hex) it occupies under A26.12, this does not extend to building Control. Only an armed Good Order Infantry MMC (at a non-rooftop, non-subterranean level) can gain Control of a building (A26.11, A26.14).
References:
- (A26.11) Gaining Control — vehicle cannot gain Control of a building
- (A26.12) Vehicular Control — vehicle can only gain temporary Location/hex Control
- (A26.14) Building Control — only armed Good Order Infantry MMC can gain building Control
JUDGE REASONING
[Calculation] This is effectively a binary Yes/No question. The model’s final answer matches the expected answer: a vehicle cannot gain Control of a building. It also correctly includes the key nuance that a vehicle/PRC may gain Control of its Location/hex, which aligns with the expected answer.
A 5-4-8 squad moves 1 hex and then fires in the AFPh at an adjacent target. What is the total FP?
EXPECTED
6 FP. Base 5. PBF x2 = 10. AFPh /2 = 5. Assault Fire (underscored FP) +1 = 6.
MODEL RESPONSE
**Answer:** The squad's total FP is 6.
---
Step 1: Base FP = 5 (printed on counter).
Step 2: Adjacent target = Point Blank Fire (PBF), doubling FP: 5 × 2 = 10 (A7.21).
Step 3: Advancing Fire Phase halves FP: 10 ÷ 2 = 5 (A7.24).
Step 4: The 5-4-8 squad has an underscored FP factor, qualifying for Assault Fire (A7.36). In the AFPh, it adds +1 FP after all other modifications, then rounds up: 5 + 1 = 6.
Calculation: 5 × 2 = 10; 10 ÷ 2 = 5; 5 + 1 = 6 FP.
References:
- (A7.21) PBF — FP doubled for an adjacent target
- (A7.24) AFPh Fire — FP halved
- (A7.36) Assault Fire — underscored FP squad adds +1 FP after all modification, then round up
JUDGE REASONING
[Calculation] This is a strict numeric question, and the model's final answer exactly matches the expected answer: 6 FP. It also provides the correct calculation sequence: base 5, doubled for PBF to 10, halved in AFPh to 5, then +1 for Assault Fire to reach 6.
What TEM does a graveyard hex provide?
EXPECTED
A graveyard hex provides +1 TEM to fire traced into it.
MODEL RESPONSE
**Answer:** A graveyard hex provides a +1 TEM to any fire traced into it.
---
**Reference:**
- (B18.3) A graveyard hex has a TEM of +1 to any fire traced into it.
JUDGE REASONING
[Calculation] This is a fact question asking for a specific TEM value. The model's response exactly matches the expected answer: a graveyard hex provides +1 TEM to fire traced into it.
What is Cowering, and what are its immediate effects on an Infantry fire attack?
EXPECTED
Cowering occurs when an IFT attack's Original DR is Doubles and no leader is directing that attack. Its immediate effect is to resolve the attack one column to the left on the IFT (two columns left for Inexperienced personnel; an attack already on the lowest column is reduced to no effect). The cowering unit and all of its SW are also immediately marked with a Prep or Final Fire counter. Cowering does not affect fire from a SMC, berserk/Fanatic unit, ordnance, OBA, or any vehicular fire.
MODEL RESPONSE
**Answer:** Cowering is a penalty that occurs when an IFT attack rolls Original "Doubles" without a leader directing the attack, causing the attack to be resolved one column lower on the IFT (two columns lower for Inexperienced troops). Additionally, the cowering unit (and all its SW) is automatically marked with a Final Fire or Prep Fire counter as appropriate.
---
Cowering is defined in rule (A7.9). Its effects on an Infantry fire attack are:
1. **Trigger:** The IFT resolution DR results in Original "Doubles" (e.g., 2,2; 3,3; etc.) and no leader is directing the attack.
2. **Column Shift:** The attack is resolved on the next lower column of the IFT. For Inexperienced Personnel (A19.33), this penalty is doubled to a two-column shift.
3. **Minimum Column:** An attack on the lowest column that cowers is reduced to no effect at all, though a malfunction result can still occur.
4. **Fire Counter:** Any unit that cowers (as well as all of its SW, regardless of whether it was using its inherent FP) is automatically marked with a Final Fire or Prep Fire counter as appropriate.
5. **Fire Group:** If a Fire Group cowers, Random Selection determines which unit(s) (and its SW) become marked with that counter.
6. **Exemptions:** Cowering does **not** affect fire from SMC, berserk or Fanatic units, Fire Lanes, IFE, Canister, Aircraft, British Elite and First Line units, Finns, Sniper, ordnance, OBA, any form of vehicular fire, CC, or DC resolution. Conscripts also have an exception (A25.7).
References:
- (A7.9) COWERING — full rule text and effects
- (A19.33) Inexperienced Personnel — doubled cowering penalty
- (A25.7) Conscripts — cowering exception
JUDGE REASONING
[Explanation] The response correctly states the core trigger for cowering (Original DR doubles with no leader directing), the immediate IFT effect (shift one column left/lower, or two for Inexperienced personnel, with no effect if already on the lowest column), and the immediate marking of the cowering unit and its SW with Prep/Final Fire. It also correctly notes the main exemptions including SMC, berserk/Fanatic, ordnance, OBA, and vehicular fire. The extra details about fire groups and additional exemptions do not contradict the expected answer.
In a Russian scenario (May 1942) where the Russian Order of Battle contains only one leader (an 8-0), may the Russian player replace that 8-0 with a 9-0 Commissar?
EXPECTED
No. A25.22 forbids beginning a scenario with more Commissars than other (non-Commissar) leaders in the OB. With only the single 8-0 leader in the OB, replacing it with a 9-0 Commissar would leave one Commissar and zero other leaders—more Commissars than other leaders—which is not allowed. At least one additional non-Commissar leader would have to remain in the OB to permit one Commissar.
MODEL RESPONSE
**Answer:** No. The Russian player cannot replace that solo 8-0 leader with a 9-0 Commissar because doing so would leave the OB with more Commissars (1) than other (non-Commissar) leaders (0), which the rule itself prohibits.
---
The rule at A25.22 states:
> At the start of any scenario … during or prior to 10/42, the Russian player may replace up to one 8-0 leader with a 9-0 Political Commissar … **provided the scenario is not begun with more Commissars than other leaders in the OB.**
May 1942 is within the permitted timeframe, and an 8-0 leader exists to be replaced, so the first two conditions are satisfied. However, the restriction "not begun with more Commissars than other leaders" acts as a cap.
- "Other leaders" means non-Commissar leaders (Commissars are still leaders, but the comparison is Commissars vs. *other* leaders).
- The OB contains only one leader total — an 8-0. If that 8-0 is replaced by a Commissar, the final OB has 1 Commissar and 0 other leaders (1 > 0). That violates the condition.
Therefore the replacement is not permitted.
References:
- (A25.22) Commissar — replacement allowed only if the scenario is "not begun with more Commissars than other leaders"
- (A25.22 Q&A) Confirms multiple Commissars are possible, but does not override the "more Commissars than other leaders" restriction
JUDGE REASONING
[Calculation] This is effectively a Yes/No rules fact question. The model’s final answer exactly matches the expected answer: No. It also gives the key rule basis from A25.22, correctly explaining that replacing the only 8-0 would leave 1 Commissar and 0 non-Commissar leaders, which is forbidden.
What is the Heroic DRM and when does it apply?
EXPECTED
A hero gives a -1 DRM to eligible attacks he participates in (or a FG he is part of), within the rule's range/weapon limits. It can stack with other applicable DRM as allowed, but does not apply in situations explicitly excluded by the rule (such as FT/DC attacks).
MODEL RESPONSE
**Answer:** The Heroic DRM is a -1 DRM applied to IFT/CC resolution dice rolls. It applies to a hero individually, or to any Fire Group (FG) the hero is part of, provided the hero is firing at Normal Range of either his inherent FP or his weapon counter. It also applies to Sniper checks and Clearance attempts. It is cumulative with leadership/additional hero DRMs but is NA for FT (Flamethrower) and DC (Demolition Charge) attacks.
---
**Details from A15.24:**
- **The modifier:** The hero/FG he is part of "may deduct one from its IFT/CC resolution DR" (i.e., a -1 DRM).
- **Range condition:** The hero must be firing at **Normal Range** of either his inherent FP or his weapon counter.
- **Cumulative:** This DRM is cumulative with any applicable leadership DRM and/or additional heroes present in the same attack.
- **No location restriction:** Unlike a leader, a hero's IFT DRM is **not** contingent on being in the same Location with all other members of the FG.
- **Stealthy:** A hero is always considered Stealthy (beneficial for ambush/CC purposes).
- **Clearance attempts:** The hero may use his DRM for Clearance attempts.
- **Cowering:** A hero's participation does **not** exempt other members of a FG from Cowering.
- **Exclusions:** The heroic DRM is **NA** for Flamethrower (FT) attacks and Demolition Charge (DC) attacks.
**Heroic Leader restriction (A15.21):** A heroic leader may not combine his heroic DRM with his leadership DRM. He uses one or the other, not both.
**Weapon use interaction (A15.23):** When a hero fires a MG (at full FP) or other SW normally requiring two men, he adds +1 to its To Hit or IFT DR, which is negated by the heroic DRM (net +0). When firing a non-MG SW, he applies a -1 DRM to its To Hit or IFT DR (like a leader). When firing a Gun ≤ 82mm as if captured, his heroic DRM does not apply.
**Sniper checks:** The Sniper Check DRM table lists a -1 for Hero, matching A15.24's effect.
References:
- (A15.24) Heroic DRM — full rule text
- (A15.21) Heroic leader cannot combine heroic DRM with leadership DRM
- (A15.23) Weapons Use by heroes
JUDGE REASONING
[Explanation] The response correctly identifies the core rule: a hero provides a -1 DRM to his own eligible attack or a Fire Group he joins, subject to normal range/weapon limits, and it correctly notes exclusions like FT/DC and that it can stack in some cases. However, it adds several extra claims not present in the expected answer, and some are potentially overbroad or inaccurate for this question (e.g., saying it applies generally to all CC resolution DR, Sniper checks, and various weapon/To Hit situations). Since the main concept is right but the answer includes questionable extensions beyond the expected scope, it is best graded as partial rather than fully correct.
What attack penalty applies when a side fires from an overstacked Location?
EXPECTED
Units attacking from or within a Location currently overstacked by their side must add +1 to IFT/CC DR (or +1 To Hit DR for ordnance) for each vehicle and squad-equivalent (FRU) above normal stacking limits.
MODEL RESPONSE
**Answer:** All units attacking from or within a Location that their side has currently overstacked must add +1 to their IFT/CC/To Hit DR for each vehicle and squad-equivalent (FRU) by which they exceed normal stacking limits.
---
References:
- (A5.12) ATTACK PENALTY: All units attacking from or within a Location which their side has currently overstacked must add one to their IFT/CC DR (or +1 to their To Hit DR for ordnance) for each vehicle and squad equivalent (FRU) by which they exceed normal stacking limits.
JUDGE REASONING
[Calculation] This is effectively a fact/rule-specific question. The model’s answer matches the expected rule: +1 attack penalty for each vehicle and squad-equivalent (FRU) above normal stacking limits, applying to IFT/CC DR and To Hit DR for ordnance. Wording differences are immaterial and do not change the meaning.
If squad A is on the ground floor and shares a common hexside with squad B, which is on the first floor of the building, are the squads considered ADJACENT?
EXPECTED
No, because to be ADJACENT, squad A would need to be able to advanced in APh into the location of Squad B, which isn't possible in this case.
MODEL RESPONSE
**Answer:** No. Two units in adjacent hexes of the same building are ADJACENT only if they are on the same level or are vertically connected by a stairwell (which only connects levels within the same hex). Ground floor and first floor in adjacent hexes do not meet either condition.
