Evals  /  detailed results · Human Review
RUN· Human Review

60 questions,
judgment review.

Each item shows the question, expected answer, model response, and judge verdict. Filter by outcome or sort by section, confidence, or run order.

Total
60
Correct
49
Partial
0
Incorrect
11
Human-overridden
11
FILTER SORT
A8.14 recall CORRECT judge confidence 0.99
If a unit expends 1 MF/MP and is attacked, may it be attacked on that same MF/MP by a different weapon or by its inherent firepower? For example, a squad fails an initial PIAT/PF check and sacrifices its inherent FP to attempt a second PF check; if the second PF check succeeds, may that PF fire at the same target on that same 1 MP expenditure?
EXPECTED
Yes to both. This is settled by the official A8.14 Q&A: when a unit expends 1 MF/MP and is attacked, on that same MF/MP it may also be attacked by a different weapon and/or by its inherent FP wherever Mandatory Fire Group does not apply. So a squad that fails an initial PF check may sacrifice its inherent FP, make a second PF check, and—if it passes—fire that PF at the same target on that same 1 MP expenditure. Likewise a squad possessing two weapons not subject to Mandatory FG (e.g., two PF) may fire both on that single MF/MP.
MODEL RESPONSE
**Answer:** Yes to both questions. A unit attacked on a given 1 MF/MP expenditure can be attacked again on that same expenditure by a different weapon or by its own inherent FP (assuming Mandatory Firegroup rules don't apply). Specifically, a squad that fails its first PF/PIAT Check and still has not fired its inherent FP can attempt a second PF Check on that same 1 MP expenditure; if that second Check succeeds, the PF/PIAT shot may be fired at the same target on that same expenditure. --- The official Q&A for **A8.14** explicitly answers the general case: > *"If a unit expends 1 MF/MP and is attacked by a unit, may it be attacked on that same MF/MP by a different weapon/its inherent FP if Mandatory Firegroup does not apply? For example, may a squad possessing a Baz/MG firing TH/FT/PSK/PF/Gun/etc. fire that weapon, then fire its inherent (or fire inherent, then the possessed weapon) on the same one point MF/MP expenditure? May a squad possessing two weapons not requiring Mandatory Firegroup fire both on the same one point MF/MP expenditure, e.g. fire two PFs?"* **A. Yes to both.** [K33] And the specific Q&A for **A9.61 & C13.31** addresses two PFs on the same expenditure: > *"Can a German squad attempt to fire two PF when an enemy unit expends only one MP/MF?"* **A. Yes.** [K33] For the PF-specific scenario: - **C13.31** says: *"Provided a squad has not yet fired its inherent FP, it can attempt to fire a second PF in the same phase even if its first attempt did not yield a shot, but that would constitute use of two SW and cause the squad to lose its inherent FP for that phase (A7.351)."* - **A7.35** confirms: *"Even if a unit's PF Check dr fails to result in a shot, that PF Check constitutes use of a SW."* So the first failed Check already counts as one SW use. - **A7.351** says a squad using two SW/Gun in the same fire phase loses its inherent FP until the CCPh. Since the squad hasn't *fired* its inherent FP (the "sacrifice" is the forfeiture of its use, not prior firing), the condition for the second PF attempt is met per C13.31. Therefore, the sequence is legal: **First PF Check** (fails, 1 SW use) → **Second PF Check** (succeeds, 2nd SW use, inherent FP forfeited) → **PF fires** at the same target on that same 1 MP expenditure. References: - (A8.14) Follow-up Attack — Q&A confirms multiple weapons/inherent FP on same 1 MF/MP - (C13.31) PF Usage — second PF attempt allowed if inherent FP not yet fired - (A7.35) SW Usage — failed PF Check still counts as SW use - (A7.351) Squad SW limit — two SW costs inherent FP until CCPh - (A9.61) Q&A — two PF attempts on same 1 MP expenditure allowed
JUDGE REASONING
[Explanation] The model response matches the expected answer semantically and explicitly. It answers yes to both parts, cites the A8.14 Q&A core principle that the same 1 MF/MP expenditure may be attacked again by a different weapon and/or inherent FP when Mandatory Fire Group does not apply, and correctly applies that to the PF/PIAT example: a failed first check, sacrifice/forfeiture of inherent FP for the second attempt, and firing the successful PF on the same 1 MP expenditure. The extra rule citations are consistent and do not contradict the expected answer.
A8.1, A24.1 recall CORRECT judge confidence 0.99
When a squad spends 1 MF in the MPh to place SMOKE grenades in its own hex and succeeds, is any announced Defensive First Fire (DFF) during that 1 MF expenditure resolved with the +2 SMOKE DRM or without it? In other words, is the DFF shot resolved before or after the SMOKE counter is placed?
EXPECTED
After the SMOKE is placed—so the +2 SMOKE DRM applies to the Defensive First Fire. Per the official A8.1/A24.1 Q&A, the SMOKE-placement MF expenditure, the placement dr, and (if successful) the actual placement of the SMOKE counter are all completed before any DFF is resolved. The placing unit always gets its placement attempt; SMOKE placement is not interrupted by DFF (only DC placement can be interrupted). The DFF triggered by that 1 MF is therefore resolved against a unit already in its own SMOKE and receives the +2 DRM.
MODEL RESPONSE
**Answer:** The SMOKE counter is placed *before* any Defensive First Fire is resolved, so the DFF shot would be affected by the +2 SMOKE Hindrance DRM (assuming the target/firer LOS is traced into/through/out of that SMOKE location). --- This is directly settled by an official Q&A ruling: **Q&A (A8. & A24.1):** *"Is the SMOKE counter placed immediately upon announcement of placement, or after the MF expenditure and resulting DFF is resolved? Assuming the answer is 'after', does pinning or breaking (or eliminating, for that matter) the unit that is placing smoke prevent the placement?"* **A.** *"The SMOKE Placement MF expenditure & the SMOKE placement dr (and if successful the actual placement of the SMOKE counter) are all done before any Defensive First Fire."* [K33] Therefore, the sequence for that 1 MF expenditure is: 1. The squad spends 1 MF and announces the SMOKE grenade attempt. 2. The SMOKE placement dr is made (and if ≤ the squad’s Smoke Placement Exponent, the ½″ SMOKE counter is placed in that Location). 3. Only *after* the SMOKE is physically on the board does the opponent get to declare any Defensive First Fire triggered by that MF expenditure. Any DFF shot resolved into/through/out of that hex would apply the SMOKE Hindrance DRM (A24.2; +2 for a ½″ SMOKE counter). References: - (A24.1) Infantry SMOKE grenade placement — MF cost and procedure - (A24.2) SMOKE Hindrance DRM — +1/2/3 depending on SMOKE type - (A8. & A24.1 Q&A, K33) Timing: placement done before any DFF
JUDGE REASONING
[Calculation] This is effectively a timing/yes-no rules question. The model’s final answer matches the expected answer exactly: DFF is resolved after the SMOKE counter is placed, so the +2 SMOKE DRM applies. It also includes the key official Q&A timing point that SMOKE placement is completed before any DFF.
A11.8; B24.1 recall CORRECT judge confidence 0.99
A11.8 requires a vehicle to be on a road and adjacent to building hexes on both sides to be subject to CC Reaction fire and street fighting. If one of those adjacent building hexes is rubble (B24.1 says a rubble location is no longer a building location), does that rubble hex still meet the requirement for street fighting?
EXPECTED
By the standard rules, no. A rubbled hex is no longer a building Location (B24.1) and is not a 'building hex' for A11.8 Street Fighting, so a vehicle that is adjacent to a rubble hex (rather than a building hex) on that side does not meet the requirement to be flanked by building hexes on both sides. This is overridden only when a Special Scenario Rule states that rubble still counts as a building hex for Street Fighting (e.g., RF8 in Red Factories)—and the very need for such SSRs confirms that rubble does not count by default.
MODEL RESPONSE
**Answer:** No. A rubble hex does **not** satisfy A11.8's requirement for a "building hex" because B24.1 explicitly states that a rubbled Location is no longer a building Location. --- This is confirmed by the official Q&A: *"A4.63 & A11.8 In the image (RB map) wherein Rubble is eligible for Street-Fighting Ambush like a building. Would a unit in G7 be eligible for Street-Fighting Ambush against an AFV in G8? … A. No to both."* [K33] — the unit in the rubble hex cannot use Street Fighting. - **A11.8** requires the vehicle to be "in a road hex and ADJACENT to a **building hex** on both sides of that road" for Street Fighting/CC Reaction Fire to apply. - **B24.1** states: "A rubbled Location is no longer a building Location." So a rubble hex cannot be a "building hex" for any rule that requires that designation [EXC: Rubble Clearance purposes; 24.71]. Since one of the two adjacent hexes is rubble rather than a building, the vehicle does not have a building hex on both sides, and the Street Fighting/CC Reaction Fire provisions of A11.8 do not apply.
JUDGE REASONING
[Explanation] The model response matches the expected answer’s core meaning and key concepts: by default rubble is no longer a building Location under B24.1, so it does not satisfy A11.8’s requirement for building hexes on both sides, and Street Fighting/CC Reaction Fire therefore does not apply. It also adds supporting official Q&A and does not contradict the expected answer.
A9.73, A21.13 recall CORRECT judge confidence 0.99
Is a leader (e.g., a single non-heroic SMC) allowed to destroy a captured gun, or is there a rule prohibiting it?
EXPECTED
By the rules as written, no. A unit may destroy a weapon only if it could fire it (A9.73), and a single non-heroic SMC cannot fire most Guns (A21.13)—so a lone non-heroic leader cannot destroy such a captured Gun. (This exact situation has not been addressed by official Q&A; many expect it would be allowed if asked, and some permit it as a house rule, but strictly per A9.73/A21.13 the leader may not.)
MODEL RESPONSE
**Answer:** No, a lone non-heroic SMC (such as a leader) may not destroy a captured gun via Self-Destruction (A9.73). Only a unit that would otherwise be allowed to fire the weapon can use A9.73 to destroy it, and per A21.13 a lone SMC may fire a crew‑served weapon only if heroic — so a non‑heroic SMC does not qualify. --- **Reasoning** A9.73 (SW Self‑Destruction) states that a weapon may be deliberately destroyed "by the unit or inherent crew possessing it during any PFPh/DFPh in which the weapon *and* possessing unit would otherwise still be allowed to fire it." The italicized condition is key: the possessing unit must be in a position where it *could* fire the weapon if it chose to. For an ordnance *Gun* (a crew‑served weapon), A21.13 (Non‑Qualified Use) says: > *"A lone SMC may fire a crew‑served weapon only if heroic (15.23) [EXC: a lone SMC may fire a mortar ≤ 82mm as if it were a light mortar; C9.2]."* Therefore a **non‑heroic** SMC (a 9‑1 leader, 8‑0 leader, etc.) is never allowed to fire a crew‑served Gun. Since it would *not* be allowed to fire it, the condition of A9.73 is not met, and it cannot use Self‑Destruction to destroy that Gun. **In short:** The leader cannot fire it → the leader cannot destroy it via A9.73. **References:** - (A9.73) SW Self‑Destruction — weapon may be destroyed by possessing unit only in a phase where it would otherwise be allowed to fire it - (A21.13) Non‑Qualified Use — a lone SMC may fire a crew‑served weapon only if heroic - (A15.23) Hero Weapons Use — covers heroic SMC capabilities with crew‑served weapons
JUDGE REASONING
[Explanation] The model response matches the expected rules-as-written answer and cites the key concepts: A9.73 requires the unit to be able to fire the weapon in order to destroy it, and A21.13 prevents a lone non-heroic SMC from firing a crew-served Gun. Therefore it correctly concludes that such a leader cannot destroy the captured Gun. The omission of the note about unofficial expectations/house rules does not matter because the core RAW answer is fully covered.
A10.531, B10.31 recall CORRECT judge confidence 0.99
Does Height Advantage (HA) prevent loss of Concealment when a unit is advancing? For example, if a unit advances into an Open Ground hex but a theoretical shot at it would receive the HA TEM, does it keep Concealment? Are there exceptions while advancing?
EXPECTED
Yes—Height Advantage can preserve Concealment. Under A10.531 a hex counts as Open Ground (for '?' loss, rout, Dash, Interdiction) only if no effective protective TEM or LOS Hindrance would apply to a shot at the unit; if a theoretical shot would receive the Height Advantage TEM, the unit keeps its '?'. The key exception when advancing is B10.31: a unit advancing from lower to higher elevation across a crestline into an Open Ground hex does NOT get HA against a shooter who has LOS across the very hexside being crossed—so HA does not apply and the advancing unit loses Concealment in that case. Rule of thumb: if FFMO would be cancelled for anyone shooting at you (while assault-moving/advancing), you keep Concealment.