---
The controlling rule is **(B23.25) ADJACENT BUILDING HEXES**: "A unit in a building is ADJACENT to an adjacent building level of the same building only if both are on the same level [EXC: Rowhouse; 23.71], or are vertically connected by a stairwell (printed or inherent)." Since Squad A is on the ground floor and Squad B is on the first floor, they are on **different levels**. A stairwell connects levels within the **same hex**, not between different hexes, so there is no vertical stairwell connection between their Locations. The rule's own example illustrates this: "The ground level of 1X3 is not in the LOS of the 1st level of W4. Therefore, the broken unit in level 1 of W4 is under no obligation to rout despite the presence of the enemy unit in X3." This confirms the two Locations are **not ADJACENT** and have no LOS to each other.
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question, and the model’s final answer matches the expected answer: No. Its explanation is consistent with the core rule concept that these Locations are not ADJACENT because the unit could not Advance into the other unit’s Location in this situation. Although it uses rule-language about building levels/stairwells rather than the exact expected phrasing, it does not contradict the expected answer.
if i throw a DC in the advance fire phase against AFV how it is resolved
EXPECTED
Answer: Throwing a DC in the Advancing Fire Phase is resolved immediately on the 30‑FP IFT and attacks both the target Location and the thrower’s Location (separate DRs); a Thrown DC adds +2 DRM (+3 if thrown from a non‑stopped/motion vehicle or by Cavalry) and the thrower’s Location uses the separate +3/+4 thrown‑DC DRM when its IFT is resolved (A23.6) . When the target is an AFV, the thrown +2/+3 DRM (and the AFPh +1 DRM) apply to the DC’s Position DR used vs the AFV (not as a normal IFT TEM); AFPh also adds +1 DRM unless the thrower is an Opportunity Firer, so you resolve the Position DR per C7.346 to determine effects on the AFV and any vulnerable PRC (A23.6; A23.62; C7.346) .
MODEL RESPONSE
**Answer:** A Thrown DC in the AFPh against an AFV is resolved by making a DC Position DR (with a +1 AFPh DRM in addition to the usual Thrown DC and other modifiers). The Position DR result determines whether a TK attempt or a collateral attack on vulnerable PRC occurs, while the thrower's Location is also attacked separately on the IFT with a +1 DRM (+3/+4 base) for the AFPh.
---
**Step 1 — Predesignation:** The DC must be predesignated as being made against the AFV (A23.5).
**Step 2 — DC Position DR (C7.346):** Instead of a normal IFT attack, a DC Position DR is made. The +2 Thrown DC DRM (+3 from Motion/Non-Stopped vehicle/Cavalry; see A23.6 exception) and the +1 AFPh DRM (A23.62) both apply to this Position DR, not to an IFT DR.
**Cumulative Position DRMs (C7.346):**
| DRM | Condition |
|---|---|
| +2 | Non-Stopped or Motion or concealed AFV Target |
| +2 | Thrown DC (+3 if from Motion/Non-Stopped) |
| +1 | Thrown through hull front Target Facing |
| +1 | AFV target is CE |
| **+1** | **Thrown in AFPh (unless by Opportunity Firer)** |
| +1 | CX |
| −1 | Thrown through hull rear Target Facing |
| −1 or −2 | Case B TK Modification (inversely) |
| −2 | Immobile or OT AFV target (each) |
| −2 | Vehicle target in Bypass in same hex |
**Step 3 — Position DR Result (C7.346):**
| DR | Result |
|---|---|
| ≤5 | Optimally Positioned; use Aerial AF; make TK DR on C7.34 DC column |
| 6–8 | Successfully Positioned; use normal AF; make TK DR |
| 9–11 | Poorly Positioned; no effect vs AFV itself; Specific Collateral Attack vs vulnerable PRC only |
| ≥12 | No effect vs AFV or its PRC; Area Fire attack vs other unarmored units in the Location (and vs Thrower's Location per A23.6) |
**Step 4 — Thrower's Location (A23.6, A23.62):** The thrower's Location is also attacked immediately on the 30 FP IFT column with a +3 DRM (+4 from Motion/Non-Stopped vehicle/Cavalry), plus the AFPh's +1 IFT DRM (unless thrown by an Opportunity Firer). The base +2 Thrown DC DRM does NOT apply to the thrower's Location IFT DR — it only applied to the AFV's Position DR.
**Step 5 — If Position DR is ≤8:** A TK DR is made on the C7.34 HE & Flame To Kill Table using the DC column with the AF determined by the Position result. On a 9–11 result, only the vulnerable PRC are attacked (Specific Collateral Attack). On a ≥12 result, neither the AFV nor its PRC are affected.
References:
- (A23.5) DC vs AFV — predesignation required
- (A23.6) Thrown DC — +2/+3 DRM applies to Position DR vs AFV
- (A23.62) AFPh Thrown DC — +1 Position DRM vs AFV instead of IFT DRM
- (C7.346) DC Position DR Table and full DRM list
JUDGE REASONING
[Explanation] The model response captures the key concepts from the expected answer: a Thrown DC in AFPh vs an AFV is resolved via a DC Position DR rather than a normal IFT attack on the AFV; the Thrown DC +2/+3 DRM and the AFPh +1 DRM apply to that Position DR; the result determines TK/collateral effects on the AFV/vulnerable PRC; and the thrower’s Location is also attacked separately on the 30-FP IFT with the special thrown-DC DRM. It also correctly notes the AFPh +1 exception for Opportunity Fire. Extra detail does not contradict the expected answer.
When may a unit voluntarily break?
EXPECTED
At the start of RtPh, a unit may voluntarily break (even if pinned) if it is within LOS and Normal Range of an armed, unbroken, Known enemy ground unit and/or adjacent to an unbroken enemy ground unit, and if breaking would not immediately cause Reduction/elimination.
MODEL RESPONSE
**Answer:** A non-broken unit may voluntarily break at the start of its own Rout Phase if it is within LOS and Normal Range of an armed, unbroken Known enemy ground unit (A10.532), or is ADJACENT to any unbroken enemy ground unit. It may do so even if pinned, but only if breaking will not cause its immediate Reduction or elimination (including due to Failure to Rout or Surrender based on current Known enemy units).
---
### When Voluntary Break is Allowed
- **Timing:** At the start of the *unit's* Rout Phase — i.e., the attacker completes all its routs first, then the defender may conduct voluntary breaks at the start of the defender's RtPh (A10.41 Q&A).
- **Eligible units:** Any unbroken (but not berserk) ground unit, including those with a "Pinned" marker.
- **Required enemy presence:** The unit must be in both the LOS and Normal Range (per A10.532) of a **Known, armed, unbroken** enemy ground unit, **or** ADJACENT to any unbroken enemy ground unit (regardless of range) (A10.41).
- **Immediate elimination restriction:** The voluntary break is prohibited if it would cause the unit's **immediate Reduction or elimination**. This includes:
- Cases where the unit would currently be subject to **Failure to Rout** (even later in that same RtPh) due to current Known enemy units (A10.41 Q&A);
- Cases where the unit would be forced to **Surrender** immediately upon breaking (A20.21) (A10.41/A20.21 Q&A).
### Special Considerations
- **Japanese Reduced-Strength Squads:** A reduced-strength IJA squad *may* voluntarily break, because G1.132 treats the replacement by a broken half-squad as an "exchange," not a "Reduction" (A10.41/G1.132 Q&A).
- **Voluntary Rout (Leaders):** A non-berserk, non-pinned leader already stacked with a broken unit may elect to *voluntarily rout* with it (A10.711) — this is a separate action from the MMC's voluntary break described above.
### References
- **(A10.41)** Voluntary Break — conditions, timing, and the "no immediate Reduction/elimination" limitation
- **(A10.532)** Definition of Normal Range for Interdiction (used to define "Normal Range" in A10.41)
- **(A10.711)** Voluntary Rout — leaders may rout with a broken unit
- **(A20.21)** Surrender — triggers that would prevent voluntary break if surrender would follow immediately
JUDGE REASONING
[Explanation] The model response matches the expected rule: it gives the correct timing (start of RtPh), allows voluntary break even if pinned, requires LOS and Normal Range of an armed, unbroken, Known enemy ground unit and/or adjacency to an unbroken enemy ground unit, and includes the prohibition if breaking would immediately cause Reduction/elimination. Extra details about sequencing, surrender, Japanese squads, and leaders do not contradict the expected answer.
A German Squad with an MMG that has firepower of 5 leaves a fire lane. What would the fire lane residual fire power be in the adjacent hex and in the hex two hexes away?
EXPECTED
Answer: A 5 FP MMG leaves a 2 FP Fire Lane, because Fire Lane FP is one standard IFT column left of the MG’s normal FP; for 5 FP, that shifts from 5 → 4 → 2. In the adjacent hex, PBF doubles that reduced Fire Lane FP to 4 FP; in the hex two hexes away, it remains 2 FP.
References:
- (A7.371) Column Shifts — Fire Lane shifts use standard IFT columns; a 5 FP attack shifts to 2 FP
- (A9.22) Fire Lane — Fire Lane Residual FP is one column left of the MG’s normal IFT FP; adjacent hex gets doubled by PBF
- (A9.222) Residual FP — Fire Lane Residual FP functions as Residual FP, with the adjacent-hex PBF exception illustrated by example
MODEL RESPONSE
**Answer:** The Fire Lane Residual FP is **4 FP in the adjacent hex** (due to PBF doubling) and **2 FP in the hex two hexes away** (the standard "one column to the left" value).
---
**Step 1: Determine the MG's normal IFT FP column.**
A German MMG has a printed FP of 5 (A9.1). On the IFT, the standard columns are 1, 2, 4, 6, 8, 12, etc. (A7.371). A FP of 5 uses the 4 FP standard column (or the 5 incremental column on the IIFT).
**Step 2: Apply the "one column to the left" shift for Fire Lane Residual FP.**
Per A9.22: *"A Fire Lane's Residual FP is equal to the FP column to the left of the FP column normally used by that MG's FP."*
Per A7.371: Column shifts always use standard IFT columns. For a one-column shift from a 5 FP MG: the next-lower standard column is **4**, and then another shift down gives **2 FP**. If using the IIFT, the same rule (A7.371) for an incremental column requires shifting to 4 then to 2.
**Step 3: Apply the PBF exception for the adjacent hex.**
A9.22 states: *"[EXC: PBF doubles the reduced FP in the ADJACENT hex]"*
So the "reduced FP" of 2 is doubled to **4 FP** in the hex adjacent to the MG.
**Step 4: All other hexes along the Fire Lane** (including the hex two hexes away, provided it is within Normal Range and LOS) receive the standard **2 FP**.
References:
- (A9.1) MG counters — FP and Range values
- (A9.22) Fire Lane — Residual FP = one column to the left; PBF doubles in adjacent hex
- (A7.371) Column shifts use standard IFT columns (1, 2, 4, 6, 8, 12…); incremental columns shift twice
JUDGE REASONING
[Calculation] The question asks for specific FP values in two hexes. The model gives the exact expected results: 4 FP in the adjacent hex and 2 FP two hexes away. It also correctly explains that Fire Lane FP for a 5 FP MMG becomes 2 FP via standard IFT column shifts, with PBF doubling only in the adjacent hex.
I am setting up as Defender and Attacker enters from off board. I have concealment counters as part of the order of battle. Do I need to use these concealment counters to conceal my real units or can I keep them exclusively for dummy stacks?
EXPECTED
Answer: No. If the scenario OB gives you a number of “?” counters, you may use any or all of them as Dummy stacks instead of placing them on real units; they are available “to act as Dummies,” and a single such counter cannot simultaneously conceal real units and unconcealed units. Also, if the attacker begins with no forces on board, your eligible non-Dummy units can still receive non-OB-designated concealment after setup, so you are not forced to spend your OB “?” on real units
References:
- (A12.11) Known/Dummy Enemy Unit — OB-designated “?” may be placed by themselves to act as Dummies
- (A12.12) Placement — if one side begins with no forces onboard, the other side may place “?” on all eligible non-Dummy units after setup
MODEL RESPONSE
**Answer:** No, you are not required to use your OB-designated "?" counters to conceal real units. Since the Attacker enters from offboard (and thus begins with no forces on the board), you will be able to place non-OB "?" on all of your real units after setup, so you may keep your OB "?" counters exclusively for dummy stacks if you wish.
---
**Why this works:**
Per **A12.12**, the defender first sets up regular units, then places OB-designated "?" counters (only in red-terrain hexes). Then the opponent sets up. After that, "each unconcealed unit…may have a '?' not designated by the OB placed on it" if it meets LOS/distance conditions. The rule further states: "Therefore, if one side begins with no forces on board, the other side will be able to place '?' on all of its non-Dummy units after placing those units (before the opponent may look at the board)."
Since the Attacker enters from offboard and starts with zero on-board forces, this exception applies to you as the Defender. Your real units will gain concealment from the *non-OB* pool at that point, freeing your OB "?" counters to be used solely as dummies (stacked atop each other per **A12.11**: "those '?' can be placed atop each other to act as Dummies").
References:
- **(A12.11)** KNOWN/DUMMY ENEMY UNIT — OB "?" can be stacked atop each other as Dummies
- **(A12.12)** PLACEMENT — OB "?" placed first (red terrain only); after opponent sets up, non-OB "?" placed on eligible units; exception for side with no forces on board
JUDGE REASONING
[Explanation] The model response matches the expected answer’s key concepts: OB-designated concealment counters are not required to be used on real units, they may be used exclusively as Dummy stacks, and because the attacker begins with no onboard forces the defender’s eligible real units can still receive non-OB concealment after setup under A12.12. It includes the central rules basis and does not contradict the expected answer.
What special sequential CC rule applies to prisoners?
EXPECTED
Prisoners attempting to eliminate their captor resolve all of their CC attacks first under the sequential CC rules.
MODEL RESPONSE
**Answer:** Prisoner CC attacks are sequential — prisoners may make all of their CC attacks before they can be attacked in turn by the survivors and any other enemy units in that Location (A20.55).
---
**The sequential rule from A20.55:** "Prisoner CC attacks are sequential in that the prisoners may make all of their CC attacks before they can be attacked in turn by the survivors and any other enemy units in that Location."
Key details:
- If prisoners attack in a **combined attack** with friendly non-prisoner units, the *entire* combined attack gets the sequential benefit (Q&A to A20.55).
- This sequential priority applies **even when attackers include non-prisoners** attacking alongside the prisoners in the same combined CC attack (Q&A to A20.55).
References:
- (A20.55) ESCAPE — Prisoner CC attacks are sequential; prisoners may make all CC attacks before being attacked in turn.
- (A20.55 Q&A) Sequential benefit applies to combined attacks with friendly non-prisoners as well.
JUDGE REASONING
[Explanation] The model states the core rule that prisoner CC attacks are resolved sequentially and that prisoners make all of their CC attacks before being attacked in return. This matches the expected answer’s key concept that prisoners attempting to eliminate their captor resolve their CC attacks first under sequential CC rules. Extra details about combined attacks do not contradict the expected answer.
Can a broken unit rout towards a unit it can't see?
EXPECTED
Yes. The rout direction restrictions only apply to Known enemy units while the routing unit is in that enemy unit's LOS — a broken unit may rout toward (or even ADJACENT to) an enemy unit it cannot see/is not Known, although if an enemy unit becomes newly Known during the rout, the routing unit must re-figure a new destination from that point.
MODEL RESPONSE
**Answer:** Yes, a broken unit can rout toward a unit it cannot see, because the routing restriction in A10.51 only applies to **Known** armed enemy units. A unit that is not in LOS is not Known, so the prohibition does not apply.
---
The key rule is A10.51:
> **10.51 DIRECTION:** A routing unit may never rout toward a **Known** armed enemy unit (even if that enemy unit is broken or disrupted), while in that enemy unit's LOS, in any way which decreases the range in hexes between the routing unit and the Known armed enemy unit...
The restriction is explicitly limited to **Known** enemy units. A unit the routing unit cannot see (no LOS) is not Known, and therefore the "may never rout toward" restriction does not apply. The broken unit is free to rout in that direction.
This is further supported by an official Q&A under A10.51:
> **A10.51** A German and a Soviet unit are both broken and in LOS of each other, then the German unit starts rout and routs out of LOS. Can the Soviet unit now rout towards that last position where the German unit was in LOS...?
> **A.** Yes it may rout.
Once the German unit left LOS, it was no longer Known to the Soviet unit, so the Soviet unit could rout toward that position.
Note, however, that if the broken unit enters a hex during its rout that does give it LOS to that previously unseen enemy unit (making it Known), all normal routing restrictions (cannot move toward it, cannot end ADJACENT to it, etc.) immediately apply for the remainder of that RtPh.
References:
- (A10.51) Direction — prohibition applies only to Known armed enemy units
- (A10.51 Q&A) A unit may rout toward a position that held an enemy unit that has left its LOS
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer matches the expected answer: yes, a broken unit may rout toward an enemy unit it cannot see because rout direction restrictions apply only to Known enemy units in LOS. It also includes the important caveat that if the enemy becomes newly Known during the rout, restrictions then apply/recalculation is needed. That aligns with the expected answer.
In Close Combat, two 4-6-7 squads (total 8 FP) attack one 4-6-7 squad (4 FP). What odds column on the CC Table is used?
EXPECTED
The 2-1 column. The two attacking squads combine for 4 + 4 = 8 FP versus the defender's 4 FP, giving 8:4 = 2:1, an exact 2-1 odds column on the Close Combat Table.
MODEL RESPONSE
**Answer:** The attack is resolved on the **2-1** column of the Close Combat Table.
---
The raw ratio is 8:4, which rounds down to the nearest odds column printed on the CCT — **2-1** (A11.11). The Kill Number on the 2-1 column is **7** (black Kill Number; red KN would be 9 if Hand-to-Hand CC were in effect).
References:
- (A11.11) Close Combat resolution — odds are the ratio of attacking FP to defending FP, rounded down to the nearest column on the CCT.
- (A11.4) Each squad contributes its printed FP in CC (4-6-7 = 4 FP).
JUDGE REASONING
[Calculation] This is a specific odds-column question, and the model's final answer exactly matches the expected answer: 8 FP vs 4 FP = 2:1, so the 2-1 CC Table column is used. The extra detail about kill numbers and references does not contradict the answer.
How is Ambush determined in Close Combat, and what are its immediate effects?
EXPECTED
In qualifying CC situations, each side makes an Ambush-status dr with applicable drm; if one side is at least 3 lower, it gains Ambush. The ambushing side gets favorable CC modifiers and attacks first in that Location for that CC resolution context, while the ambushed side loses concealment and suffers corresponding disadvantages.
MODEL RESPONSE
**Answer:** Ambush is determined by both players making a single dr (with each side applying its own DRM). If one player's dr is at least three less than the other's, that player gains Ambush. The immediate effects are: the ambushing side gets a -1 DRM to its CC attacks and a +1 DRM to attacks against it (lasting until Melee), it may retain concealment until it attacks, and the ambushed side loses all concealment. Additionally, the ambushing side may choose to withdraw from the Location before any CC attacks are resolved (or after its attacks, before Melee).
---
**Step 1 — Eligibility:** An Ambush can occur when Infantry advances into CC (unless reinforcing a Melee) in a woods/building Location or with/against a concealed unit(s) (A11.4).
**Step 2 — Determination:** Each player makes one dr (not a 2d6 DR). All applicable DRM are applied to each player's dr. If either player's modified dr is at least three less than the other's, that player has succeeded in ambushing his opponent (A11.4). If neither side qualifies, no Ambush occurs.
**Step 3 — DRM applied to the Ambush dr** (A11.4; each DRM applies once per side regardless of how many units qualify):
| DRM | Cause |
|-----|-------|
| +2 | Cavalry, Vehicle, or in Pillbox |
| +2 | Above Bank counter |
| +1 | Above Panji counter |
| +1 | BU or Stunned AFV (each such vehicle) |
| +1 | CX, Lax, broken, pinned, or berserk (each such unit) |
| +1 | ATTACKER in Jungle, Kunai, Bamboo |
| -1 | Stealthy unit(s) |
| -2 | Concealed unit(s) |
| +x | Leadership modifier of best unpinned Good Order leader (unless alone per A10.7 or if any of the force is berserk) |
**Step 4 — Immediate Effects** (A11.4):
1. **Combat DRM:** The ambushing side receives a -1 DRM to its CC attacks and imposes a +1 DRM on CC attacks made against it. These DRM persist until the Location becomes a Melee (next Player Turn).
2. **Concealment:** The ambushing side may keep its concealment in CC until it attacks (and even after attacking if it eliminates all enemy units it attacked). The ambushed side immediately loses all concealment.
3. **Ambush Withdrawal (A11.41):** Any Infantry (unless pinned/berserk/Disrupted) that is part of the ambushing force may either:
- Decline CC entirely (before any attacks) by withdrawing into an Accessible Location, or
- Resolve its CC attacks, then withdraw automatically (still before Melee occurs).
**References:**
- (A11.4) Ambush determination and DRM table
- (A11.41) Ambush Withdrawal option
- (A11.19) Concealment rules in CC, including the exception for a successful Ambush
JUDGE REASONING
[Explanation] The response captures the key concepts from the expected answer: Ambush is determined by opposing dr with applicable DRM, success requires one side to be at least 3 lower, and the ambushing side gains favorable CC effects while the ambushed side loses concealment. It also correctly states that the ambushing side attacks first/has CC advantages via DRM and adds extra accurate context on concealment retention and ambush withdrawal. Extra detail does not contradict the expected answer.
When using Subsequent First Fire (SFF), what fire resolution penalty applies and what rule governs the use of MG and IFE?
EXPECTED
SFF is always resolved as Area Fire (halved FP). If using MG or IFE, it is additionally treated as Sustained Fire with further penalties. A unit using SFF must fire all MG/IFE in its possession during the SFF attack, or forfeit their use for the remainder of that Player Turn (barring FPF). A Multiple-ROF weapon cannot fire more than once per SFF attack. Using SFF causes the unit and all its SW/Guns to be marked with a Final Fire counter.
MODEL RESPONSE
**Answer:** Subsequent First Fire (SFF) is always resolved as **Area Fire** (FP halved). If the attack uses a **MG or IFE** it is also treated as **Sustained Fire**, which halves the FP *again* (i.e., quartering the original FP) and lowers the weapon's B# by 2. The rule also requires that during SFF, the unit must fire **all** MG/IFE in its possession or forfeit them for the turn, and a squad **may not split** its inherent FP from its MG/IFE unless it chooses to forgo the SW entirely.
---
**Fire Resolution Penalties for SFF (A8.3):**
| Weapon Type | Penalty | Rule Basis |
|---|---|---|
| Small Arms (inherent FP only) | FP **halved** (Area Fire) | A8.3 + A7.23 |
| MG / IFE | FP **halved** (Area Fire) **+ halved again** (Sustained Fire) = **quartered**; B# **−2** | A8.3 + A9.3 |
- **A8.3** states SFF is conducted "as Area Fire" and that a MG/IFE "is treated as Sustained Fire and penalized accordingly."