MODEL RESPONSE
**Answer:** Yes, Height Advantage (HA) does prevent loss of Concealment when a unit advances — because a hex that qualifies for HA TEM is not "Open Ground" per A10.531 (the -1 FFMO DRM cannot apply), so the concealment-loss trigger in A12.14 never fires. The only exception is if the advancing unit crosses a Crest Line through the same hexside intersected by the LOS while entering the target hex; in that case HA is denied, the hex remains Open Ground, and concealment is lost. --- **Why HA keeps Concealment during an advance** The rule for concealment loss on an advance is found in A12.14: > *"A concealed unit's '?' is also lost immediately if it does any of the following in LOS of a Good Order enemy ground unit within 16 hexes... moves/advances/withdraws into an Open Ground hex (as defined in 10.531)."* A10.531 defines Open Ground as: > *"Any hex in which the particular enemy unit(s) could apply, during a hypothetical Defensive First Fire opportunity... the -1 FFMO DRM."* B10.31 states: > *"A unit eligible for the +1 TEM for Height Advantage is not the firer's subject to Interdiction/FFMO by an attack to which that +1 TEM applies."* Since HA negates FFMO, the hypothetical Defensive First Fire cannot apply the -1 FFMO DRM, so the hex is **not Open Ground** per A10.531. Therefore the advance does **not** trigger the concealment-loss clause of A12.14. **The Crest-Line Exception (when HA is denied)** B10.31 contains an important exception: > *"...[EXC: a moving unit being fired on by Defensive First Fire is not eligible for the Height Advantage TEM if in entering the target hex it crosses a Crest Line through the same hexside that is intersected by LOS]."* The official Q&A to B10.31 confirms this directly: > *"In the example in this rule, a unit moving from AA2 to BB1 is subject to FFMO from Z1. Would the same unit be subject to Interdiction from Z1? Would it lose concealment to the unit in Z1 if advancing?* **A. Yes. Yes.**" [VFTT #13] So if the unit crosses a Crest Line along the same hexside the LOS crosses when entering the hex, HA is denied → FFMO applies → the hex **is** Open Ground → concealment **is** lost. **Confirmation from other Q&A** A10.531 Q&A: *"A concealed unit advances into an OG hill hex that is devoid of cover or SMOKE. The only opposing unit that can see that movement is at a lower location... Does the advancing unit lose concealment?* **A. No.** *(The mortar is immaterial.)*" [K33] — The lower-elevation enemy means HA applies, so concealment is retained. A12.14 & B27.4 Q&A: *"Would a unit lose concealment by Advancing into an Open Ground foxhole within 16 hexes... What if it had Height Advantage over all enemy units?* **A. Yes. No; the foxhole would no longer be in 'Open Ground.'**" [VFTT #11] — HA over all enemies removes the Open Ground status entirely. **Summary** | Situation | HA applies? | Open Ground? | Concealment lost? | |---|---|---|---| | Advancing into a hex at higher elevation (no Crest Line crossed) | Yes | No | **No** | | Advancing into the same hex but crossing a Crest Line along the LOS hexside | No (EXC in B10.31) | Yes | **Yes** | References: (A12.14) Concealment removal on advance into OG; (A10.531) Definition of Open Ground; (B10.31) Height Advantage TEM and FFMO exemption; (B10.31 Q&A) Crest-line exception and concealment loss.
JUDGE REASONING
[Explanation] The model response matches the expected answer's key concepts: HA can preserve Concealment because if HA TEM would apply, the hex is not Open Ground for concealment-loss purposes under A10.531; it also identifies the specific advancing exception from B10.31 involving crossing a crestline through the LOS-intersected hexside, where HA is denied and Concealment is lost. The added rule citations and examples are consistent and do not contradict the expected answer.
A7.9 recall CORRECT judge confidence 0.99
If a multi-hex FG cowers, is Random Selection applied across all individual units (and their side weapons) to determine which unit(s) are marked with a Prep or Final Fire counter, or are hex(es) randomly selected first and then units within those hexes chosen?
EXPECTED
Random Selection is applied directly to the individual units (and their SW) to determine which become marked with a Prep or Final Fire counter. A7.9: 'If a FG cowers, Random Selection is used to determine the unit(s) (and its SW) that becomes marked with a Prep or Final Fire counter.' Hexes are not selected first; the multi-hex composition of the FG is irrelevant to the selection.
MODEL RESPONSE
**Answer:** Random Selection is applied across all individual units (and their SW) in the Fire Group — there is no hex-by-hex selection step. Each unit in the FG that is capable of cowering gets a Random Selection dr, and those with the highest dr (and their SW) are marked with a Prep or Final Fire counter. --- A7.9 states: "If a FG cowers, Random Selection is used to determine the unit(s) (and its SW) that becomes marked with a Prep or Final Fire counter." The term "unit(s)" refers to individual **firing units** — each squad, half-squad, or crew in the FG — not to hex Locations. Per the definition of Random Selection (A.9), "a dr is made for each such unit therein. The unit with the highest dr is the one affected by that event." There is no provision for an intermediate hex-level selection; every unit in the FG that is eligible to cower [EXC: those immune — SMC, berserk, British Elite/1st Line, Finns, etc. (A7.9)] receives a Random Selection dr. The units rolling the highest dr are the ones that cower, along with all their SW regardless of which SW were actually used (A7.9). This is confirmed by official Q&A: In a two-squad FG (Squad A + LMG, Squad B) where Doubles are rolled, "Random Selection designates Squad B as being marked by Final Fire" — directly, without any hex-level intermediary ([K34] Q&A under A7.9). Therefore, for a multi-hex FG, you do **not** randomly pick a hex first and then a unit within it. Every individual unit in the FG receives a Random Selection dr at once, and the highest-dr units (and all their SW) are marked. References: - (A7.9) Cowering — Random Selection among units in the FG - (A.9) Random Selection definition — dr per unit, highest dr affected - (A7.9 Q&A, [K34]) Two-squad FG example: Squad B directly selected by Random Selection
JUDGE REASONING
[Explanation] The response matches the expected answer’s core meaning: Random Selection is made directly among the individual units (and their SW) in the FG, not by selecting hexes first. It explicitly states there is no hex-by-hex step and that the multi-hex nature of the FG is irrelevant. The extra rule citations and examples are consistent and do not contradict the expected answer.
A4.2 recall CORRECT judge confidence 0.99
All open ground. A squad begins its move in the same hex as an AFV and is moving with that AFV as an Armored Assault. May the squad move 4 MF with the AFV, then declare a late Double Time (late CX) while remaining in their hex (i.e., not actually moving further) so that the AFV may move one additional hex?
EXPECTED
Yes. The squad may declare late Double Time while in its hex so the AFV it is making the Armored Assault with can advance one additional hex. An official Q&A requires the infantry to actually declare the late Double Time; but, just as a unit declaring Double Time early need not spend its two extra MF, the squad here need not expend the MF it gains—declaring it is enough to let the AFV move the extra hex (the AFV can never move farther than the accompanying infantry could). The infantry does nothing else and stops.
MODEL RESPONSE
**Answer:** Yes. The squad may declare late Double Time (+1 MF) after expending its 4 MF, remaining in the hex, and the AFV may then move one additional hex. The AFV is limited only by what the squad *could* have moved had it continued — not by whether it actually does so. --- The controlling rule is **D9.31**: > *"If Infantry move in a stack with the AFV, that AFV cannot move farther than if it were accompanied by that same Infantry throughout the move—even if that Infantry fails to end its MPh in the same hex with the AFV."* The AFV's range is capped by the Infantry's *total MF allotment*, not by how many MF the Infantry actually spends on movement. Under **A4.5**, a squad may declare Double Time after expending MF (late CX), gaining only +1 MF but the same CX penalties. If the squad's allotment rises to 5 MF (4 base + 1 late CX), the squad *could* move one more hex after already spending 4 MF. The AFV may therefore move to the same additional hex that the squad could have entered, regardless of whether the squad actually leaves its current Location. This matches the explicit **D9.31** example: > *"Similarly, had the squad declared Double Time upon entering the building to gain one extra MF, the Tiger could get to R1 but no farther."* In that example the squad had already used 4 MF (2 with the Tiger + 2 into the building), declared late CX while in the building hex, and the Tiger continued one more hex (into R1) even though the squad did not leave the building. References: - **(D9.31)** Armored Assault — AFV cannot move farther than if accompanied by the Infantry throughout - **(A4.5)** Double Time — late declaration gives only +1 MF - **(D9.31 EX)** The Tiger example confirms the mechanic: late CX declared while the squad is stationary allows the AFV to continue
JUDGE REASONING
[Calculation] This is effectively a yes/no rules question, so the final answer must match exactly. The model answers 'Yes,' which matches the expected answer, and it also includes the key requirement that the infantry must actually declare late Double Time even if it does not spend the extra MF. It correctly explains that the AFV may move one additional hex because it cannot move farther than the infantry could have moved.
A11.622 recall CORRECT judge confidence 0.98
In Close Combat where two enemy infantry units are in the same location with a single AFV and infantry attack sequentially (attacker first): 1) After the first infantry attack fails to eliminate the AFV, may the AFV choose which of the two infantry units to attack (including the unit that has not yet attacked)? 2) If the AFV attacks and eliminates the infantry unit that has not yet made its attack, does that eliminated unit still get to make its CC attack back? 3) If after the sequence (infantry 1 attacks, AFV attacks, infantry 2 attacks) there are still no results, can the AFV then make a second CC attack if it used all its CC weapons in its initial attack?
EXPECTED
Close Combat involving a vehicle is sequential, not simultaneous. (1) After the first infantry attack fails, the AFV may attack and may choose which eligible enemy unit(s) to attack—including the unit that has not yet attacked—but only up to the number of CC attacks its weapons allow. (2) If the AFV eliminates an infantry unit before that unit has attacked, the eliminated unit does NOT get to attack back (this is why CC attacks are rolled in the correct order). (3) The AFV gets no extra attack after the sequence unless it actually has multiple separate CC attacks (e.g., a CMG plus an sN). On the Nahverteidigungswaffe specifically (A11.622): the sN may be used only during the CCPh after the AFV (or its Personnel escort) has been attacked that CCPh—units that never attack the AFV are simply not subject to it—and when the sN fires it attacks all vulnerable units in the Location.