- **A9.3** clarifies Sustained Fire: "its B# is lowered by two ... in addition to its FP being halved as Area Fire."
- So for a MG/IFE using SFF, the net FP effect is: Base FP × ½ (Area Fire) × ½ (Sustained Fire) = ¼ Base FP, plus the B# drops by 2.
**MG and IFE Usage Rules During SFF (A8.3):**
- **Must-use-or-lose:** The unit must fire **all** MG/IFE it possesses (up to its normal operation capabilities per A7.35–A7.353) as part of its SFF attack, or forfeit their use for the remainder of that Player Turn (barring FPF).
- **No splitting:** A squad **may not split** its usable inherent FP from its MG/IFE during SFF — it must fire all of them together or choose to forgo the SW entirely (and keep only its inherent FP).
- **Multiple-ROF weapons** cannot be fired more than once per SFF attack.
- **Range restriction:** SFF cannot target a unit farther away than the closest Known enemy unit, nor outside the firer's Normal Range.
- **A7.353** adds that SFF (and FPF/Final Fire) vs **adjacent** units retain **halved inherent FP** regardless of how the SW was used during First Fire.
**References:**
- (A8.3) Subsequent First Fire — Area Fire; Sustained Fire for MG/IFE; must-use-all-or-lose rule
- (A7.23) Area Fire — FP halved
- (A9.3) Sustained Fire — FP halved (as Area Fire) and B# −2
- (A7.353) Inherent FP retained halved vs adjacent targets in SFF/FPF/Final Fire
JUDGE REASONING
[Explanation] The response includes all key concepts from the expected answer: SFF is resolved as Area Fire; MG/IFE during SFF are treated as Sustained Fire with additional penalties; all MG/IFE must be fired during the SFF attack or are forfeited for the rest of the Player Turn; Multiple-ROF weapons cannot fire more than once per SFF attack; and SFF results in Final Fire status. It also adds extra rule detail, but that does not contradict the expected answer.
Is bridge concealment terrain?
EXPECTED
Answer: A bridge is not considered concealment terrain. It is treated as inherent terrain but does not provide concealment benefits.
References:
- (B6.2) Bridge Terrain — inherent terrain, no concealment
- (A12.12) Concealment Terrain — lists terrain types that provide concealment; bridges are not included
- (37.63) Debris on bridges affects LOS but does not make the bridge concealment terrain.
MODEL RESPONSE
**Answer:** No, a bridge is not Concealment Terrain. Only terrain types listed in **red** on the Terrain Chart/Desert Terrain Chart/PTO Terrain Chart qualify as Concealment Terrain (A12.12), and bridges are not printed in red on those charts.
---
**Analysis:**
- **A12.12** states that pre-game "?" counters may be placed only in "Terrain listed in red in the Terrain Chart/Desert Terrain Chart/PTO Terrain Chart." This same "red" designation defines what is Concealment Terrain throughout the game. The note at the bottom of every Terrain Chart reads: *"Terrain listed in RED is Concealment Terrain (A12.12)."*
- The explicit list of Concealment Terrain types (from the index) is: bamboo, bocage, broken ground, brush, cactus patch, cave, cave complex, dense jungle, grain [in-season], light jungle, marsh, olive grove, orchard, paddy [in-season], palm trees, rubble, scrub, swamp, vineyard, woods. **Bridge is absent from this list.**
- **B6.1** defines a bridge as a man-made structure that is an extension of the road. Roads are not Concealment Terrain, and the bridge shares that status.
- **B6.2** notes that bridge counters are Inherent Terrain that create a LOS Hindrance (+1 DRM) but provide no TEM. They are not described as Concealment Terrain anywhere in Chapter B.
- By contrast, rules that *do* explicitly classify a terrain type as Concealment Terrain always say so directly (e.g., Debris (37.1): *"Debris is Inherent Terrain (B.6) and Concealment Terrain (A12.12)"*; Rail Car (32.51): *"A Rail Car hex has a +2 TEM...and is Concealment Terrain (A12.12)."* No such language appears in B6 for bridges.
**References:**
- (A12.12) Concealment Terrain definition — only terrain listed in red on the Terrain Charts qualifies
- (B6.1) Bridges are man-made structures and extensions of roads
- (B6.2) Bridge counters are Inherent Terrain providing a +1 LOS Hindrance
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The expected answer is that a bridge is not concealment terrain, and the model explicitly answers 'No, a bridge is not Concealment Terrain.' Its supporting explanation is consistent with the expected rule basis (A12.12 and bridge rules), with no contradiction.
A 16-firepower Defensive First Fire attack on a hex has a LOS that goes through two grain hexes. What is the Residual Fire Power in the attacked hex?
EXPECTED
4 FP. 16 FP divided by 2 and then shift on the IFT to the left by two columns for the grain hindrances (2 x +1).
MODEL RESPONSE
**Answer:** 4 Residual FP — the 16 FP attack is halved to 8 FP (A8.2), then reduced two IFT columns (one per +1 hindrance DRM from the two intervening grain hexes) to 4 FP (A8.26).
---
Step 1: Residual FP starts at **half** the IFT column used — half of 16 FP = **8 FP** (A8.2).
Step 2: Each grain hex the LOS passes through adds a +1 LOS Hindrance DRM to the attack (B15.2; A6.7). Two grain hexes = **+2 total positive DRM**.
Step 3: Per A8.26, each positive DRM caused by a condition **outside the target hex** (such as intervening LOS Hindrances) reduces the Residual FP by **one IFT column**. The IFT columns in descending order are: …16, 12, 8, 6, 4, 2, 1. Reducing 8 by one column gives **6**, reducing by a second column gives **4**.
Calculation: 16 FP ÷ 2 = 8 FP (A8.2). Then 8 → 6 (first +1 DRM), 6 → 4 (second +1 DRM) (A8.26).
References:
- (A8.2) Residual FP = half the IFT FP column used
- (A8.26) Effect of DRM — each +1 positive DRM from conditions outside the target hex reduces Residual FP by one IFT column
- (B15.2) Grain adds +1 LOS Hindrance DRM per hex
- (A6.7) LOS Hindrances are +1 DRM per hex and are conditions outside the target hex
JUDGE REASONING
[Calculation] The question requires a specific Residual FP value. The expected answer is 4 FP, and the model’s final answer is exactly 4 FP. It also provides the correct rule-based process: halve 16 FP to 8, then reduce two IFT columns for the two grain hindrances to reach 4. Since both the final value and reasoning match, this is correct.
Can a routing unit rout toward a Known armed enemy unit while in that enemy unit's LOS?
EXPECTED
No. A routing unit may not rout toward a Known armed enemy unit while in that enemy unit's LOS [EXC D6.1 "...a broken Passenger may remain in its vehicle free from rout requirements even if enemy units are ADJACENT, in the same hex, or the vehicle is moving toward an enemy unit (even to OVR)]
MODEL RESPONSE
**Answer:** No. A routing unit may never rout toward a Known armed enemy unit while in that enemy unit's LOS — that is, it may not move in any way that decreases the range in hexes between it and that enemy unit.
---
**Supporting Rule (A10.51):**
> *"A routing unit may never rout toward a Known armed enemy unit (even if that enemy unit is broken or disrupted), while in that enemy unit's LOS, in any way which decreases the range in hexes between the routing unit and the Known armed enemy unit [EXC: D6.1]; nor may it move toward such an enemy unit after leaving its LOS during that RtPh..."*
This prohibition applies regardless of whether the enemy unit itself is broken or disrupted. The only exception noted (D6.1) pertains to specific circumstances of rout direction determined at the start of the RtPh — the routing unit generally must still move away from such Known armed enemies while in their LOS.
References:
- (A10.51) DIRECTION — Routing units may never rout toward a Known armed enemy unit while in its LOS
- (A10.51) Additional restrictions: may not move toward such an enemy after leaving its LOS during that RtPh, and if ADJACENT to a Known armed enemy may not rout ADJACENT to that same enemy unit
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer matches the expected answer: No. It also correctly cites the core rule that a routing unit may not rout toward a Known armed enemy unit while in that unit’s LOS, and mentions the D6.1 exception. Extra detail does not contradict the expected answer.
Two 4-6-7 squads and a 9-1 leader fire at a target 7 hexes away in Open Ground. What is the final IFT column and DRM?
EXPECTED
4 FP column, -1 DRM. Range 7 is > Normal Range (6) but <= Double Range (12). Fire is Long Range (halved). 8 / 2 = 4 FP. Leader applies -1 DRM.
MODEL RESPONSE
**Answer:** Final IFT column = **4 FP** with a **−1 DRM** (−1 for the 9-1 leader directing fire; Open Ground TEM is 0).
---
Each 4-6-7 squad has a Normal Range of 6. The target is 7 hexes away, so Long Range Fire halving applies (A7.22): 4 FP → 2 FP per squad, totaling 4 FP. Open Ground provides no TEM. The 9-1 leader directs the Fire Group, applying a −1 DRM to the IFT DR (A7.531). The attack resolves on the 4 FP column with a −1 DRM.
References:
- (A7.22) Long Range Fire — a unit may attack beyond its Normal Range at half FP
- (A7.531) A leader may use his leadership DRM to modify the IFT DR of a FG in the same Location
JUDGE REASONING
[Calculation] The question requires a specific final IFT column and DRM. The model’s final answer exactly matches the expected answer: 4 FP column, -1 DRM. It correctly explains long-range halving at range 7 (>6 and <=12), totals 8 FP halved to 4 FP, and applies the 9-1 leader’s -1 DRM.
Can a German MMC that is within 16 hexes of an unbroken enemy ground unit, is not in Concealment Terrain, and is out of the LOS of all unbroken enemy ground units gain Concealment?
EXPECTED
Yes, by rolling <=2 (after drm) on Concealment dr [dr must be <=5 with a +3 drm for US# of 3 for an MMC].
MODEL RESPONSE
**Answer:** Yes — the unit falls under Case K of the Concealment Table and **may attempt to gain Concealment** by making a Concealment dr. It can receive a “?” only by rolling ≤ 5 on the Final Concealment dr (after applicable DRM).
---
Per **A12.122** (with the official errata applied), a unit that is:
- within 16 hexes of an unbroken enemy ground unit,
- **not** in Concealment Terrain, and
- out of the LOS of all unbroken enemy ground units
…is one of the two instances where a Concealment dr is required. This corresponds to **Case K** of the Concealment Table. Such a unit can receive a “?” only by rolling ≤ 5 on a Concealment Final dr.
The Concealment dr is modified by:
- **+X** (US# of the unit or possessed Gun/Horse)
- **+Z** (Leadership of the best leader in the same Location, unless alone)
- **+1** (Lax)
- **−Y** (TEM & Hindrance DRM of the Location occupied; hexside/Height Advantage TEM are NA)
- **−1** (Stealthy)
- **−2** (Japanese — N/A for German)
The example in **A12.122** illustrates this exact scenario (Russian squad in Open Ground, within 16 hexes, out of LOS, attempting to gain “?” via Case K).
References:
- (A12.122) CONCEALMENT dr — bullet 1 (Case K)
- (A12.121) Concealment Loss/Gain Table — procedure for determining applicable Cases
- (A12.14) DRM for Concealment dr
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question with a required threshold. The model correctly says the unit can attempt to gain Concealment and identifies the applicable case, so the main yes/no outcome matches. However, it gives the wrong success threshold: it says the unit gains Concealment on a Final dr of ≤5, while the expected answer requires accounting for the +3 US# DRM for an MMC, meaning the dr must be ≤2 after that DRM. Because the final required value does not match the expected answer, it cannot be fully correct; but since the yes/no portion is right, it is partial.
If a Level-1 squad firing down a stairwell at an enemy squad that is in the same hex on the ground floor is entitled to TPBF (double FP), while the squad firing up is only entitled to PBF, is that correct?
EXPECTED
No—the premise is wrong both ways. Firing between two different Locations of the same hex (Level 1 down a stairwell to the ground floor, or up the other way) is PBF, not TPBF: both the down-shooter and the up-shooter get their FP doubled for PBF, because A7.21 doubles Small-Arms/MG/ATR/IFE FP when ADJACENT, or adjacent and either within one level of or higher than the target. TPBF (the additional benefit) applies only when firing within the same Location, or when firing at vulnerable PRC on an AFV from a higher elevation. So neither stairwell shot is TPBF; both are ordinary PBF.
MODEL RESPONSE
**Answer:** No, that is not correct. A Level‑1 squad firing down a stairwell at a ground‑floor squad in the same building hex is entitled to **PBF (double FP)**, not TPBF. The ground‑floor squad firing up is also entitled to **PBF (double FP)**. Neither gets TPBF because they occupy different vertical Locations within the hex; TPBF (triple FP) only applies when attacker and target are in the **same Location** (or vs PRC in the same hex).
---
**Why it’s PBF, not TPBF**
- **Different Locations**: A multi-level building has a separate vertical Location for each level (B23.42). The Level‑1 squad and the ground‑floor squad are therefore in **different** Locations, not the same Location.
- **TPBF requires same Location**: A7.21 states that TPBF (tripled FP) applies only when fire attacks are allowed against units in the *same Location as the attacker* (or vs PRC in the same hex per A7.211). Since these are different Locations, TPBF does not apply.
- **PBF via stairwell adjacency**: Units on different levels of the same building hex are ADJACENT if vertically connected by a stairwell (B23.25, B23.26). For adjacent units, PBF (doubled FP) applies as long as the attacker is *within one level of or higher than* the target (A7.21). A one‑level difference satisfies both conditions, so **both** the higher and lower unit qualify for PBF.
- **The “double FP” confusion**: The question says “TPBF (double FP)”, but TPBF is **triple** FP (A7.21). PBF is **double** FP. So the described effect (double FP) matches PBF, not TPBF.
**Summary**:
- Level‑1 squad firing down → **PBF (×2)**, because they are adjacent via stairwell and higher within one level.
- Ground‑floor squad firing up → **PBF (×2)**, because they are adjacent via stairwell and within one level of the target.
- Neither gets TPBF because they are not in the same Location.
References:
- (A7.21) Point Blank Fire – PBF doubles FP when adjacent; TPBF triples FP only when in the same Location/hex as the target
- (B23.42) Multi-level building – each level is a separate Location
- (B23.25) Building adjacency – units on different levels are ADJACENT only if vertically connected by a stairwell
- (B23.26) Stairwell attacks – limited to next higher/lower level; ground and second level are never ADJACENT (implying ground and first *are* ADJACENT via stairwell)
JUDGE REASONING
[Calculation] This is effectively a yes/no rules-fact question. The expected answer is 'No': neither direction is TPBF; both are ordinary PBF with doubled FP. The model matches that exactly and correctly notes that TPBF is triple, not double, and applies only to same-Location fire (or PRC exception), while stairwell fire between different Locations is PBF for both directions.
A 4-6-7 squad and a 2-2-8 crew attack a 4-4-7 squad in Close Combat. What are the odds?
EXPECTED
3:2. Attack Strength: 4 + 2 = 6. Defense Strength = 4 (from the 4-4-7). 6:4 factors down to 3:2
MODEL RESPONSE
**Answer:** 3:2 odds — the attackers have 6 total CC FP (4 from the squad + 2 from the crew) vs the defender's 4 CC FP, which reduces exactly to the 3:2 column on the Close Combat Table.
---
**Calculation:**
Attacker FP: 4-6-7 squad = 4 FP, 2-2-8 crew = 2 FP. Total = 6 FP.
Defender FP: 4-4-7 squad = 4 FP.
Odds = 6:4, which reduces to 3:2 — a column that exists on the CCT (A11.11).
References:
- (A11.4) Close Combat FP — MMC use their printed FP; SMC = 1 FP
- (A11.11) CC Resolution — compare attacker FP to defender FP, then reduce to the nearest odds ratio on the CCT, rounding in the defender's favor
JUDGE REASONING
[Calculation] This is a specific odds calculation, and the model’s final answer exactly matches the expected answer: 3:2. It correctly totals the attackers' CC strength as 6, the defender's as 4, and reduces 6:4 to 3:2.
A squad throws a DC at an enemy AFV in the adjacent hex, which also has a friendly AFV. What, if any, attack is there on the friendly AFV?
EXPECTED
Answer: There is no attack on the friendly AFV just because it is in the same target hex. A DC attack vs an AFV must be predesignated against that AFV, and a DC can affect an AFV only if it is the primary target; if the enemy AFV was designated, the other AFV in that hex is not attacked, though any unarmored targets in the Location could still be affected as applicable.
References:
- (A23.5) DC vs AFV — a DC attack can affect an AFV only if that AFV is the predesignated primary target.
- (A23.6) Thrown DC — a Thrown DC attacks the target Location, but the AFV exception in A23.5 controls which AFV, if any, is actually attacked.
- (C7.346) DC Position DR / collateral results — if the designated AFV attack is poorly positioned, only specific collateral attack or area fire vs non-armored units may result; this still does not create an attack on another non-designated AFV.
MODEL RESPONSE
**Answer:** The friendly AFV is not attacked at all. Per A23.5, a DC can affect an AFV only if it is the primary target of that DC attack; since the enemy AFV (or no AFV, in a general attack) is the primary target, the friendly AFV is not affected.
---
The key rule is **A23.5** — *vs AFV*: "A DC can affect an AFV only if it is the primary target of that DC attack." The friendly AFV shares the hex but is not the designated primary target, so it is immune to the DC's effects.
If the attacker **predesignates the enemy AFV as the target**, the DC is resolved via a Position DR (C7.346). Per the official Q&A on A23.5 & C7.346: "When a thrown/placed DC Position DR vs an enemy AFV is < 12, are all other enemy units in the AFV hex (aside from the AFV and its PRC) immune to the blast of the DC? A. Yes." If the Position DR is ≥ 12, the DC resolves only as an Area Fire attack vs *other unarmored units* in the Location — a friendly AFV is armored and thus not affected.
If the attacker **throws the DC as a general attack** (not predesignating any AFV), the DC resolves immediately on the 30 FP column as an IFT attack. The IFT does not affect armored vehicles. Moreover, A23.5 still applies: the DC cannot affect *any* AFV that is not the primary target.
References:
- (A23.5) DC vs AFV — a DC can affect an AFV only if it is the primary target
- (A23.6) Thrown DC — resolved immediately on the 30 FP column against the target Location
- (C7.346) DC Position DR results and DRM
- (A23.5/C7.346 Q&A, K33) — when Position DR < 12, all other units in the AFV's hex (aside from the AFV and its PRC) are immune to the DC blast
JUDGE REASONING
[Explanation] The model response matches the expected rule meaning: a DC only affects an AFV if that AFV was predesignated as the primary target, so the friendly AFV in the same hex is not attacked. It also correctly adds that only non-armored units could be affected in certain collateral/area-fire cases, which is consistent with the expected answer and does not contradict it.
What types of terrain or situations prevent Infantry from using Bypass movement?
EXPECTED
Infantry may not Bypass if: (1) the obstacle physically touches the hexside being Bypassed, (2) the hex contains rubble or Wire, (3) a hexside forms part of a Wire Location or is covered by a Water Obstacle, (4) the obstacle is Ablaze, or (5) the obstacle contains an armed non-Disrupted Known enemy unit. Bypass cannot be used to skirt the edge of any terrain feature other than a building or woods (e.g., gully-woods is excluded).
MODEL RESPONSE
**Answer:** By default, Bypass is only allowed in building/woods hexes. Infantry are prevented from using Bypass when the hex contains rubble or an Ablaze obstacle, when the obstacle holds an armed non-Disrupted Known enemy unit, when the hex contains Wire, or when the hexside is covered by a Water Obstacle; Panjis and roadblocks also impose their own Bypass restrictions, and Bypass is blocked along any hexside that the building/woods symbol (or a wall/hedge touching it) physically touches.
---
The specific prohibitions, drawn from A4.3 and its cross-references:
1. **Only building/woods hexes.** Bypass "cannot be used to skirt the edges of any other terrain feature (including gully-woods)" — it is only available in building or woods hexes (A4.3).
2. **Ablaze obstacle.** Bypass is prohibited around an obstacle that is Ablaze (A4.3).
3. **Known armed enemy.** Bypass cannot be used around an obstacle that "contains an armed non-Disrupted Known enemy unit" (A4.3). Per Q&A, this does *not* mean a building with an enemy only on level 1 blocks Bypass of the whole hex — the obstruction applies to the Location containing the enemy (A4.3 Q&A).
4. **Rubble.** "Hexes containing rubble or Wire cannot be Bypassed" (A4.3).
5. **Wire.** "Non-vehicular Bypass of any hexside that is part of a hex containing Wire is not allowed" (B26.44). Even HIP Wire prevents Bypass (Q&A to B26.44/G9.46).
6. **Water Obstacle.** "A hexside forming a part of a Wire Location, or covered by a Water Obstacle (24L9-M9), may not be Bypassed (B26.44) on either side of the hexside" (A4.3).
7. **Roadblocks.** Roadblocks have their own Bypass restrictions — Infantry/Cavalry may cross a roadblock hexside as if it were a wall, but Bypass vertices that the roadblock covers are affected (B29.4).
8. **Panjis.** "Bypassing in a panji Location is NA along a hexside that is/touches a Covered hexside of that Panji counter" (G9.46). A hidden Panji that blocks Bypass must be revealed immediately.
9. **Obstacle touching the hexside.** "Should there be any question whether a building or woods symbol touches a hexside, Bypass in that hex is blocked (i.e., is not allowed) along that hexside" (A4.31).
10. **Wall/hedge touching building/woods.** "Walls and hedges are considered extensions of hexsides… if a wall/hedge depiction touches a building/woods depiction, bypass is blocked along that hexside" (A4.31).
References:
- (A4.3) Bypass — general permissions and prohibitions
- (A4.31) Bypass blocked when obstacle touches hexside; wall/hedge interaction
- (B26.44) Wire prevents non-vehicular Bypass
- (B29.4) Roadblock Bypass restrictions
- (G9.46) Panji Bypass restrictions
JUDGE REASONING
[Explanation] The model covers all key prohibitions from the expected answer: only building/woods can be skirted, obstacle touching the hexside blocks Bypass, rubble/Wire block it, Wire-location hexsides and Water Obstacles block it, Ablaze obstacles block it, and an armed non-Disrupted Known enemy unit blocks it. It also correctly notes the exclusion of other terrain like gully-woods. Extra details about Panjis and roadblocks are additional context and do not contradict the expected answer.
What is the movement point (MP) cost for a fully-tracked vehicle to move from a gully hex (level -1) into an adjacent open-ground hex (level 0)? Is it 3 MP or 5 MP?
EXPECTED
5 MP. Per B19.4 there is no special cost for leaving a gully other than the elevation-change cost (doubling of MF, or +4 MP) for moving to a higher elevation. A gully is a level -1 Depression and the Open Ground hex is level 0, so a fully-tracked vehicle pays the base 1 MP to enter the hex plus +4 MP for the one-level rise = 5 MP. (The Abrupt Elevation Change exception, B10.5, does not apply to a single-level change.)
MODEL RESPONSE
**Answer:** The MP cost is **5 MP** — the Open Ground COT (1 MP) plus the 4 MP elevation-change penalty for a vehicle leaving a gully into higher terrain.