MODEL RESPONSE
**Answer:** 1. **Yes** — the AFV may choose any eligible enemy unit(s) in the Location to attack, including the infantry unit that has not yet attacked. 2. **No** — once eliminated by the AFV's sequential attack, that infantry unit is removed and never gets to make its own attack. 3. **No** — if the AFV already expended all its CC-usable weapons in its first attack, it has nothing left to attack with and cannot make a second attack. --- ### Q1: May the AFV choose which infantry unit to attack? **Step 1 – Sequential CC with a vehicle:** Per (A11.31), all CC attacks in a Location containing a vehicle are declared **sequentially**. The non-vehicular player attacks first but makes only **one** attack at that time. Thereafter, each side alternates one attack at a time. **Step 2 – Freedom to choose targets:** Per (A11.12), "Units may attack any unit or combination of units in the same Location [EXC: SMC; 11.14], so long as no unit attacks or is attacked [EXC: Infantry OVR (4.152) or CC vs/by a vehicle] more than once per CCPh." The exception for "CC vs/by a vehicle" relaxes the normal "one attack per unit" restriction. Thus when the AFV's turn arrives, it may select any enemy infantry unit(s) in the Location — including the unit that hasn't attacked yet — provided that specific enemy unit was not already attacked by the AFV earlier in the same CCPh. **The AFV's example from (A11.622) confirms this:** After the first Russian squad attacked the tank, the tank (on its turn) attacked "all four Russian units" with its sN, including the squad that had not yet attacked. ### Q2: Does an eliminated infantry unit still get to make its CC attack? **Step 1 – Sequential, not simultaneous:** (A11.1) states that normal CC is simultaneous ("both sides attack the other even if one or both is thereby eliminated"). However, **(A11.31) overrides this for vehicle Locations**: attacks are **sequential**, not simultaneous. **Step 2 – Alternating attacks until eliminated:** Per (A11.31), alternate attacks continue "until all units in that Location have attacked, **been eliminated**, or passed." The phrase "been eliminated" is an exit condition. If the AFV eliminates the infantry unit before it has taken its turn, that unit is **removed** and never gets to attack. **Step 3 – (A11.12) does not save it:** The line in (A11.12) about resolving attacks "even if those units have been eliminated" applies to *simultaneous* (non-vehicle) CC where both sides declare all attacks upfront. In sequential vehicle CC, units are eliminated on the spot and stop participating. ### Q3: Can the AFV make a second attack if it used all its weapons? **Step 1 – Each weapon system fires once:** Per (A11.62), an AFV may use its CC-usable weapons (CMG, AAMG, RMG, etc.) either combined into one attack or **separately in different attacks**. However, "Multiple ROF never applies in CC" **(A11.62)**, meaning a given weapon system cannot be used twice in the same CCPh. **Step 2 – No further attacks with nothing left:** If the AFV used **all** its available CC weapons in its initial attack, it has no remaining FP to contribute to another attack. The (A11.622) example confirms this: "At this point the CCPh ends since neither side has anything left to attack with which hasn't already been used in this phase." **Step 3 – The vehicle exception doesn't create FP from nothing:** While the (A11.12) exception ("CC vs/by a vehicle") does allow a vehicle to attack more than once in a CCPh (the normal "attacked once" restriction is waived for vehicle CC), this only *permits* multiple attacks — it does not create new weapons or FP. Without an unused weapon system, no second attack is possible. **References:** - **(A11.31)** Sequential CC vs a vehicle — non-vehicular player attacks first, alternates thereafter - **(A11.12)** Units may attack any unit/combination; "no unit attacks or is attacked more than once" except for CC vs/by a vehicle - **(A11.1)** Normal CC is simultaneous; vehicle CC overrides this - **(A11.62)** AFV CC attacks vs Infantry — which weapons usable, can combine or separate, no multiple ROF - **(A11.622)** Example showing AFV attacking after infantry, then infantry attacking again, then AFV attacking again with different weapon - **(A11.5)** Infantry CC attacks vs vehicles use CCV, not CCT odds
JUDGE REASONING
[Explanation] The model matches all key concepts in the expected answer: vehicle CC is sequential; after the first infantry attack the AFV may choose eligible enemy unit(s), including one that has not yet attacked; an infantry unit eliminated before its turn does not get to attack back; and the AFV gets no extra attack unless it has separate unused CC-capable weapons/attacks remaining. It even includes the sN/Nahverteidigungswaffe example consistent with the expected answer and does not introduce any contradiction.
A10.51 recall CORRECT HUMAN OVERRIDE judge confidence 0.88
A10.51 lets a routing unit ignore hexes of the building it is currently in as routing targets. Does the same exception apply to woods (woodland patches)? If the woods patch is a single hex, can a routing unit route away from that woods hex (i.e., rout through/leave that woods hex)?
EXPECTED
No—the A10.51 'may ignore' allowance is for the building you are in, not for woods. A unit may still attempt to leave the hex it begins the RtPh in, but a woods patch is not auto-ignorable as a destination the way a building is. A unit under DM that starts in a woods/building can still rout if otherwise allowed; it may rout THROUGH a single-hex woods (i.e., not one it starts the RtPh in) when that hex is ignorable / not its target, or if the hex becomes untenable (e.g., an enemy becomes Known ADJACENT), or if it is routing to an ADJACENT building. It may also continue routing through consecutive woods/building hexes until it runs out of MF if all other criteria are met; otherwise, once it reaches its target it must stop.
MODEL RESPONSE
**Answer:** No, the A10.51 exception to ignore one's starting hex applies **only to buildings**, not to woods hexes. However, a routing unit that begins its RtPh in a woods hex may still leave it—not via the building exception, but because it is not required to designate its own hex as its routing destination even when that hex is the nearest (0 MF away). --- **The A10.51 Building Exception (exact text):** > *"A broken unit in a building need not consider a hex of the same building in which it begins the RtPh (or when a new destination is re-figured) as its closest building hex if it prefers to rout out of that building altogether and toward another building/woods hex—even if it must traverse Open Ground or another building hex of the same building to do so."* This exception is explicitly scoped to **buildings**. The phrase "a hex of the same building" and "rout out of that building" make clear it does not apply to woods hexes. **Woods Hex Routing — the Q&A resolution:** For a unit starting its RtPh in a woods hex, the following official Q&A (K33) applies: > *"A broken unit begins its RtPh DM in a woods hex with no ADJACENT woods/building hexes. There are no KEU in LOS. Since the nearest woods hex is its own at zero MF, must it choose its own hex as its target? A. No."* Thus the unit **can** leave its own woods hex even though that hex is "nearest" at 0 MF. It does not have to consider its own hex as its routing destination, and may rout toward another building/woods hex (subject to all other routing restrictions: not toward a KEU, not ending ADJACENT to an armed unbroken enemy, etc.). **In summary:** - **Building exception (ignore same-building hexes):** does NOT extend to woods. - **Leaving a woods hex you start in:** permitted, because you are not forced to pick your own hex as the destination (per official Q&A). - **Upon leaving that woods hex**, normal routing rules apply — you must head toward the nearest non-ignorable building/woods hex, stop upon reaching one unless continuing directly into another building/woods hex, etc. References: - (A10.51) DIRECTION — routing to nearest building/woods hex, with EXC for building - (A10.51 Q&A — K33) Broken unit in woods need not choose its own hex as destination
JUDGE REASONING
[Explanation] The model gets the core point right: the A10.51 'ignore' exception applies to buildings, not woods, and a unit starting in a woods hex may still leave it. However, the expected answer includes additional key routing nuances: routing THROUGH a single-hex woods when it is not the starting hex, cases where the hex becomes untenable, routing to an adjacent building, and continuing through consecutive woods/building hexes until MF runs out. The model only gives the main idea and general normal-routing language, so it misses several specific concepts from the expected answer.
A23.4 / A23.6 (see also C7.346) recall CORRECT judge confidence 0.99
Under A23.4 and A23.6, when a unit throws a demolition charge (thrown DC) and the throwing unit is CX, does the +1 DRM for CX apply to both the DR for the Target Location and the DR for the Thrower's Location, or only to the Target Location?
EXPECTED
It applies to both Locations. A23.4 adds the +1 CX DRM to the Attack Resolution DR (or Position DR; C7.346), and a thrown DC makes a separate attack on the Target Location (+2 DRM) and on the Thrower's Location (+3 DRM) per A23.6, each resolved with its own DR. The CX +1 modifies each of those DRs—just as the per-Location TEM is applied to each. (This is the consensus interpretation by experienced players; it has not been set by an official Q&A.)
MODEL RESPONSE
**Answer:** The +1 CX DRM applies to **both** the Target Location DR and the Thrower's Location DR, because A23.4 says the CX DRM is applied to "the Attack Resolution DR" — and a Thrown DC generates two separate Attack Resolution DRs (one per Location), both of which are resolved for the same CX thrower. --- **Reasoning:** **Step 1 – A23.4 explicitly states the CX rule for DCs:** > "If the Placing/Throwing unit is CX, the +1 DRM for a CX attack is applied to the **Attack Resolution DR** (or Position DR; C7.346)." The text does *not* say "only to the target Location's DR." It says "the Attack Resolution DR," and a Thrown DC has more than one such DR. **Step 2 – A23.6 shows a Thrown DC resolves as two separate attacks with two separate DRs:** > "Since the Throwing range of a DC is less than its blast radius… both the target's and thrower's Locations are **immediately attacked** by the DC… **A separate DR is used to resolve the attack of a Thrown DC on each Location.** " Each of these is an "Attack Resolution DR" from the same Thrown DC. **Step 3 – The general CX rule reinforces this:** > **A4.51:** "CX units must add one to any… attack DR they make or direct… (+1 to IFT DR for all others)." The thrower is CX, and both the target Location attack and the thrower's own Location attack are IFT attacks generated by that unit's action, so the +1 applies to both. **Step 4 – The thrower's Location already has a fixed +3 DRM (A23.6), but the CX +1 is in addition to it, not in lieu of it.** There is no "instead of" language limiting the CX DRM to only one of the two Locations. Therefore, **both** Location DRs for the Thrown DC receive the +1 CX DRM. References: - (A23.4) CX DRM applied to the "Attack Resolution DR" - (A23.6) A Thrown DC uses a separate DR for each Location - (A4.51) CX adds +1 to any IFT DR the unit makes or directs
JUDGE REASONING
[Calculation] This is effectively a specific rules/fact question about whether the CX +1 applies to one DR or both. The model's final answer exactly matches the expected answer: it says the +1 applies to both the Target Location DR and the Thrower's Location DR. Its reasoning also aligns with the expected basis: A23.4 applies the CX DRM to the attack resolution DR, and A23.6 creates two separate attack resolution DRs, one for each Location.
B26.32 recall CORRECT judge confidence 0.98
Can a unit that is on top of a Wire counter control that hex or Location for Victory Conditions?
EXPECTED
Yes. Being on top of a Wire counter does not by itself prevent a unit from gaining Control of that hex/Location for Victory Condition purposes. B26.32 treats units on and under Wire as being in the same Location, and nothing in A26.11/A26.13 bars Control merely because the unit is on the Wire (the unit must still otherwise qualify for Control—e.g., be the only side with an armed Good Order unit present, at ground level).
MODEL RESPONSE
**Answer:** Yes. A unit on top of a Wire counter is still an armed Good Order Infantry MMC occupying that Location/hex, and there is no rule that prevents it from gaining or retaining Control for Victory Conditions under A26.11. --- A unit on top of a Wire counter and a unit beneath the Wire in the same hex are in the **same Location** (B26.1 – "A unit on a Wire counter and one beneath a Wire counter in the same hex are in the same Location"). Per **A26.11**, Control is gained by "occupying [a Location/hex/building] with an armed Good Order Infantry MMC without the presence of an armed enemy ground unit in that same Location." Being on top of the Wire does not negate the unit's status as an armed Good Order Infantry MMC occupying that Location, and no Wire rule (B26.4, B26.41–.46) restricts Control. The restrictions that do apply to units on Wire (cannot Search, cannot create an entrenchment, cannot Recover a SW beneath the Wire, cannot enter a pillbox/vehicle counter, cannot Place/Throw/Set a DC, cannot Double Time or Dash while moving beneath, etc.) are all specific prohibitions that do **not** mention Control. Therefore, a unit on top of Wire may gain and retain Control normally. References: - **(A26.11)** Gaining Control — "occupying [a Location/hex/building] with an armed Good Order Infantry MMC without the presence of an armed enemy ground unit in that same Location" - **(B26.1)** "A unit on a Wire counter and one beneath a Wire counter in the same hex are in the same Location" - **(B26.4)** Wire restrictions on units on top of Wire — none relate to Control
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer matches the expected answer: a unit on top of Wire can still control the hex/Location for VC purposes. It also correctly cites the key concept that units on and under Wire are in the same Location and that Wire does not itself bar Control.
A15.41, A10.2 (A10.21 referenced) recall INCORRECT judge confidence 0.99
In the Movement Phase a moving 7-0 leader enters a hex containing a 9-1 leader and two squads. A Fire Attack against the moving 7-0 causes a MC; the 7-0 rolls HOB and becomes berserk. The 9-1 then takes its TC, passes, and becomes berserk as well. Are the two squads in the hex subject to two Terror Checks (one from each berserk leader)? Is one of those TCs at -1 DRM?
EXPECTED
Yes—each squad is subject to a Berserk-conversion TC from each berserk leader (two TCs apiece), and one of them carries a -1 DRM. Per A15.41, when a leader goes berserk he must (after first resolving his fire attack) attempt to turn the other friendly units in his Location berserk 'even if … not subject to that same attack'; each such unit takes a Berserk NTC 'subject to the berserk leader's modification', after which that leader forfeits his leadership DRM. So the 7-0's conversion attempt is made at its 0 modifier and the (now-berserk) 9-1's conversion attempt is made at -1. Leader checks follow A10.2 order (higher-Morale leaders first), and the 7-0—as the only moving unit—takes its original MC first per A10.21. Net: the two squads each face two Berserk TCs, one at 0 (from the 7-0) and one at -1 (from the 9-1).
MODEL RESPONSE
**Answer:** No, the two squads are subject to only one Berserk NTC total (not two), and that NTC is resolved at -1 DRM because the 9-1 became berserk (using his leadership DRM) before the squads had to take their check. --- **Step 1: 7-0 becomes berserk via HOB** – As the 7-0 leader becomes berserk, A15.41 requires him to attempt to change every other friendly unit in his Location to berserk status. Each such unit must take a NTC "subject to the berserk leader's modification." The 7-0 has a leadership DRM of 0, so the NTCs he initiates carry a 0 DRM initially. **Step 2: 9-1 takes its NTC first, using the 7-0's DRM** – Per the official Q&A for A15.41, the highest-Morale unit takes its NTC next (the 9-1, before the squads), using the berserk leader's DRM (*not* its own). The 7-0's DRM is 0, so the 9-1's NTC is at DRM 0. **Step 3: 9-1 passes and becomes berserk** – Now *two* berserk leaders occupy the same Location. **Step 4: The two squads take their NTC using the 9-1's -1 DRM** – Crucially, the same Q&A states: *"If the 9-2 becomes berserk, the squad then takes its NTC using his -2 DRM."* This establishes that only **one** NTC is ever required of a given unit; the DRM is simply updated to whichever berserk leader is "in charge" at the moment the squad's NTC is resolved. Here, by the time the squads must take their check, the 9-1 (leadership DRM -1) is already berserk, so their single NTC is subject to the -1 DRM. **Calculation (NTC DRM for the squads):** | Step | Event | DRM applying to squads' NTC | |------|-------|----------------------------| | 1 | 7-0 goes berserk (DRM 0) | 0 (but not yet resolved on squads) | | 2 | 9-1 takes NTC at 0, passes, becomes berserk | — | | 3 | 9-1's DRM (-1) now available for remaining NTCs | **-1** | | 4 | Squads take their single NTC | **-1** | Thus the squads take **one** NTC at **-1** DRM. References: - (A15.41) Leader Consequences — a berserk leader must attempt to convert other friendly units in his Location via NTC subject to his leadership DRM - (A15.41 Q&A, Gen25.2; An95w; An96) — establishes that later-berserked leaders replace the DRM; only one NTC per unit
JUDGE REASONING
[Calculation] This is effectively a yes/no plus specific-count/DRM question. The expected answer is that each squad takes two Berserk-conversion TCs, one at 0 from the 7-0 and one at -1 from the 9-1. The model answered the opposite central conclusion: only one total NTC per squad at -1. Since the final required outcome does not match the expected answer, it is incorrect.
A4.7; B30.8 recall CORRECT HUMAN OVERRIDE judge confidence 0.94
A4.7 says a unit may not change both its location within a hex and also the hex it is in during the same APh. Since a pillbox is a separate location, can a unit advance into an adjacent hex and enter the pillbox in the same APh?
EXPECTED
No, with one exception. A4.7 forbids changing both your Location within a hex and the hex you are in during the same APh, so a unit normally cannot advance into an adjacent hex and also enter a pillbox (a separate Location) in that same APh—the same reason you cannot advance into a building hex and then move to its Level 1 or cellar. Exception: if the pillbox is a bunker (B30.8), a unit in a Location containing a connecting trench may advance into the bunker/pillbox directly from an adjacent hex.
MODEL RESPONSE
**Answer:** No. A unit cannot both advance into an adjacent hex and enter a pillbox in that hex during the same APh. --- The core restriction in A4.7 is clear: during the Advance Phase, a unit may either move one hex horizontally *or* change its Location within a hex (e.g., enter a pillbox from the hex above it), but it cannot do **both** in the same APh. A pillbox is explicitly a separate Location within the hex (B30.33: "a pillbox is a separate Location"). So entering a pillbox from the hex outside it is a vertical change of Location within the hex. Attempting to also change hexes in the same APh violates the "but not both" clause of A4.7. The MPh example in B30.4 — where a squad pays 1 MF to enter the pillbox hex and then another 1 MF to enter the pillbox — is possible only because the MPh allows multiple MF expenditures across separate actions. The APh grants only a single advance, and A4.7 explicitly forbids combining a hex change with a Location-inside-the-hex change. References: - **(A4.7)** Advance Phase — "A unit may not change both its Location within a hex and also the hex it is in during the same APh" - **(B30.33)** Pillbox Location — "a pillbox is a separate Location" - **(B30.4)** Pillbox entry — details the separate MF cost for entering a pillbox Location; this applies to the MPh, but the APh is governed by A4.7's single-advance restriction
JUDGE REASONING
[Explanation] The model correctly states the main rule from A4.7: a unit normally cannot both advance into an adjacent hex and also enter a pillbox in that same APh because the pillbox is a separate Location. However, it misses the key exception from the expected answer: a bunker/pillbox connected by trench per B30.8 can be advanced into directly from an adjacent hex. Since the central rule is right but an important exception is omitted, the response is partial.
A12.2 recall INCORRECT judge confidence 0.99
If a carrier infantry stand sets up outside its vehicle and the vehicle is abandoned/scrounged at scenario start, is that vehicle treated as a wreck or can it be concealed at the scenario start?
EXPECTED
It is not a wreck, and it can be concealed only under the normal rules. A vehicle may set up Abandoned only if a Special Scenario Rule allows it (Carriers are not special in this regard); an Abandoned vehicle uses an Abandoned counter and is NOT a wreck. Per the A12.2 Q&A, a concealed vehicle that becomes Abandoned may retain its '?' (if otherwise allowed), but once it loses concealment it cannot regain a '?' while Abandoned. So if an SSR permits abandoned setup, the scrounged Carrier at scenario start is an Abandoned vehicle that may be set up concealed—it is not treated as a wreck.
MODEL RESPONSE
JUDGE REASONING
[Explanation] The model provided no response at all, so it does not address the key concepts from the expected answer: that an abandoned/scrounged vehicle is not a wreck, that abandoned setup requires SSR permission, and that concealment is possible only under the normal concealment rules/Q&A limits. With no substantive answer, it must be marked incorrect.
A4.61, A23.3 recall CORRECT judge confidence 0.98
If an infantry squad conducts an Assault Movement into a hex and then spends additional MF there to place a Demolition Charge (DC), do the MF expended to place the DC count as part of the Assault Movement (i.e., remain under the Assault Movement rules) or not?
EXPECTED
Yes—the MF used to place the DC remain part of the Assault Movement. A unit may not "partially" Assault Move: it must declare AM before it starts moving and, once declared, AM cannot be voluntarily voided (A4.61). Additional MF spent within a Location (placing a DC, or a grenade/Smoke attempt) on top of a one-Location move do not break AM, provided the unit still moves ≤ one Location and does not expend all of its MF. E.g., AM into a grain hex for 1.5 MF plus a 2-MF DC placement = 3.5 MF total is still a legal Assault Move for a 4-MF squad (see the A23.3 example).
MODEL RESPONSE
**Answer:** Yes — the MF expended to place a DC within the same Location after entering via Assault Movement count as part of that Assault Movement and do not negate the unit's Assault Movement status, provided the unit does not spend all its MF or become CX as a result. --- The key rule is at **(A4.61)**, which states: > *"EXC: additional MF expenditure within a Location (e.g., out of, or into, a Fortification, or Recovery) in addition to a change of Location, does not prevent Assault Movement unless, in so doing, a unit expends all its MF or requires CX status."* DC placement is exactly this kind of "additional MF expenditure within a Location" — the Placing unit stays in its current hex (the Placement Hex) and spends extra MF there to place the DC into an adjacent hex (A23.6). That is analogous to the examples given (Fortification entry/exit, Recovery) and qualifies as an *exception* under A4.61. The unit **does** lose concealment when placing the DC (per A12.141 Q&A: *"Is Placing a DC a '?'-loss activity even if the unit is using Assault Movement? A. Yes."*), but that is a separate concealment-loss question; it does not strip the unit of its Assault Movement designation. The unit continues to receive the Assault Movement defensive benefit (no FFNAM DRM) for the MF it has already spent to move into the Location, and the DC-placement MF are also spent while still under Assault Movement. The only conditions that would break Assault Movement are: 1. Spending **all** MF (including the DC-placement cost), or 2. Needing to go **CX** to afford the DC-placement MF (A4.61 EXC). If neither condition is met, the unit stays in Assault Movement throughout. **References:** - **(A4.61)** Assault Movement — exception for additional MF expenditure within a Location - **(A23.6)** DC Placement — costs extra MF equal to the COT of the target Location, spent in the Placement Hex - **(A12.141)** DC placement is a concealment-loss activity even during Assault Movement (official Q&A) - **(A12.141 Q&A)** Confirms concealment loss, not loss of Assault Movement status
JUDGE REASONING
[Explanation] The model response matches the expected answer’s central concept: MF spent to place the DC in the same Location remain part of the declared Assault Movement and do not void AM. It correctly states the key limitation from A4.61 that AM is not broken by additional MF expenditure within a Location unless the unit expends all MF or must become CX. It also aligns with the expected procedural point that AM cannot be partially voided once declared. The extra concealment discussion is additional correct context and does not contradict the expected answer.
A12.15, B23.922, B28.41 recall CORRECT judge confidence 0.99
If an infantry unit attempts to enter a hex that contains a hidden AP minefield (and a concealed enemy MMC) but is denied entry (e.g., forced to remain in its previous hex), is the moving infantry unit subject to a mine attack from the target hex? Does the answer change if the entry is denied because the destination is a fortified building?
EXPECTED
No—in both cases the unit is not subject to the mine attack, because it never actually enters the mined hex. A12.15 is explicit: "A unit forced back to its previous Location is not subject to attack (even by a minefield or FFE) during its brief period in the previously-concealed unit's Location." When entry is instead denied because the destination is a Fortified Building Location occupied by an enemy squad, the unit "must remain in its present hex" (B23.922) and is likewise not attacked by the A-P minefield (confirmed by the B23.922 Q&A). It expends the MF but takes no mine attack.
MODEL RESPONSE
**Answer:** No minefield attack occurs in either scenario. An infantry unit that is forced back by Detection (A12.15) never actually enters the target hex, so the minefield's "upon entry" attack condition (B28.41) is never triggered. The answer is the same whether the denial is due to a concealed enemy unit or a Fortified Building — no mine attack from the target hex. --- **Step 1 — Detection via A12.15 (concealed MMC in target hex)** A12.15 states that when a non-berserk infantry unit attempts to move into a Location containing a concealed unit, the defender immediately reveals a concealed unit and forces the moving unit back to its last previously-occupied hex — the unit never completes entry into the target hex. The rule explicitly says: *"A unit forced back to its previous Location is not subject to attack (even by a minefield or FFE) during its brief period in the previously-concealed unit's Location."* Since the unit never "enters" the target hex, the condition for a minefield attack — *"Whenever a unit enters/leaves a minefield hex"* (B28.41) — is never met. No AP minefield attack is triggered from the target hex. **Step 2 — Fortified Building denial via B23.922** B23.922 denies entry to a Fortified Building Location occupied by a Good Order enemy squad. The unit "must remain in its present hex" and never enters the target hex. A12.15's loss-of-concealment rules still apply (per B23.922's own cross-reference), but the entry itself is prevented. The official Q&A on *B23.922 & B28.41* directly confirms: *"If a unit is trying to enter a fortified building hex that has an AP minefield in the open ground portion of the hex is the unit attacked before it is denied entry of the hex due to its fortified status? A. No attack."* So no minefield attack from the target hex in this case either. **References:** - (A12.15) Detection — forced-back mechanism; immunity to mine attack during the brief period in the target Location - (B28.41) Minefield attack occurs only when a unit enters/leaves the minefield hex - (B23.922) Fortified Building entry denial — unit never enters the target hex - Q&A: *B23.922 & B28.41* — "No attack" when a unit is denied entry to a fortified building hex containing an AP minefield
JUDGE REASONING
[Explanation] The model response matches the expected answer on the central point: no mine attack occurs in either case because the unit never actually enters the mined hex. It correctly cites A12.15 for the forced-back case and B23.922/Q&A for the fortified building denial case, covering all key concepts from the expected answer.
A12.15 recall CORRECT judge confidence 0.98
If a unit declares Assault Movement and attempts to enter a concealed enemy-occupied location but is bumped back by detection (A12.15), is it still considered to be using Assault Movement for any defensive fire, and how are the movement factors expended treated? Does it matter if the location attempted is Fortified?
EXPECTED
Yes—it is still using Assault Movement. A12.15 states the MF spent attempting to enter the concealed unit's Location are instead considered expended in the Location it is returned to, and nothing terminates Assault Movement (a unit cannot partially Assault Move). So the bumped-back unit may be fired on in the Location it is returned to, but because it is Assault Moving (and did not enter a new hex) FFNAM does not apply—"bump-scouting" under AM is in fact a common way to avoid FFNAM. Denial of entry to a Fortified Building Location works the same way. (This is the consensus reading of A12.15; no rule states that AM ends.)