---
Step 1: A gully is a level –1 Depression (B19.2). Moving from level –1 to level 0 is a change of one elevation level (higher).
Step 2: B19.4 states there is no cost for leaving a gully hex other than "the increase of four MP" when moving to a higher elevation [EXC: Abrupt Elevation Change; B10.5]. Since only one level is gained, this is not an Abrupt Elevation Change (B10.5 requires entering two or more levels), so the standard +4 MP applies.
Step 3: B10.4 confirms: vehicles crossing a Crest Line into higher terrain "must pay four MP & COT" of the hex entered. The COT of an Open Ground hex for a fully-tracked vehicle is 1 MP (per D2.21 example: Open Ground = 1 MP).
Step 4: Total = 1 MP (Open Ground COT) + 4 MP (elevation penalty) = **5 MP**.
References:
- (B19.2) Gully = level –1 Depression
- (B19.4) Leaving a gully: "the increase of four MP" when moving to higher elevation
- (B10.4) Vehicles crossing a Crest Line into higher terrain: "pay four MP & COT"
- (B10.5) Abrupt Elevation Change definition (two or more levels per hexside – not applicable here)
- (D2.21 example) Open Ground COT for vehicles = 1 MP
JUDGE REASONING
[Calculation] This is a strict MP-cost question, and the model’s final answer exactly matches the expected answer: 5 MP. It also includes the key rule basis: 1 MP Open Ground COT plus +4 MP for moving from level -1 to level 0, and correctly notes that the Abrupt Elevation Change exception does not apply to a one-level change.
What is the Morale Level of a berserk unit, and what happens when it fails a Morale Check?
EXPECTED
Berserk units have a base Morale Level of 10 which is never lowered. If a berserk unit fails a MC, it suffers Casualty Reduction rather than breaking. Berserk units never break, cower, or become pinned, and never take PAATC, LLMC, or LLTC. They automatically lose CX, TI, Concealment, and pinned status upon going berserk, and never receive leadership benefits.
MODEL RESPONSE
**Answer:** A berserk unit assumes a base Morale Level of 10; if it fails a Morale Check it is not broken but instead suffers Casualty Reduction (and on an Original 12 it suffers Casualty Reduction twice).
---
References:
- (A15.42) MORALE: Berserk units assume a base Morale Level of 10. If a berserk unit fails a MC it is not broken, but suffers Casualty Reduction. A berserk unit never takes a PAATC, nor a LLMC/LLTC, and never breaks, cowers, or becomes pinned except due to PF/ATMM Checks, Minimum Move, Wounds, or Collapsed huts. A berserk unit never has its Morale Level lowered by any cause and automatically loses any CX, TI, Concealment or pinned status. However, a berserk unit never receives the leadership benefit of a friendly leader.
- (A15.42 Q&A) A full berserk squad that rolls 6,6 on a Morale Check undergoes Casualty Reduction twice.
JUDGE REASONING
[Explanation] The response gives the key requested points exactly: berserk units have a base Morale Level of 10 and, if they fail a Morale Check, they suffer Casualty Reduction instead of breaking. It also correctly adds the Original 12 double-CR detail and includes the main related restrictions/traits from the expected answer (never lowered morale, no normal breaking/cowering/pinning, no PAATC/LLMC/LLTC, loss of CX/TI/Concealment/pinned, no leadership benefit).
If a defender's unit, while making an Assault Movement Move, is attacked by Defensive First Fire from a squad where the LOS goes through an Orchard hex, what is the DRM modifier to the attack?
EXPECTED
The DRM modifier is +1 from the Orchard.
MODEL RESPONSE
**Answer:** The DRM modifier is +1 (the orchard's LOS Hindrance). Since the unit is using Assault Movement, the −1 FFNAM does not apply; and because the orchard LOS Hindrance qualifies as an "effective protective TEM or LOS Hindrance feature," the −1 FFMO is also negated.
---
The applicable modifiers are:
* **Orchard LOS Hindrance:** +1 per orchard hex the LOS passes through (B14.21). Given "an Orchard hex" (singular), the modifier is **+1**.
* **FFNAM:** Per A4.6, the −1 FFNAM applies only to infantry that moved *without* using Assault Movement. Since the unit is using Assault Movement, FFNAM does **not** apply.
* **FFMO:** Per A4.6, the −1 FFMO applies to units moving in Open Ground, but it "does not apply" when combined with another effective protective TEM or LOS Hindrance feature between the target and firer. The orchard LOS Hindrance qualifies, so FFMO is **negated**.
* **Target Location TEM:** Not specified in the question, so no modifier is assumed for it.
**Final DRM:** +1 (Orchard Hindrance).
JUDGE REASONING
[Calculation] This is a specific DRM question, so the final answer must match exactly. The expected answer is +1 from the Orchard, and the model’s final DRM is explicitly +1. The extra explanation about FFNAM/FFMO is consistent and does not contradict the expected answer.
What is the morale and DRM modifier for a 9-1 leader that has been wounded?
EXPECTED
Answer: A wounded 9-1 leader becomes an 8-0: his Morale Level is reduced by one from 9 to 8, and his leadership DRM is reduced by one from -1 to 0. Wounds reduce both morale and leadership by one, and a leader never loses more than one morale level and one leadership DRM due to wounds.
References:
- (A17.3) Wounds Effects — a wounded man loses one Morale Level and one leadership modifier; thus 9-1 becomes 8-0.
- (A17.1) Occurrence — wounded leaders are marked with a Wound counter.
MODEL RESPONSE
**Answer:** A wounded 9-1 leader has a Morale Level of 8 and a leadership modifier of 0 (no modifier). The wound reduces both printed values by one: Morale 9 → 8, and the -1 leadership modifier → 0.
---
Per (A17.3) EFFECTS, a wounded man has his Morale Level reduced by one (9 → 8) and his leadership modifier reduced by one as well. The parenthetical explains the pattern: a modifier of 0 becomes +1, +1 becomes +2, etc. Following that same pattern, a modifier of −1 (beneficial) is reduced (made worse/less beneficial) to 0 (neutral). A SMC never loses more than one Morale Level or one leadership DRM due to wounds, even if wounded multiple times.
References:
- (A17.3) Wounds — Effects: Morale Level and leadership modifier are each reduced by one.
- (A.18) Morale Level Ceiling — a unit's Morale Level can never exceed 10, which does not affect this calculation.
JUDGE REASONING
[Calculation] This is a fact question asking for the resulting morale and leadership DRM. The model’s final answer exactly matches the expected answer: a wounded 9-1 becomes 8-0, with morale reduced from 9 to 8 and leadership DRM from -1 to 0. It also correctly notes the one-level/one-DRM maximum wound effect. Extra citation to A.18 does not contradict anything.
What is Disruption in ASL, and what penalties does a Disrupted unit face?
EXPECTED
Disruption occurs when an unbroken squad, HS, or 6+1 leader fails a MC by more than its ELR and cannot be Replaced by a lower quality unit. A Disrupted unit cannot Self-Rally. Unless rallied by a leader first, a Disrupted unit will surrender at the start of any RtPh it begins adjacent to or in the same Location as a Good Order armed Known enemy Personnel unit not in Melee (exception: No Quarter). Non-6+1 leaders become Disrupted only by Heat of Battle. Partisans, Commissars, Gurkhas, U.S. Marines, Japanese (and SS vs Russians), Fanatic units, and PRC are never Disrupted.
MODEL RESPONSE
**Answer:** Disruption is a special form of broken status that occurs when an unbroken squad/HS/6+1 leader that cannot be Replaced by a lower quality unit fails a Morale Check by more than its ELR (A19.12). A Disrupted unit cannot Self-Rally, may rout only under very limited circumstances, cannot use Low Crawl (except at Night), must surrender if adjacent to a Good Order armed enemy unit at the start of its RtPh (unless No Quarter is in effect), does not prevent enemy movement into its hex, and if in Melee cannot Withdraw and is eliminated if still in Melee at the end of the CCPh. Disruption persists until the unit is rallied or captured.
---
**How Disruption Occurs (A19.12):** When an unbroken squad/HS/6+1 leader fails a MC by more than its ELR *and* cannot be Replaced by a lower quality unit (i.e., it is already the poorest quality Class available for its size/type), it becomes broken and is marked with a Disrupted counter. Certain unit types (Partisans, Commissars, Gurkhas, U.S. Marines, Japanese, SS vs Russians, Fanatics, PRC) are never Disrupted — they are only broken. Non-6+1 leaders become Disrupted only by Heat of Battle.
**Penalties & Restrictions on a Disrupted Unit:**
1. **Cannot Self-Rally** — A Disrupted unit may only be rallied by a leader (A19.12).
2. **Surrender Requirement** — Unless rallied by a leader first, a Disrupted unit will surrender at the start of any RtPh it begins ADJACENT to, or during any phase it occupies the same Location as, a Good Order armed Known enemy Personnel unit not in Melee (A19.12). *Exception:* If No Quarter (A20.3) is in effect, it does not surrender but instead must rout away like a non-Disrupted unit (per Q&A).
3. **Very Limited Routing** — Disrupted infantry do not rout unless they are in:
- A Blaze Location (B25.4), **or**
- An Open Ground hex (as per A10.531 — subject to Interdiction), **or**
- A Water Obstacle hex (B21.43), **or**
- A location where the only armed enemy units adjacent are in-Melee/berserk/vehicular (A19.12).
4. **Cannot Use Low Crawl** — Disrupted units may not use Low Crawl, with the exception of Night scenarios (E1.54). When No Quarter is in effect, they rout normally (possibly suffering Interdiction) rather than using Low Crawl (per official Q&A).
5. **Does Not Block Enemy Movement** — Disrupted units do not prevent enemy movement into or through their hex (A4.14). However, they *do* prevent rout movement toward or through them (A10.51).
6. **Melee Penalties** — Disrupted units in Melee may not Withdraw (voluntarily leave Melee). Unless captured, they are eliminated at the end of the CCPh if still in Melee (A19.12).
7. **Duration** — Disrupted Personnel remain Disrupted until rallied (by a leader) or captured (A19.12).
JUDGE REASONING
[Explanation] The model correctly gives the core definition of Disruption, including failing a MC by more than ELR, inability to replace by lower quality, non-6+1 leaders only via Heat of Battle, inability to Self-Rally, surrender requirement, and the list of unit types never Disrupted. However, it adds several penalties/restrictions not present in the expected answer (routing limits, Low Crawl, movement/Melee details), and one surrender detail is misstated relative to the expected answer: it says surrender occurs 'during any phase it occupies the same Location as' the enemy, whereas the expected answer specifies surrender at the start of any RtPh it begins adjacent to or in the same Location as such an enemy unit. Main idea is right, but it does not match all key concepts cleanly.
What is the Normal Range and Firepower of a standard Flamethrower (FT)?
EXPECTED
Normal Range of one hex and a FP factor of 24.
MODEL RESPONSE
**Answer:** A standard infantry Flamethrower (FT) has a Normal Range of **1 hex** and a Firepower (FP) of **24**. At Long Range (2 hexes) its FP is halved to 12.
---
**References:**
- (A22.1) FT FP MODIFICATION: "A FT counter is an Infantry SW with a Normal Range of one hex and a FP factor of 24. A FT may attack at Long Range (two hexes) with 12 FP..."
- (A22.32) LINE OF FIRE: "A FT can attack either an adjacent hex at full FP or a Location two hexes away with Long Range Fire." Also notes that some vehicular FT have a Normal Range of 2 (FP underlined on the counter).
JUDGE REASONING
[Calculation] The question asks for specific factual values. The model gives exactly the expected Normal Range of 1 hex and Firepower of 24. The added note about Long Range FP does not contradict the expected answer.
When an Infantry unit enters an A-P minefield hex with a strength of 8 factors, how is the attack resolved?
EXPECTED
The minefield attack is resolved on the IFT using the minefield's strength (8 FP) as the attack column. No TEM applies to minefield attacks. The attack is announced as per A12.11. A concealed unit entering a minefield is attacked at full (not half) strength. The minefield strength is not reduced after the attack.
MODEL RESPONSE
**Answer:** The attack is resolved as a standard IFT attack using the 8 FP column (the minefield's strength) against the entering infantry unit, with no TEM, FFMO, or FFNAM modifiers applying to the attack. The minefield's strength is not reduced after the attack.
---
The resolution proceeds as follows:
- **Step 1 — Announcement:** When the infantry unit enters the minefield hex, the owning player must announce a minefield attack against that unit on the IFT (B28.41). The minefield factors (8 FP) are not revealed unless necessary to verify the IFT result (B28.41).
- **Step 2 — Affected units:** The A-P minefield attack affects only moving/routing/advancing units and those withdrawing from Close Combat (B28.411). Units merely present in the hex without performing such actions are not affected.
- **Step 3 — No TEM or FP modifiers:** The hex's normal TEM (e.g., +2 for woods) does **not** apply to the minefield attack. Neither FFMO nor FFNAM modifiers apply (B28.3). The attack is resolved with no DRM for terrain [EXC: Deep Snow halves the FP and adds a +1 DRM].
- **Step 4 — IFT resolution:** The attack is resolved on the IFT using the 8 FP column. A concealed unit is attacked at full (not half) strength and loses concealment only if it breaks or suffers Casualty Reduction (B28.411).
- **Step 5 — No strength reduction:** Unlike many other attacks, an A-P minefield's strength is **not** reduced by resolving an attack against it (B28.1). The 8-factor minefield remains at full strength for future attacks.
**References:**
- (B28.1) Minefields — A-P minefields have strengths of 6, 8, or 12 factors and are not reduced by attack resolution
- (B28.3) Minefield TEM — No TEM (including FFMO/FFNAM) or FP modifier applies to a minefield attack
- (B28.41) Minefield attack declaration — Attack is announced on the IFT when a unit enters/leaves the hex
- (B28.411) A-P minefield affecting units — Only moving/routing/advancing units and those withdrawing from CC are affected; concealed units attacked at full strength
JUDGE REASONING
[Explanation] The response includes all key concepts from the expected answer: it says the attack is resolved on the IFT using the minefield's 8 FP strength, states that no TEM applies, notes the attack must be announced, specifies that concealed units are attacked at full strength, and confirms the minefield strength is not reduced afterward. Extra details like FFMO/FFNAM and Deep Snow do not contradict the expected answer.
A squad carrying 5 portage points has how many Movement Factors (MF)?
EXPECTED
2 MF. A squad normally has 4 MF, but for each PP over it's capacity of 3, the squad losses a MF.
MODEL RESPONSE
**Answer:** 2 MF — the squad's normal 4 MF is reduced by 2 (one for each PP exceeding its IPC of 3).
---
**Step 1:** A MMC has an Inherent Portage Capacity (IPC) of 3 PP (A4.42).
**Step 2:** The squad carries 5 PP → excess = 5 − 3 = 2 PP.
**Step 3:** MF is reduced by one per excess PP (A4.42).
**Calculation:** 4 (normal MF) − 2 = 2 MF.
References:
- (A4.42) Inherent Portage Capacity — A MMC has an IPC of three PP, and loses one MF for each PP carried in excess of its IPC.
- (A4.1) Infantry MF allotment — a squad's normal MF allotment is 4.
JUDGE REASONING
[Calculation] The question requires a specific MF value. The model’s final answer exactly matches the expected answer: 2 MF, with correct reasoning that a squad has 4 MF, IPC of 3 PP, and loses 1 MF for each of the 2 excess PP carried.
What is the IFT DRM modifier of an attack on a hex that contains four squads?
EXPECTED
-1 IFT DRM for being overstacked.
MODEL RESPONSE
**Answer:** There is no inherent IFT DRM just because four squads occupy a hex. However, since four squads exceed the normal stacking limit of three squads (A5.1), the target Location is overstacked by one squad equivalent, which gives the attacking player a **−1 IFT DRM** (A5.131).
---
**Step 1:** Normal stacking for Personnel is three squads (or their equivalent) per Location (A5.1). Four squads = 4 squad equivalents, exceeding the limit by 1.
**Step 2:** Per A5.131, all Personnel in a Location their side has overstacked suffer a −1 IFT/CC DRM *for each squad equivalent (FRU) by which they exceed normal Personnel stacking limits*.
**Calculation:** Overstacking = 4 − 3 = 1 squad equivalent → **−1 IFT DRM** (benefits the attacker).
Note that this is a *defender* overstacking penalty — it applies to attacks on the overstacked hex, not to attacks originating from it. (If the *attacker* were the one overstacked, A5.12 would give the attacker a +1 IFT DRM per excess squad equivalent.)
**References:**
- (A5.1) Infantry Stacking Limit — up to three squads or equivalent per Location
- (A5.131) Personnel Defense Penalties — −1 IFT DRM per excess squad equivalent when attacked in an overstacked Location
JUDGE REASONING
[Calculation] The question asks for a specific DRM. The expected answer is -1 IFT DRM for overstacking, and the model's final answer explicitly gives -1 IFT DRM. It also correctly explains that four squads exceed the normal stacking limit by one squad equivalent, producing the -1 modifier.
What is the result of a Heat of Battle DR of an 8 when the squad is a Finnish squad that is Broken?
EXPECTED
Battle Hardening. DR of 8; -1 for being Finnish, +1 for being broken, results in modified DR of 8, which falls within the 5-8 value for Battle Hardening.
MODEL RESPONSE
**Answer:** Battle Hardening. A Finnish squad's -1 DRM cancels the Broken +1 DRM, yielding a Final DR of 8, which falls in the 5–8 range for Battle Hardening.
---
**Step 1 — Determine DRMs**
- Finnish nationality: –1 DRM (A15.1, Heat of Battle DRM table: "-1 Elite, British, Finnish (each)")
- Broken: +1 DRM (A15.1, table: "+1 Broken, Inexperienced (each)")
**Step 2 — Calculate Final Heat of Battle DR**
- DR rolled: 8
- Net DRM: –1 (Finnish) + 1 (Broken) = 0
- Final DR = 8 + 0 = **8**
**Step 3 — Read the result from the table**
- Final DR 8 falls in the **5–8** row → **Battle Hardening** (A15.3)
- It does *not* fall in the ≤ 6 range, so no Hero Creation occurs. (A Final HoB DR of 5 or 6 would grant both Hero Creation *and* Battle Hardening; 8 is exclusively Battle Hardening.)
Per A15.3, Battle Hardening exchanges the unit (even if broken) for an unbroken, unpinned unit of the next higher quality. A Finnish MMC that Battle Hardens also becomes Fanatic (per official Q&A: *A15.3 — A Finnish First-Line 6-4-8 that Battle Hardens becomes Fanatic*).
References:
- (A15.1) Heat of Battle DR and DRM
- (A15.3) Battle Hardening result and effects
- (A15.3 Q&A) Finnish units become Fanatic upon Battle Hardening
JUDGE REASONING
[Calculation] This is a fact/calculation question. The model gives the exact correct result: DR 8 with -1 for Finnish and +1 for Broken yields a modified DR of 8, which is Battle Hardening. The extra explanation is consistent and does not contradict the expected answer.
Does leader creation apply to crews
EXPECTED
Answer: Yes—Leader Creation does apply to crews, because A18.11/A18.12 use the term MMC, and a crew is an MMC. The rulebook’s VP section also explicitly contemplates Leader Creation changing VP values and separately defines crews as Infantry/PRC, which is consistent with crews being eligible unless a nationality/SSR says Leader Creation is NA.
References:
- (A18.11) Self-Rally Leader Creation — the first MMC Self-Rally can generate Leader Creation on an Original 2.
- (A18.12) CCPh Leader Creation — any attacking MMC rolling an Original 2 in CC can trigger Leader Creation.
- (A1 / unit classification) Crew = MMC — crews are a type of multi-man counter, so they fall under “MMC.”
- (A26.21/.211) Victory Point Value — VP can change due to Leader Creation, and crews are listed among Infantry/PRC units.
MODEL RESPONSE
**Answer:** Yes, leader creation applies to crews. Crews are defined as Multi-Man Counters (MMC) (A1.12), and the Leader Creation rules (A18.11–A18.12) apply to any MMC, without exception for crews — unless a specific nationality or SSR overrides this (e.g., some National Capabilities Chart entries note "Leader Creation NA" for certain unit types).
---
**References:**
- **(A1.12)** Multi-Man Counters (MMC): "There are three types of MMC: squad, HS, and crew." — Crews are explicitly MMC.
- **(A18.11)** Self-Rally Leader Creation: "If this Self-Rally attempt results in an Original 2 DR, the MMC is rallied and... the ATTACKER may roll on the Leader Creation Table." — References "MMC" with no exclusion for crews.
- **(A18.12)** CC Leader Creation: "Anytime a MMC attacking in CC rolls an Original 2 DR, the player makes an immediate dr on the Leader Creation Table." — Again, "MMC" without exception.
- **(A18.2)** Leader Creation Table: Applies to the base MMC's Morale Level and nationality DRM; no limitation to specific MMC types.
Note: Some national capabilities (e.g., certain Soviet Ski troops, Japanese per G1.62) have "Leader Creation NA" as a special rule, but these are nationality-specific, not a blanket exclusion for crews.
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer matches the expected answer: yes, crews are eligible for Leader Creation because crews are MMC and A18.11/A18.12 apply to MMC. It also correctly notes possible nationality/SSR exceptions, which is consistent with the expected answer. The response includes the key rule basis and does not contradict the expected answer.
If an Infantry unit is prevented from entering a Fortified Building Location because of presence of an enemy unit in that hex, can it move elsewhere if it has remaining MFs?
EXPECTED
No. An Infantry unit which attempts to move or advance into a Fortified Building Location occupied by such a squad loses that MPh or APh capability for that turn and must remain in its present hex during that phase.
MODEL RESPONSE
**Answer:** No. The infantry unit loses its entire MPh (or APh) capability for that Player Turn and must remain in its present hex — it cannot move elsewhere, even if it has remaining MF.
---
The rule at (B23.922) is explicit:
> *"An Infantry unit which attempts to move or advance into a Fortified Building Location occupied by such a squad loses that MPh or APh capability for that turn and must remain in its present hex during that phase."*
Additionally: *"once all such fire is completed, the unit's MPh is over and it is no longer a target for such attacks."*
Thus, the moment a unit attempts entry into an enemy-occupied Fortified Building Location and is forced back, its Movement Phase (or Advance Phase) is immediately over for the turn. No further movement is possible, regardless of how many MF remain unused.
References:
- (B23.922) Fortified Building Entry — penalty for unsuccessful attempt
- (B23.922) Also: "The MF expended (not lost) in an unsuccessful entry attempt are considered expended in its present hex for purposes of Residual FP, Defensive First Fire, Subsequent First Fire, or FPF; however, once all such fire is completed, the unit's MPh is over."
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The expected answer is 'No,' and the model gives exactly that. It also correctly states the key rule consequence: the unit loses its MPh/APh capability for that turn and must remain in its present hex, so it cannot move elsewhere even with remaining MF.
How does Long Range Fire modify an attack?
EXPECTED
A unit can fire beyond Normal Range out to and including double Normal Range (subject to weapon exceptions), but it attacks at half FP.
MODEL RESPONSE
**Answer:** Long Range Fire halves the attacking unit's Firepower (FP) when firing at a target beyond Normal Range (up to double that range). The resulting fractional FP is retained (not dropped) and may be further modified or combined with other units' fractional FP.