MODEL RESPONSE
**Answer:** Yes, the unit is still considered to be using Assault Movement for any Defensive First Fire that results from the detection. The MF expended are "still used" but are deemed spent in the Location the unit is returned to (or remains in, for Fortified Buildings) for Residual FP and Defensive First Fire purposes. The same principles apply whether the attempted location is a normal concealed hex or a Fortified Building — though Fortified Buildings additionally prevent any entry attempt from actually occurring, with the unit simply losing its MPh in place rather than being physically bounced back. --- **Step 1 — Assault Movement Status During Detection (A12.15)** - The unit declared Assault Movement at the start of its move (A4.61). - Per A4.61, Assault Movement is lost only if the unit uses all its MF to move beneath Wire, or breaks/becomes berserk due to Defensive First Fire. It "cannot be voluntarily voided." - Detection (A12.15) ends the unit's MPh but does **not** per se strip Assault Movement status — the unit has not broken or gone berserk (yet). Therefore, for any Defensive First Fire attacks that occur as part of the detection event, the unit still qualifies as using Assault Movement and thus is **not** subject to the −1 FFNAM DRM (A4.6). It does remain subject to −1 FFMO if in Open Ground and still using AM (A4.61). **Step 2 — Treatment of MF Expended (A12.15)** - A12.15 states: "The MF expended in attempting to move into the concealed unit's Location are still used, but are considered expended in the Location it is returned to." - This means the MF are consumed (the unit cannot reuse them) and, for Residual FP and Defensive First Fire purposes, the expenditure is treated as occurring in the returned-to Location — not in the attempted concealed Location. **Step 3 — Fortified Building Location (B23.922)** - B23.922 prohibits entry if an unpinned, Good Order, armed enemy squad (or equivalent) is inside. - An attempting unit "loses that MPh ... capability for that turn and must remain in its present hex." The MF are "considered expended in its present hex for purposes of Residual FP (A12.15), Defensive First Fire, Subsequent First Fire, or FPF." - B23.922 explicitly applies loss-of-concealment rules (A12.15) even though the Fortified Location cannot be entered. - The net effect is similar: the unit stays in place, its MPh ends, and the MF are treated as spent in its current hex. Assault Movement status is preserved for those DFF attacks (the unit hasn't broken/berserked). **Key Distinction** - **Normal concealed Location (A12.15):** The unit is physically bumped back to its previously occupied Location. - **Fortified Building Location (B23.922):** The unit never moves; it simply loses its phase capability and remains in its present hex. The unit is still subject to Defensive First Fire in that hex. References: - (A4.61) Assault Movement — conditions for losing AM status - (A4.6) Movement Modifiers (FFNAM/FFMO) — AM exempts from FFNAM - (A12.15) Detection — bump-back, MF treatment, DFF subjection - (B23.922) Fortified Building Entry — prohibition, MF treatment, loss of concealment
JUDGE REASONING
[Explanation] The response matches the expected answer’s key points: the unit retains Assault Movement status after detection/bump-back, the MF spent are treated as expended in the returned/current Location, and FFNAM does not apply because the unit is still Assault Moving and did not enter a new hex. It also correctly states that Fortified Building denial is handled the same in principle, with the unit remaining in place and MF treated as spent there. Extra detail about FFMO and rule citations does not contradict the expected answer.
A10.62, A7.7 recall INCORRECT judge confidence 0.99
To inflict Desperation Morale (or qualify for Encirclement), an attack must have "enough FP (taking the possibility of Cowering into account) to possibly inflict at least an NMC." How does the possibility of Cowering factor in — e.g., does a small attack that would Cower below NMC capability still cause DM?
EXPECTED
It depends on whether the firer can Cower. The test is whether the attack could possibly inflict at least an NMC; if the firer is subject to Cowering you must evaluate it after a cowering reduction—so a small attack that would Cower below NMC capability does NOT cause DM. But if the firer cannot Cower—a SMC, leader-directed fire, ordnance, or a Cowering-immune Elite/1st-Line British unit (A25.45)—no reduction is possible, so even a 1-FP attack with a +1 DRM that could yield an NMC does inflict DM and can enable Encirclement (A7.7). In short: if, accounting for this firer's actual Cowering possibility, the attack could still inflict ≥ NMC, the broken unit becomes DM.
MODEL RESPONSE
**Answer:** The "possibility of Cowering" does NOT mean a cowering attack fails the DM/Encirclement test. You evaluate the attack at its **full stated FP** (before any cowering reduction); the actual DR and whether cowering occurs are irrelevant. A small attack that *would* cower below NMC capability still qualifies for DM/Encirclement **if** the attack at its full FP could have reached an NMC result. Conversely, an attack whose full FP already cannot reach NMC (e.g., 1 FP with a +1 DRM) fails regardless of cowering. --- The key rules and Q&A: - **A10.62** & **A7.7** both say: "enough FP (taking the possibility of Cowering into account) to possibly inflict at least a NMC result on the target." - **Q&A (A10.62):** *"With respect to a unit becoming DM when fired at on the IFT — Does the actual dice roll or result on the IFT matter in determining whether or not the target unit is placed under DM? If a unit capable of Cowering fires a 1 +1 shot on the IFT, and actually rolls doubles, is this sufficient to DM the target unit? If the firing unit actually Cowers on the dice roll (rolls doubles) is the FP reduced by two columns to determine DM?* **A. The actual DR does not matter.** [K33]" - **Q&A (A10.62):** *"If a unit capable of cowering takes a 1 +1 shot at a broken unit does the broken unit become DM?* **A. Yes.** [K33-ARE]" The rule says "taking the possibility of Cowering into account" — meaning you acknowledge the firer *can* cower (it's not cowering-exempt), but the test is performed **at the attack's full FP**. You look at what the attack could achieve in the best case (lowest possible IFT DR), not the worst case after a cower shift. If at that full FP the attack could possibly inflict an NMC, it qualifies — regardless of whether the actual roll cowers or misses. For Encirclement (A7.7), the same standard applies: each firing unit must exert enough FP, considering it might not cower, to possibly cause an NMC. The Q&A at A7.7 further confirms that for a Fire Group, you look at the group's total FP — the group can qualify even if individual members alone could not.
JUDGE REASONING
[Explanation] The expected answer’s central concept is that Cowering must be accounted for based on whether this firer can actually Cower: if subject to Cowering, a small attack that would drop below NMC capability does not cause DM; if immune/cannot Cower, no reduction is applied. The model states the opposite core rule—evaluating at full FP regardless of possible Cowering—and explicitly says a small attack that would Cower below NMC capability still qualifies. That contradicts the expected answer’s main point.
A7.53 recall CORRECT judge confidence 0.99
A multi-Location Fire Group has a leader in only one of its Locations. Can that leader prevent the entire Fire Group from Cowering, as long as he does not apply his leadership DRM?
EXPECTED
No. A Fire Group cannot be partially leader-directed—it is either leader-directed (a participating leader in every Location of the FG) or it is not (A7.53/A7.531). A leader present in only one Location cannot direct the FG and therefore cannot prevent it from Cowering, whether or not he applies his DRM. To direct a multi-Location FG at all (including to prevent Cowering) a qualifying leader must be in each Location, and only the single lowest leadership DRM may then apply. Confirmed by official Q&A.
MODEL RESPONSE
**Answer:** No. A leader in only one Location of a multi-Location Fire Group cannot prevent the entire FG from Cowering. Per A7.531, a leadership DRM/direction may only be employed with a multi-Location FG if a leader is present in *every* Location. Since there is only one leader in one Location, the FG as a whole is not considered "directed by a leader," so the Cowering exception ("unless a leader directs that attack," A7.9) does not apply. Furthermore, "leader direction" and "application of a leader's DRM" are synonymous (A7.53-.531 & A10.72 official Q&A), so the leader cannot "direct without applying his DRM" as a workaround. On a doubles DR, the attack cowers (shift one column left) and Random Selection determines which unit(s) are marked with a Final/Prep Fire counter; only the units in the leader's own Location might avoid marking if the RNG spares them, but the entire FG still suffers the column shift. --- **Key Rules:** - **(A7.531)** A leadership DRM may be employed with a multihex/Location FG **only if a leader directing that attack is present in every Location**; the DRM in effect is that of the lowest-quality participating leader. For a single-Location FG, all firing units must be in the same Location for a leader to direct. - **(A7.9)** Cowering: IFT attacks are adversely affected by Original "Doubles" **unless a leader directs that attack**. A directed attack never cowers. If the FG cowers, Random Selection determines which unit(s) (and their SW) are marked. - **(A7.53-.531 & A10.72 Official Q&A)** "Leader direction and the application of a leader's DRM can be declared independently of each other... **No; the two are synonymous in all cases.** " You cannot "direct without applying the DRM." - **(A10.72)** A player can opt to exclude leader direction in any attack, but if excluded the leader is not directing — so Cowering immunity is lost for that FG. - **(A7.5)** A multi-Location FG is permitted if each participating Location is ADJACENT to another participating Location, but the direction/cowering rules of A7.531 and A7.9 still govern.
JUDGE REASONING
[Calculation] This is effectively a binary yes/no rules fact question. The expected answer is 'No,' and the model's final answer matches exactly. It also includes the key rule basis: a multi-Location FG is only leader-directed if a leader is present in every participating Location, so a leader in only one Location cannot prevent Cowering, and cannot direct without applying DRM as a workaround.
A8.1 recall CORRECT judge confidence 0.99
A squad is beneath a stopped AFV and declares an Armored Assault; the AFV expends 1 MP to Start. Does that Start MP allow the enemy to make Defensive First Fire against the squad?
EXPECTED
No. Per the official A8.1 (and D9.31) Q&A, the AFV's Start MP does not permit enemy Defensive First Fire against the accompanying infantry. The trigger for fire against the infantry is the infantry's own expenditure of MF; the squad has spent none, so it cannot be First Fired on for the AFV's Start (the AFV itself may of course be fired on for that MP).
MODEL RESPONSE
**Answer:** No — the AFV's Start MP does **not** allow Defensive First Fire against the squad conducting Armored Assault. --- This is explicitly settled by official Q&A: > **A8.1 & D9.31** A MMC stacked with a stopped AFV declares an armored assault. The AFV starts. Does this spent MP allow enemy units to defensive first fire at the MMC? > **A.** No. [K33] The Start MP is expended by the AFV only. While Armored Assault links the squad's movement to the AFV's movement (D9.31), the squad has not yet expended any MF itself, so there is no MF expenditure by the infantry to trigger Defensive First Fire against them. References: - (A8.1) Defensive First Fire — occurs in response to a unit's MF/MP expenditure - (D9.31) Armored Assault — squad and AFV move together; the squad's MF expenditure begins later - (A8.1 & D9.31 Q&A) — A MMC stacked with a stopped AFV declares Armored Assault; the AFV starts; DFF vs the MMC is **not** allowed [K33]
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer exactly matches the expected answer: No, the AFV’s Start MP does not allow Defensive First Fire against the squad. It also includes the key rule basis and correctly notes that only the AFV spent MP while the infantry spent no MF.
A26.11, A8.15 recall CORRECT judge confidence 0.99
Must a Good Order MMC survive a minefield attack in a hex in order to gain Control of a building in that hex?
EXPECTED
No. The unit gains Control of the Location/building the instant it enters the hex; any attack that might affect it (such as the minefield attack) is resolved afterward, so it need not survive to gain Control (A26.11). This parallels the ruling that a unit broken by a Snap Shot as it enters an otherwise-empty Location still gains Control, because it "is considered to be in the Location entered" (A8.15/A26.11 Q&A).
MODEL RESPONSE
**Answer:** No. Per A26.11, a Good Order Infantry MMC can gain Control of a Location/hex/building during the act of movement and does not need to survive Defensive First Fire (or any other attack triggered by its entry) in that Location to gain Control. A minefield attack incurred upon entering the hex is no different in this regard — Control is gained at the moment of entry, even if the unit is subsequently eliminated by the minefield. --- The relevant text from **A26.11** states: > *"Control can be gained during the act of movement; a unit need not end a phase (or even survive Defensive First Fire) in the Location/hex/building to gain Control of it."* A minefield attack vs a unit that enters the hex is resolved per **B28.41** as a consequence of entry, analogous to Defensive First Fire. Since A26.11 explicitly waives the survival requirement for "Defensive First Fire" (the paradigmatic entry-triggered attack), and a minefield attack is another entry-triggered resolution, the same principle applies: the MMC gains Control upon entering (assuming no armed enemy units are present in that Location/hex/building), regardless of whether it survives the minefield attack. References: - **(A26.11)** Gaining Control — survival of Defensive First Fire not required - **(B28.41)** Minefield attack upon entry of a minefield hex
JUDGE REASONING
[Calculation] This is effectively a Yes/No fact question, and the model’s final answer matches the expected answer: No. It correctly states that Control is gained upon entry and that survival of the subsequent minefield attack is not required. It includes the key A26.11 concept and does not contradict the expected ruling.
B27.1 recall INCORRECT judge confidence 0.98
Under a "set up Entrenched" SSR (B27.1) that specifies neither type nor size, may each crew or a lone SMC set up in its own 1S foxhole, and may a unit claim a foxhole larger than itself?
EXPECTED
Yes. A "set up Entrenched" SSR means foxholes (not trenches) unless it states otherwise, and if it does not specify a size, any size foxhole may be used. So each crew—or a lone SMC—may set up in its own 1S foxhole, and a unit may claim a foxhole larger than it strictly needs; units are not required to double up (B27.1, per Q&A for this SSR type).
MODEL RESPONSE
**Answer:** Under a "set up Entrenched" SSR (B27.1) that does not specify type or size: each crew may set up in its own 1S foxhole; a lone SMC may set up in a 1S foxhole (only a 1S); but a unit may NOT claim a foxhole larger than its own size — a squad/crew/HS cannot set up in a 2S or 3S foxhole unless multiple units combine to fill its capacity. --- The official Q&A (B27.1) directly addresses this: > **B27.1** Can a unit claim a foxhole larger than the size of the unit(s) that will set up therein when an SSR says "units in suitable terrain may set up Entrenched (B27.1)." Can a lone SMC claim a foxhole of any size by the above type SSR? Can dummies claim a foxhole of any size by the above type SSR? > **A.** No. Only a 1S. Only a 1S. [K33] - **"No"** — A unit cannot claim a foxhole *larger* than itself. A squad (full size) fits a 1S foxhole; a crew/HS (squad-equivalent per B27.12) also fits a 1S, but none may take a 2S or 3S unless multiple units fill that capacity. - **"Only a 1S"** — A lone SMC may claim a 1S foxhole, but only a 1S (the smallest size). - **Dummies** likewise are restricted to a 1S. This is consistent with **B27.12**: a 1S foxhole has "capacity of one squad (or its equivalent)" and can be exceeded by up to four SMC — so a lone SMC is well within the 1S capacity and a crew (HS-equivalent) is similarly fine. References: - (B27.1) Foxhole placement and OB limits - (B27.12) Capacity: 1S = one squad or its equivalent; can be exceeded by four SMC - (B27.1 Q&A) Unit may not claim larger foxhole; lone SMC only a 1S
JUDGE REASONING
[Explanation] The expected answer says a generic 'set up Entrenched' SSR allows foxholes of any size if size is unspecified, so each crew/lone SMC may have its own 1S foxhole and a unit may also claim a larger foxhole than needed. The model response directly contradicts this central point by saying a unit may NOT claim a larger foxhole and that a lone SMC is limited to only a 1S. Because it reverses the key rule outcome, it is incorrect.
B6.31 recall CORRECT judge confidence 0.99
Does the +1 bridge TEM benefit a unit located beneath the bridge, or only a unit on the bridge?
EXPECTED
Against Direct Fire, only a unit on the bridge gets the +1 TEM: B6.31 grants +1 to targets on a non-pontoon bridge whose LOF enters other than across the road depiction, and it does not cover units beneath the bridge. A unit beneath the bridge gains the +1 only against Indirect Fire, because B6.32 gives +1 to a non-pontoon bridge "or targets on or beneath that bridge" (reflecting the bridge's separation from the obstacle and the reduced effect of near misses). So: under-bridge unit → no +1 vs Direct Fire, but +1 vs Indirect Fire.
MODEL RESPONSE
**Answer:** Only a unit **on** the bridge receives the +1 TEM vs Direct Fire (B6.31). A unit **beneath** the bridge receives it only vs Indirect Fire (B6.32), not vs Direct Fire. --- **Direct Fire (B6.31):** "Direct Fire against targets **on** a non-pontoon bridge… which enters the bridge other than across the road depiction… has a TEM of +1 regardless of bridge construction type." The rule specifies **"on"** — it does not mention targets beneath the bridge. A unit beneath the bridge is in a separate Location (B6.4: "A unit beneath a bridge is depicted by placement beneath a bridge counter") and does not benefit from this TEM vs Direct Fire. (And if the Direct Fire LOS is traced only through the road depiction, the target on the bridge is considered in Open Ground with no TEM per B6.3.) **Indirect Fire (B6.32):** "Indirect Fire against a non-pontoon bridge/targets **on or beneath** that bridge has a TEM of +1 regardless of the LOF due to the separation of the bridge from the obstacle it crosses—thus reducing the effects of near misses and negating Interdiction." Here the rule explicitly covers both **"on or beneath"**, so the +1 TEM applies to units beneath the bridge for Indirect Fire attacks. **References:** - (B6.31) Direct Fire vs targets *on* a non-pontoon bridge — +1 TEM - (B6.32) Indirect Fire vs targets *on or beneath* a non-pontoon bridge — +1 TEM - (B6.3) Direct Fire traced only through the road depiction — treated as Open Ground - (B6.4) Units beneath a bridge are a separate Location at the level spanned by the bridge
JUDGE REASONING
[Explanation] The model response matches all key concepts in the expected answer: +1 TEM vs Direct Fire applies only to units on a non-pontoon bridge, not beneath it; units beneath the bridge receive +1 only vs Indirect Fire under B6.32. It also correctly cites the relevant rule distinctions and adds consistent supporting detail without contradiction.
A12.14, A14.2 recall CORRECT judge confidence 0.98
A concealed unit is Pinned by a Sniper while it is out of the LOS of all enemy units. Does it lose its concealment?
EXPECTED
No—it keeps its "?". Becoming Pinned is not one of the concealment-loss conditions when out of LOS of enemy units: the loss list triggers on becoming broken/Reduced/Wounded/berserk/overstacked/captured, using Non-Assault Movement, being Searched/Mopped Up, failing a PAATC, etc.—Pin is not among them. (Here the unit is also out of LOS of all enemy.) So a Sniper Pin result against an out-of-LOS concealed unit leaves its concealment intact.
MODEL RESPONSE
**Answer:** No. A concealed unit that is Pinned by a Sniper while out of the LOS of all enemy units retains its concealment — being Pinned is not one of the conditions (failing a MC, breaking, becoming Wounded/Reduced) that cause loss regardless of LOS, and the Sniper-attack concealment-loss bullet at A12.14 specifically requires being *in* the LOS of a Good Order enemy ground unit. --- The rules governing concealment loss are set out in A12.14: 1. **Automatic loss (regardless of LOS):** *"When a concealed unit fails a MC or breaks or becomes Wounded/Reduced it loses its '?', regardless of the range to any enemy units in its LOS, or even if out of the LOS of all enemy units."* Being Pinned is not failing a MC, breaking, or becoming Wounded/Reduced — a Sniper dr of 2 pins a MMC directly (A14.3) without any MC, so this clause does not apply. 2. **Loss requiring LOS to a Good Order enemy ground unit:** The rule then lists three events that cause loss *"while in the LOS of a Good Order enemy ground unit (regardless of range)"*: - becomes berserk/overstacked, - is attacked resulting in at least a PTC on the IFT, - **is attacked by a Sniper (dr 1 or 2; 14.3)**. The Sniper-attack bullet is explicitly conditional on being *in the LOS of a Good Order enemy ground unit*. Since the unit is out of the LOS of *all* enemy units, this condition is not satisfied. 3. **Being Pinned is not itself a concealment-loss activity.** The list of actions that cause concealment loss (Non-Assault Movement, firing, CC attack, etc.) does not include "becomes pinned." The Stuka pinning Q&A (E7.403) reinforces this principle in an analogous context — automatic pinning does not cause concealment loss. Therefore, a concealed unit Pinned by a Sniper while out of LOS of all enemy units keeps its "?". References: - (A12.14) Concealment Removal — conditions for loss, including automatic loss for failing a MC/breaking/Wounded/Reduced irrespective of LOS - (A14.3) Sniper Resolution — dr 2 pins MMC - (E7.403 Q&A) "The automatic Stuka pinning does not cause Concealment loss" (analogous principle)
JUDGE REASONING
[Calculation] This is effectively a yes/no rules fact question. The model's final answer exactly matches the expected answer: no, the unit does not lose concealment. Its explanation also captures the key basis that Pin is not one of the concealment-loss conditions when out of LOS, and that sniper-related concealment loss requires LOS to a Good Order enemy ground unit.
B9.3 recall INCORRECT judge confidence 0.98
A concealed unit Advances (in the APh) through a wall/hedge gap (road) hexside toward an enemy that has LOS across that hexside. Does it keep concealment?
EXPECTED
No. According to Perry, this unit is considering moving and thus don't get the benefit of TEM (covered in B9.3).
MODEL RESPONSE
**Answer:** The concealed unit ***retains concealment*** if the hex it is entering is **not Open Ground** (i.e., has positive TEM or a LOS Hindrance); it ***loses concealment*** if the hex **is Open Ground** (no TEM, no hindrance). The wall/hedge road gap does **not** help — because the LOS goes through the gap, the wall/hedge TEM cannot apply to a moving unit (B9.3), so it cannot convert "otherwise Open Ground" into non-Open Ground for concealment purposes. --- **Why the wall/hedge gap matters:** - A12.14 says a concealed unit loses its "?" if it **"moves/advances/withdraws into an Open Ground hex"** (per A10.531) while in LOS of a Good Order enemy ground unit within 16 hexes. Otherwise it retains concealment during an advance into a **non-Open Ground** hex, even if adjacent to an enemy. - **A10.531** defines Open Ground as a hex where a hypothetical Defensive First Fire could apply the **-1 FFMO DRM** — i.e., a hex with no protective TEM or LOS Hindrance. - **B9.3** states: *"If the LOS crosses the wall/hedge hexside through a road/gap depiction … the wall/hedge TEM can only apply if the target is a **non-moving** unit."* Since the advance is a movement activity, the wall/hedge TEM **does not apply** through a road gap. Therefore the wall/hedge cannot make the hex "non-Open Ground" (unlike the Q&A at A12.14, where a wall whose LOS *crosses the wall itself* preserves concealment for an otherwise Open Ground hex). - If the destination hex has its own TEM (woods, brush, building, entrenchment, etc.), the FFMO test fails → hex is not Open Ground → concealment is **retained** (A12.14). - If the destination hex has **no TEM** (e.g., clear terrain, no smoke/hindrance) → FFMO would apply → hex is Open Ground → concealment is **lost** (A12.14). **References:** - (A12.14) Removal of Concealment — advancing into Open Ground causes loss; advance into non-Open Ground retains it - (A10.531) Open Ground definition — FFMO test - (A4.6) FFMO — negated by any protective TEM or LOS Hindrance in/through the target hex - (B9.3) Wall/Hedge TEM — road/gap: TEM only vs non-moving units - (A12.14 Q&A) *"Does wall TEM prevent loss of Concealment for an Infantry unit … Advancing in otherwise open ground? A. Yes, as long as the LOS crosses the wall."* — implicit that if LOS goes through a gap, the wall does **not** prevent loss.
JUDGE REASONING
[Calculation] This is effectively a yes/no rules result. The expected answer is an unqualified 'No'—the unit does not keep concealment when Advancing through a wall/hedge road gap with enemy LOS across that hexside, because per Perry/B9.3 it is considered moving and does not get the TEM benefit. The model answered the opposite as its main conclusion ('retains concealment' in some cases) and introduced conditional outcomes not present in the expected answer. That conflicts with the required final result.
B9.323 recall CORRECT judge confidence 0.99
A unit moves (non-Assault) into a bocage hex where it cannot claim an in-hex TEM of at least +1. Must it claim Wall Advantage, and does claiming WA at the bocage hexside then allow an enemy on the far side of that hexside to fire at it (when the bocage would otherwise block that LOS)?
EXPECTED
Yes to both. Per B9.323 (Mandatory WA), a unit unable to claim an in-hex TEM of at least +1 must claim Wall Advantage as soon as possible regardless of timing, and cannot voluntarily forfeit it. Although by B9.521 a unit with no WA in that hex would be out of LOS to a viewer across the bocage hexside, taking mandatory WA means it is claiming that bocage hexside's advantage — so it becomes visible to, and can be fired upon by, an enemy tracing LOS across that hexside. (If the hex had an in-hex TEM ≥ +1, e.g. woods/building, the unit could decline WA and remain out of LOS. A concealed unit forced into mandatory WA does not lose concealment even using non-Assault Movement, though FFNAM still applies — B9.55.)