---
**Rule:** Per A7.22, a unit may attack beyond its Normal Range at a distance up to and including double that range, but it does so at **half FP**. Exceptions include ATR, MOL, DC, Ordnance, and some FT, which cannot use Long Range Fire (or have their own special rules).
Per A7.2, fractions of halved FP factors are **not dropped or rounded off**; they are retained and subject to further modification (e.g., pinning, Area Fire, etc.) or added to the fractional FP of other units in the same attack.
For example, a squad with 7 FP firing at Long Range has 3½ FP, which can combine with another unit's fractional FP to reach a higher IFT column rather than being truncated.
References:
- (A7.22) LONG RANGE FIRE — halved FP, up to double Normal Range
- (A7.2) FIREPOWER MODIFIERS — fractions retained, cumulative modifiers
JUDGE REASONING
[Explanation] The model response captures the key concepts in the expected answer: Long Range Fire allows fire beyond Normal Range up to and including double Normal Range, and the attack is made at half FP. The extra detail about retained fractions and weapon exceptions is consistent with the rule and does not contradict the expected answer.
After a unit is pinned or broken by Defensive First Fire, can it be attacked again in that same Location during the same MPh?
EXPECTED
Yes. It can be attacked again in that same Location by other qualifying Defensive First Fire attacks, and if conditions allow (such as sufficient MF/MP expenditure or different attackers), additional First Fire resolution can occur with the unit's current status and applicable DRM.
MODEL RESPONSE
**Answer:** Yes. A unit that is broken or pinned by Defensive First Fire can be fired on again in its current Location by other Defensive First Fire attacks during the same MPh (though it is attacked in its broken/pinned state).
---
**Supporting Rule:**
- **(A8.14) FOLLOW-UP ATTACK:** "A unit broken or pinned by Defensive First Fire can be fired on again in its current Location by other same-phase Defensive First Fire attacks, but is attacked in its broken or pinned state."
Additionally, if the unit breaks while still subject to FFNAM/FFMO, it remains subject to those DRM for subsequent Defensive First Fire attacks in that Location until its MPh ends (even if previously pinned). A unit that survives with no effect can also be fired on again in that Location, but only by different attackers or if it expended at least two MF/MP there.
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question, and the model’s final answer matches the expected answer exactly: yes, the unit can be attacked again in the same Location during that MPh. It also correctly adds the key qualifying details about subsequent attacks occurring with the unit’s broken/pinned status and applicable DRM, consistent with the expected answer.
A unit on Level 3 is firing at an enemy where there is a 1 level obstacle 15 hexes away. How many blind hexes would there be behind the obstacle.
EXPECTED
3 Blind hexes. 1 [Normal Blind Hex] + 3 [extra Blind Hexes] -1 [full-level elevation advantage > one level over obstacle]
MODEL RESPONSE
**Answer:** 2 Blind Hexes — 1 base blind hex + 3 for range (15 hexes) − 2 for elevation advantage (Level 3 firer vs Level 1 obstacle).
---
**Step 1 — Base Blind Hexes (A6.4):** A full-level obstacle creates a number of Blind Hexes equal to its full-level height equivalent. A Level 1 obstacle creates **1** base Blind Hex.
**Step 2 — Range Increase (A6.41):** For every multiple of five hexes (FRD) to a full-level obstacle, increase Blind Hexes by one. The obstacle is 15 hexes away: 15 ÷ 5 = 3 → **+3** additional Blind Hexes.
**Step 3 — Elevation Advantage Reduction (A6.42):** For every full-level elevation advantage > one level over an obstacle, decrease Blind Hexes by one (minimum one). The firer is Level 3, the obstacle is Level 1 — advantage = 3 − 1 = **2** levels. Since 2 > 1, the full levels of advantage (2) each reduce by 1 → **−2**.
**Calculation:** 1 (A6.4) + 3 (A6.41) − 2 (A6.42) = **2 Blind Hexes** (minimum of 1 not triggered).
**References:**
- (A6.4) Blind Hexes — "a number of potential target hexes… equal to the full level height equivalent of that obstacle are considered Blind Hexes"
- (A6.41) Range Increase — "For every multiple of five hexes (FRD) to a full level obstacle, increase by one the number of Blind Hexes"
- (A6.42) Elevation Advantage — "For every full-level elevation advantage > one level over an obstacle, decrease the number of Blind Hexes… by one, to a minimum of one"
JUDGE REASONING
[Calculation] This is a strict numeric rules question, and the expected answer is 3 blind hexes. The model answered 2, so it is incorrect. Its mistake is in the elevation reduction: the expected rule application is only -1 for being more than one level over the obstacle, not -2.
Can vehicles enter a woods hex without using a road, and what is required?
EXPECTED
Any vehicle may enter a woods hex without using a road or VBM by expending all of its movement capability (other than for starting, stopping, towing, and even if using Minimum Move) and then making a Bog DR. Motorcycles are an exception and must be pushed instead. All MP penalties for entering a hex containing a wreck or vehicle and for changing VCA across a non-road hexside are doubled while in a woods hex.
MODEL RESPONSE
**Answer:** Yes — any vehicle can enter a woods hex without a road by expending all of its MP allotment (even if using Minimum Move) and then making a Bog Check DR (B13.41). Fully-tracked vehicles have an additional option: they may enter by expending only half of their MP allotment, but with a +3 Bog DRM (B13.42).
---
**Any Vehicle (B13.41):**
- Method: Expend **all** of its remaining MP allotment in that hex (other than MP for starting, stopping, or towing, and even if using Minimum Move). Motorcycles must be pushed.
- Then make a **Bog Check DR** (no special DRM for this method; use the standard Bog DRM table — D8.21).
- This movement is possible even in Reverse.
- Vehicles may also use this method to move off a road into the woods portion of a woods-road hex.
- However, a vehicle that does so **cannot** then enter an adjacent hex in the same MPh (per Q&A).
**Fully-Tracked Vehicles Only (B13.42):**
- May also enter a woods hex (by other than Bypass, Trail Break, or Road) by expending **half** of its MP allotment in that hex.
- Then make a **Bog Check** with a **+3 DRM** (D8.21: "+3 Entry of woods, graveyard, wooden-building or rubble, at half MP allotment").
References:
- (B13.41) VEHICLES — any vehicle entering woods without road/VBM
- (B13.42) FULLY-TRACKED — half-MP option with +3 Bog DRM
- (D8.21) Bog Check DRM table
JUDGE REASONING
[Explanation] The model gets the core rule right: vehicles can enter woods without a road by spending all movement capability and making a Bog DR, and it correctly notes the motorcycle exception. It also adds a valid fully-tracked half-MP option. However, it misses a key concept from the expected answer: while in a woods hex, MP penalties for entering a hex with a wreck/vehicle and for VCA changes across a non-road hexside are doubled. Because the main idea is correct but an expected required detail is omitted, the response is partial.
A 5-4-8 squad has Assault Fire and is pinned. It is attacking in the APh. What is its FP?
EXPECTED
3 FP. Start with 5 FP, divide by 2 for being pinned, which results in 2.5. Then divide by 2 for being APh, which results in 1.25. Add +1 for Assault Fire, which results in 2.25. Round up to the nearest whole value, which is 3FP.
MODEL RESPONSE
**Answer:** 3 FP — the pinned 5-4-8 squad's FP in the APh is halved for AFPh, halved again for being pinned, then +1 for Assault Fire with fraction rounded up.
---
**Step-by-step:**
1. **AFPh halving:** 5 ÷ 2 = 2.5 (A7.24)
2. **Pinned halving:** 2.5 ÷ 2 = 1.25 (A7.8 — "in addition to any other halving")
3. **Assault Fire bonus:** 1.25 + 1 = 2.25 (A7.36 — explicitly applicable to pinned firers in AFPh)
4. **Round up (FRU):** 2.25 → 3
**Calculation:** ((5 ÷ 2) ÷ 2) + 1 = 2.25 → **3 FP**
References:
- (A7.36) Assault Fire — adds +1 FP after all other modification, then FRU; applicable to pinned firers in the AFPh
- (A7.8) Pin — pinned unit's inherent FP halved in addition to any other halving
- (A7.24) Advancing Fire Phase — all FP halved
JUDGE REASONING
[Calculation] This is a specific FP calculation, and the model's final answer exactly matches the expected answer: 3 FP. The method also matches the required sequence and result: halve for pinned and AFPh, add +1 for Assault Fire, then round up.
What special withdrawal option does a side that achieves Ambush in Close Combat have?
EXPECTED
Any Infantry unit (unless pinned, berserk, or Disrupted) that qualifies for Ambush may decline CC altogether by immediately withdrawing from the Location. Alternatively, the ambushing side may withdraw after resolving all CC attacks, but only before the situation becomes Melee. This allows the ambushing side to avoid CC entirely while remaining in Good Order, without having to wait for Melee to attempt a normal withdrawal.
MODEL RESPONSE
**Answer:** A side that has qualified for Ambush can either decline Close Combat entirely (withdrawing before any attacks are resolved) or resolve all of its attacks first and then withdraw automatically — but in either case the withdrawal must happen before Melee begins (A11.41).
---
**AMBUSH WITHDRAWAL (A11.41):** Any Infantry (unless pinned/berserk/Disrupted) that is part of a force which has qualified for Ambush has two options:
1. **Decline CC altogether** — withdraw immediately into an Accessible Location *prior to* any CC resolution.
2. **Attack first, then withdraw** — resolve all CC attacks by and against the ambushing force, then withdraw automatically, but only before Melee occurs.
**Key Restrictions:**
- Pinned, berserk, or Disrupted units may not use this withdrawal (A11.41).
- If the ambushing side withdraws, the ambushed enemy still loses its concealment (Q&A: A11.4 & A11.41).
- The withdrawal must be to an Accessible Location; sewer Locations are *not* Accessible for this purpose because sewer movement occurs only during the MPh (Q&A: A11.41 & B8.4).
**References:**
- (A11.41) Ambush Withdrawal — full text of the withdrawal option
- (A11.32) Sequential CC — ambushing side resolves all attacks first
- (A11.15) Melee — withdrawal must occur before Melee is established
JUDGE REASONING
[Explanation] The response captures all key concepts in the expected answer: an ambushing side may decline CC entirely by immediately withdrawing, or it may resolve CC attacks first and then withdraw before Melee is established. It also correctly notes the unit restrictions (not pinned, berserk, or Disrupted). Extra details about accessible locations and concealment do not contradict the expected answer.
How many MF does it cost for Infantry to enter a gully-woods hex?
EXPECTED
4 MF. Movement costs for entry INTO a gully hex containing other terrain types are cumulative. It costs 2 MF for the gully plus 2 MF for the woods, totaling 4 MF.
MODEL RESPONSE
**Answer:** 4 MF — 2 MF for entering the gully plus 2 MF for the woods terrain (cumulative).
---
Step 1: Entering a gully hex costs 2 MF (B19.4).
Step 2: Woods terrain costs 2 MF to enter (B13.2).
Step 3: When a gully hex contains other terrain, the costs are cumulative (B19.4).
Calculation: 2 MF (gully entry) + 2 MF (woods entry) = 4 MF.
References:
- (B19.4) Gully Movement — Infantry pay 2 MF to enter a gully hex; costs are cumulative with other terrain in the hex; "it costs four MF to enter a gully-woods hex."
- (B13.2) Woods Movement — entering a woods hex costs 2 MF.
JUDGE REASONING
[Calculation] This is a specific MF-cost question, and the model’s final answer exactly matches the expected answer: 4 MF. It also includes the correct cumulative breakdown of 2 MF for the gully plus 2 MF for the woods.
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