MODEL RESPONSE
**Answer:** Yes to both. A unit moving into a bocage hex who cannot claim in-hex TEM ≥ +1 must claim Mandatory Wall Advantage per B9.323. And by claiming WA, it becomes visible to non-adjacent enemies on the far side of that bocage hexside (per B9.521), whereas without WA those enemies could see the hex but could *not* see the unit inside it. --- **Step 1 — Mandatory WA.** B9.323 (Mandatory WA) states: *“A unit unable to claim in-hex TEM of at least +1 must claim WA as soon as possible regardless of timing… and cannot voluntarily forfeit it.”* The question stipulates the moving unit enters a bocage hex (a type of hedge; B9.5) where it cannot claim in-hex TEM ≥ +1 (e.g., open ground). None of the exceptions (B9.324 concealed unit, B9.322 Pinned/TI/Immobile) are stated to apply. Therefore the unit **must** claim WA the moment it enters the hex. **Step 2 — LOS consequences of claiming WA through bocage.** Bocage LOS is governed by B9.521, not the general wall/hedge LOS rule (B9.32's last sentence explicitly carves out bocage as an exception). B9.521 says: - *A viewer having WA over that bocage hexside*: can see freely through the bocage hexside and any hex beyond it. - *A viewer not in a hex formed by the bocage hexside* (i.e., a non-adjacent viewer): can see through the bocage hexside to the hex forming that hexside, but **cannot see units without WA** (nor their possessed equipment). Thus, if the moving unit **lacked** WA, a non-adjacent enemy on the far side could see the hex (entrenchments, etc.) but could **not** see the unit itself — the unit would be effectively invisible behind the bocage. By being forced to claim WA, the unit becomes visible to those same non-adjacent enemies. The rulebook example at B9.55 confirms this exactly: *“It continues to L4 where it must claim WA (9.323), thereby moving within the 4-4-7's LOS.”* The inverse is also shown: *“A lone broken unit cannot claim WA… the 4-6-7 therefore loses WA and disappears out of LOS from both British units, making it immune to further attacks.”* References: - (B9.323) Mandatory WA — must claim WA if unable to claim in-hex TEM ≥ +1 - (B9.521) Bocage Hexside LOS — only units with WA are visible to non-adjacent viewers through a bocage hexside - (B9.55) Bocage Concealment — example showing mandatory WA makes unit visible; losing WA makes it disappear from LOS
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question with two required answers. The model matches the expected answer on both points: mandatory WA applies when no in-hex TEM of at least +1 is available, and claiming WA at the bocage hexside makes the unit visible/fireable across that hexside. It also correctly cites the relevant rules and explains the LOS consequence consistently with the expected answer.
A11.15, A7.4 recall CORRECT HUMAN OVERRIDE judge confidence 0.94
A CE (crew-exposed) AFV enters a hex containing an enemy Good Order squad, stops, and both survive to the Close Combat Phase. Is the AFV held in Melee? When that hex is fired upon, which units are affected — only the squad, or the AFV as well?
EXPECTED
The AFV is not held in Melee — vehicles are never held in Melee (A11.71); a Melee/CC counter marks the infantry, and the AFV may move/rout away in its next turn. When the hex is fired on, normal Direct Fire affects only the unit(s) actually targeted (the squad in Melee), not the AFV; only fire that attacks the entire Location — OBA or an Area Target Type attack — affects both the squad and the AFV (A7.4). (A Sniper result could still hit the CE crew.)
MODEL RESPONSE
**Answer:** No, the AFV is **not** held in Melee** — a vehicle is never held in Melee (A11.7). When that hex is fired upon, only the **squad (the Melee unit)** is affected; the **AFV is not affected** because it is not a "melee unit" and thus is not included among the units that must be attacked when firing into a Melee Location. --- **Step 1 — AFV held in Melee?** Per (A11.7): *"A vehicle is never held in Melee."* Official Q&A (A11.15 Q&A) confirms: *"Vehicles are not locked in melee."* Even an Immobile AFV is not held in Melee. The AFV can move out normally if Mobile; if Immobile it stays but is still not held in Melee. **Step 2 — Firing into the Location** Per (A11.15): *"The Melee units may be attacked by non-Melee units during a fire phase … but all friendly and enemy units in the Location must be attacked."* The rule says "all friendly and enemy *[Melee]* units" — the key question is what qualifies as a "melee unit." Official Q&A (A7.4 & A11.15, [K33-ML]) directly addresses this: > *"A British 3-3-8 is locked in OG in melee with a CE, stopped German AFV. In Prep fire, German infantry fire into the melee … Does the German crew undergo an NMC? … A. **No. The AFV is not a 'melee unit.'**"* Thus, the AFV's crew is **not** affected by fire attacks on that Location. Only the infantry locked in Melee are affected. **References:** - (A11.7) Vehicle Withdrawal from CC — "A vehicle is never held in Melee" - (A11.15) Melee — "Infantry of both sides… are considered to be locked in Melee… all friendly and enemy [Melee] units in the Location must be attacked" - (A11.15 Q&A) "Vehicles are not locked in melee" [K33] - (A7.4 & A11.15 Q&A) "The AFV is not a 'melee unit'" [K33-ML]
JUDGE REASONING
[Explanation] The response correctly gives the central ruling that the AFV is never held in Melee and that ordinary fire into the Melee affects the squad, not the AFV. However, it omits a key concept from the expected answer: exceptions where attacks that affect the entire Location (such as OBA or Area Target Type) would affect both the squad and the AFV, and it also does not mention the possible Sniper hit on the CE crew. So the main idea is right, but the full scope is incomplete.
B13.421 recall CORRECT judge confidence 0.98
A bogged fully-tracked AFV has created a partial Trailbreak in a woods hex. May another friendly vehicle use that partial Trailbreak to ease its own movement or Bog Check into that hex?
EXPECTED
No. A partial Trailbreak confers no movement or Bog benefit on any other vehicle — it cannot be used in any way by another unit (B13.421, per Perry Sez). It exists only to mark the possibility of creating a full Trailbreak and to indicate one hexside of the eventual two-hexside full TB. Only a completed (two-hexside) full Trailbreak provides the reduced cost/benefit that other vehicles may use.
MODEL RESPONSE
**Answer:** No. A partial Trail Break never confers movement or Bog benefits to another vehicle — those benefits only apply once the creating vehicle exits the hex and a **full** TB is placed (B13.421). Moreover, if the creating AFV bogged, the bog is treated as Immobile, which **removes** the partial TB entirely (B13.4211 + official Q&A). --- **Why:** - **B13.421** explains the TB sequence: a partial TB is placed when a fully-tracked AFV enters a woods hex. Only *after* that AFV leaves via another hexside is a **full** TB placed, and only *thereafter* may any fully-tracked vehicle use it to traverse those hexsides at half MP allotment without a Bog check. A *partial* TB does not provide those benefits to anyone. - **B13.4211** states: *"A wreck or Immobile vehicle on a TB counter removes that TB."* - **Official Q&A** (see the entry under B13.421): *"Unless the first AFV had bogged, making it Immobile and removing its partial TB."* This confirms that a bogged AFV is treated as Immobile for this purpose, so its partial TB is removed immediately. - The same Q&A directly addresses the scenario of a second fully-tracked AFV trying to use a partial TB: **"No to both (B13.4211-.12); place a second partial TB when the second AFV enters..."** The second vehicle cannot use the existing partial TB at a discount — it must create its own partial TB (or risk Bog at the normal cost). References: - (B13.421) Trail Break — partial vs full TB; benefits only after completion - (B13.4211) Wreck/Immobile vehicle removes the TB counter - (B13.421 Q&A) Bogged AFV = Immobile, removes its partial TB; second AFV cannot use a partial TB
JUDGE REASONING
[Calculation] This is effectively a binary Yes/No question, and the model’s final answer matches the expected answer: No. It also includes the key rule concept that a partial Trailbreak provides no movement or Bog benefit to another vehicle and only a full Trailbreak can be used by others. The added detail about a bogged AFV being treated as Immobile and removing the partial TB is consistent with the cited rules/Q&A and does not contradict the expected answer.
B10.1, A4.34 calc CORRECT judge confidence 0.96
A unit Bypasses a hill hex whose printed depiction spans several elevation colors. At what elevation is the Bypass figured — the colors the path visually crosses, or the level of the hex-center dot — and therefore what elevation-change MF must be paid?
EXPECTED
It is figured at the elevation of the hex-center dot, not the colors the path visually crosses. Per B10.1, although many hexes are printed with colors representing more than one elevation, units in a hex are always considered at the elevation level containing the hex-center dot, and other terrain (woods, building, etc.) is at that higher level throughout the entire depiction. So a unit Bypassing such a hill hex is at the center-dot level and must pay the elevation-change MF to reach it (e.g., +2 MF per intermediate and final level climbed, plus any Ground Snow/rain), then no extra cost to continue along at that same level — the multi-color base depiction is ignored for elevation and cost.
MODEL RESPONSE
**Answer:** The Bypass elevation is determined solely by the hex's center dot level (B10.1), not by the elevation colors the path visually crosses. Therefore, any elevation-change MF — doubling of the COT per A4.133 — is based on whether the hex center dot's level is higher than the level of the hex the unit is leaving. --- **Key Rule — B10.1 (Hill Hex Elevation):** > *"For aesthetic purposes, many hexes contain colors representing more than one elevation, but units therein are always considered at the elevation level containing the hex center dot."* A hill hex may be painted with multiple brown shades (e.g., level‑1 and level‑2 hues), but the unit's elevation for all purposes — LOS, TEM, and movement — is the level of the hex's center dot. This applies equally to a unit using Bypass inside that hex. **Bypass Movement Cost (A4.31):** Bypass cost is the COT of the *other* (non‑obstacle) terrain in the Location — usually one MF for Open Ground or two MF to enter higher‑elevation Open Ground. The unit is moving around the hill/woods/building obstacle within the hex, but its elevation remains the hex‑center level. **Elevation‑Change Doubling (A4.133 & B10.4):** Per A4.133, the MF cost for entering a terrain type is doubled when moving *into* a new hex one level higher than the previously occupied hex. Per B10.4, crossing a Crest Line into higher terrain also triggers double COT. The comparison is always between the *hex center dots* of the hex being left and the hex being entered — not between the elevation colors traversed by the Bypass path inside the hex. **Conclusion:** If the Bypass hex's center dot is at a higher level than the departing hex's center dot, the COT is doubled (a level‑1‑to‑level‑2 move costs 2 MF for Open Ground instead of 1). If the center dots are at the same level, no elevation‑change penalty applies, regardless of how many elevation colors the printed hill depiction shows within the hex. References: - (B10.1) Hill Elevation — center dot determines unit's level - (A4.31) Bypass MF cost — based on other terrain in the hex - (A4.133) Elevation Change — COT doubled moving to higher level - (B10.4) Crest Line movement — double COT when crossing into higher terrain - (B10.11) Crest Line — formed where two full‑level elevations meet
JUDGE REASONING
[Explanation] The model gives the central rule correctly: Bypass in a multi-colored hill hex is figured at the elevation of the hex-center dot, not the printed colors crossed. It also correctly states that elevation-change MF is based on entering that center-dot level from the prior hex, matching the expected answer's core concept. The wording about doubling COT is a valid way to express the elevation-change cost, and the conclusion that no extra cost applies merely because the artwork shows multiple elevation colors matches the expected answer.
A3.34, A4.34 calc CORRECT judge confidence 0.99
When firing at an Infantry unit using Bypass Movement (hugging a hexside rather than the hex center), where may the firer trace the LOF, and what DRM applies if the LOS is traced to the hex center across the bypassed hexside while the unit moved non-Assault in Open Ground?
EXPECTED
The firer may trace the LOF either to a hexside vertex the unit traverses during its Bypass, or to the hex center. If traced to the hex center, the LOS must cross a bypassed hexside before reaching that center (or the LOS is blocked) — A3.34/A4.34. Such a shot at a unit that used non-Assault Movement through Open Ground along that hexside usually qualifies for the −2 DRM (−1 FFMO and −1 FFNAM). So: fire to a traversed vertex, or to the center across the bypassed hexside, at a −2 DRM for a non-Assault-Moving unit in Open Ground.
MODEL RESPONSE
**Answer:** The firer may trace its LOS either to any hex vertex along a hexside the bypassing unit traversed, or to the target hex center. If tracing to the hex center, the LOS must cross a bypassed hexside; if that hexside is Open Ground and the unit used non-Assault Movement, the attack receives a combined **−2 DRM** (FFNAM + FFMO). --- Per **A4.34** (Bypass LOS): 1. **LOF options** — A firer attacking a bypassing unit does not have to trace LOS to the hex center. Instead it may trace to **any hex vertex** along a hexside traversed by the moving unit (two vertices for one-hexside Bypass, three vertices for two-hexside Bypass, etc.). The firer makes *one* allowed LOS check per attack. 2. **Tracing to the hex center** — If the firer chooses to trace LOS to the hex center instead, the LOS "must cross a bypassed hexside…before reaching that hex center or the LOS is blocked." 3. **DRM when tracing to hex center across an Open Ground bypassed hexside** — The rule states that tracing to the hex center across a bypassed hexside *"thus usually qualifying for a −2 DRM for Non-Assault Movement in Open Ground"*. This −2 is the sum of: - **−1 FFNAM** (First Fire vs Non-Assault Movement, per A4.6) - **−1 FFMO** (First Fire vs Movement in Open Ground, per A4.6) Since the LOS crosses the bypassed hexside that is Open Ground, and the moving unit is not using Assault Movement, both modifiers apply. No effective protective TEM (A4.6) or LOS Hindrance is present in the Open Ground hexside to negate FFMO, so the full −2 is valid. References: - **(A4.34)** Bypass LOS — LOF options and hex-center tracing rules - **(A4.6)** Movement Modifiers (FFNAM/FFMO) — definitions and the condition that negates FFMO
JUDGE REASONING
[Explanation] The response matches all key concepts in the expected answer: LOF may be traced either to a traversed bypass vertex or to the hex center; if traced to the center, LOS must cross a bypassed hexside before reaching that center or it is blocked; and for non-Assault Movement in Open Ground along that hexside, the shot usually gets a total −2 DRM from FFMO and FFNAM. The extra detail and citations do not contradict the expected answer.
C2.2401 calc CORRECT judge confidence 0.99
In a Gun Duel, firer-based DRMs determine who fires first. If those firer DRMs are tied, how is the tie broken, and do target-based DRMs enter into resolving whether that first shot hits?
EXPECTED
The firer-based (Gun Duel) DRMs only set the firing order; if both sides' total Gun Duel DRM are equal, the tie is broken by a full To Hit DR using every final DRM, including target-based ones, and the lower Final TH (or non-ordnance IFT) DR fires first and voids the opponent's return shot if it eliminates/breaks/stuns/shocks it (C2.2401). So once order is settled, the first shot is resolved by the normal To Hit process with all target DRMs applied. If the two Final DR are also equal, both shots resolve simultaneously.
MODEL RESPONSE
**Answer:** When total Gun Duel DRMs are tied, the lower *Final* TH (or non-ordnance IFT) DR fires first — and that Final DR already includes all To Hit modifiers (both firer-based and target-based). If those two Final DRs are equal, both shots resolve simultaneously. So yes, target-based DRMs do enter into both the tiebreaking comparison and the hit determination of the first shot. --- The rule is explicit at (C2.2401): > *"If the ATTACKER's and DEFENDER's total Gun Duel DRM are equal, the lower Final TH (or non-ordnance IFT) DR fires first—and voids the opponent's return shot by eliminating, breaking, stunning or shocking it. If those two Final DR are equal, both shots are resolved simultaneously."* Key points: 1. **The Gun Duel DRM comparison uses only Firer-Based DRM (C5) + Acquisition (C6.5).** Neither the gyrostabilizer +1 nor the Case C4 lower-doubling effect is counted. 2. **The tiebreaker shifts to the *Final* TH DR** — which is the full Hit Determination DR against the target, incorporating every To Hit modifier including Target-Based DRM (C6) such as Target Size, Small Target, Concealed Target, Smoke, and any other target-specific or environmental modifiers. Therefore target-based DRMs are part of the tiebreaking comparison. 3. **After the first shot is won**, the shot is resolved normally, so all the usual target-based DRMs apply to determine whether it hits at all. References: - (C2.2401) Gun Duels — procedure for comparing DRM, tiebreaker by Final DR, simultaneous resolution on equal Final DR - (C5) Firer-Based TH DRM Table - (C6) Target-Based TH DRM Table
JUDGE REASONING
[Explanation] The response matches the expected answer's key concepts: firer-based DRMs determine order initially; if tied, the tie is broken by comparing the full Final TH/IFT DR using all applicable DRMs, including target-based DRMs; if those Final DR are equal, both shots resolve simultaneously; and the first shot is then resolved normally with target-based DRMs applying to hit determination. It also correctly notes that target-based DRMs do enter into the tiebreak and hit resolution.
C5.3 calc CORRECT judge confidence 0.99
An AFV moves to a new hex in its MPh, then fires ordnance in the AFPh. Does To-Hit Case B (+2, firing in AFPh without moving) apply, and how does it relate to Case C (Bounding Firer)?
EXPECTED
A vehicle that entered a new hex this Player Turn fires as Bounding (First) Fire, which is To Hit Case C, and Case C is defined on the TH Table as "Case B plus..." so the +2 of Case B is automatically included (C5.3, Cases B & C). For a turreted vehicle that is +2 (B) +2 (C, T/ST) = +4; for a non-turreted vehicle it is +2 + +3 = +5. Your opponent is correct: long usage matches the rules text here.
MODEL RESPONSE
**Answer:** No, Case B does not apply on its own. Because the AFV *did* enter a new hex during its MPh, it uses **Case C (Bounding Firer)** instead when firing in the AFPh. Case C explicitly incorporates the +2 DRM from Case B, so the total is Case B (+2) plus the applicable Gun Type DRM (+1 stabilized, +2 T/ST, +3 NT). --- **Step 1:** Determine which Case applies based on movement. - **Case B (C5.2)** applies only to ordnance weapons firing in the AFPh that **did not enter** their current hex/hexside during that Player Turn. - **Case C (C5.3)** applies to a vehicle that **did enter** a new hex/hexside during its MPh but does not fire until its AFPh. It is "using Bounding Fire and always uses Case C when firing ordnance." Since the AFV entered a new hex in its MPh, it qualifies for Case C, not Case B alone. **Step 2:** Understand how Case C works in the AFPh. Per C5.3: "Vehicular ordnance which fires... must use one of the Case C DRM (i.e., it must add the +2 DRM of Case B to the applicable Gun Type DRM of Case C)." **Step 3:** Apply the combined DRM. The example in C5.3 confirms: "A Stabilized Gun firing in the AFPh after entering a new hex during that Player Turn must apply a +3 DRM (Case B + C; 2 + 1) to its To Hit DR; a T or ST Gun Type must add a +4 DRM (2 + 2); a NT Gun Type or any Passenger must add a +5 DRM (2 + 3)." **Calculation:** Total DRM = Case B (+2) + Gun Type DRM (+1 for Stabilized, +2 for T/ST, +3 for NT). References: - (C5.2) Case B — Fire in AFPh without entering a new hex, +2 DRM (+3 in woods/building/rubble) - (C5.3) Case C — Bounding Firer; a vehicle entering a new hex in its MPh but firing in the AFPh always uses Case C, which adds the Case B (+2) DRM to the Gun Type DRM
JUDGE REASONING
[Calculation] The model gives the correct strict result: an AFV that entered a new hex fires using Case C, and Case C includes the +2 from Case B. It also provides the correct combined DRMs (+4 for T/ST, +5 for NT, and additionally notes +3 for stabilized guns). This matches the expected answer’s key rule interaction and conclusion.
C5.33 calc CORRECT HUMAN OVERRIDE judge confidence 0.92
Can an AFV use Bounding First Fire at the very start of its MPh before expending any MP, and what are the consequences?
EXPECTED
Yes, an AFV may Bounding First Fire before spending any MP, but it cannot then sit out the MPh -- a vehicle must use all its MP (any MP left at MPh end are assumed spent in that hex; D2.1). Firing before expending any MP can invoke the rarely-seen DEFENDER Gun Duel (C5.33). The shot still pays all applicable ordnance TH DRMs, including Bounding Fire Cases B & C (so +4 turreted / +5 non-turreted), and a non-stabilized Gun loses its Acquisition for Bounding/Motion fire (C6.55).
MODEL RESPONSE
**Answer:** Yes, an AFV may declare Bounding First Fire at the very start of its MPh before expending any MP, using the Case C To Hit DRM. However, the DEFENDER can immediately declare Defensive First Fire in response, potentially triggering a Gun Duel — and if the DEFENDER wins that duel, the DEFENDER fires first, before the AFV's shot. --- **Key rule and sequence from C5.33:** > "A vehicle wishing to fire at the start of its MPh prior to entry of a new hex (or one that has had a continuous LOS to its target since before the MPh) may do so using Case C; it need not expend Delay MP first to avoid having to use Case C1 or C2." This means the vehicle avoids the +1 (Case C1) or +2 (Case C2) DRM that would apply if it had just entered a new hex with limited LOS time — it uses the base Case C DRM (the +2 of Case B plus the Gun Type modifier: +1 for a Stabilized (G) Gun, +2 for a T/ST Gun, +3 for a NT Gun). **Consequences:** 1. **Gun Duel risk (C2.2401, C5.33):** The DEFENDER can declare a Gun Duel in response. Because the AFV is using Case C (not C1/C2), its Gun Duel DRM is relatively low — but the DEFENDER might still win. If the DEFENDER wins, the DEFENDER's shot resolves first and can eliminate/stun/shock the AFV before the AFV gets to fire. 2. **No "free shot" before DFF — per Q&A (A8.1 & D3.3):** Bounding First Fire cannot be declared *simultaneously* with an MP expenditure. Since the AFV is declaring BFF at zero MP expended, the DEFENDER gets an opportunity to declare DFF (and a Gun Duel) before the AFV's shot resolves. 3. **Bounding Fire counter (D3.3):** The vehicle is marked with a Bounding Fire counter [EXC: if the only weapon fired did not exhaust its Multiple ROF]. 4. **AFPh restriction (D3.3):** A vehicle with a Bounding Fire counter cannot fire during its AFPh. 5. **May continue moving (D3.3):** After resolving the BFF, the vehicle may expend MP and continue its MPh normally, provided it has sufficient MP remaining. 6. **Third parties cannot intervene in the Gun Duel (Q&A C2.2401 & C5.33):** Only the specific targeted unit(s) and the AFV participate in the Gun Duel — other friendly units cannot intervene. **References:** - (C5.33) Bounding First Fire — zero-MP shot at start of MPh using Case C - (D3.3) Bounding First Fire — general rules, Bounding Fire counter, AFPh restriction, may move after firing - (C2.2401) Gun Duel — DEFENDER may challenge before the AFV's shot resolves - (C5.3) Case C DRM breakdown — +2 Case B + Gun Type modifier
JUDGE REASONING
[Explanation] The model gets the central point right: an AFV can Bounding First Fire at the start of its MPh before spending any MP, and it correctly mentions the possibility of a DEFENDER Gun Duel and that movement may continue afterward. However, it misses two key consequences from the expected answer: (1) the vehicle cannot simply remain there afterward because it must use all of its MP by MPh end, and (2) all normal ordnance TH DRMs still apply, including Bounding Fire Cases B & C with the specific turreted/non-turreted penalties; it instead implies only Case C and says it avoids C1/C2, without clearly stating the full expected DRM treatment. It also omits the expected point that a non-stabilized Gun loses Acquisition for Bounding/Motion fire.
C6.15 calc CORRECT judge confidence 0.98
A target AFV has been in the firer's LOS continuously since the previous turn and then makes only a Starting MP expenditure. Does the firer pay the Case J "lost LOS" To-Hit penalty, and is the target yet a moving target?
EXPECTED
No penalty: Case J (J1/J2) applies only if LOS to the target was ever broken, and here LOS was continuous, so the DRM is +0 / NA (C6.15). The Starting MP is also considered expended in the currently occupied hex, making the target non-stopped but not yet a C.8 moving target (D2.12), so no moving-target DRM applies until it actually enters a new hex.
MODEL RESPONSE
**Answer:** No to both: the firer does **not** pay Case J (the Moving/Motion target DRM) because the AFV has not entered a new hex, used VBM, been in Motion, or otherwise qualified as a moving target under C.8; and the target is **not** yet a moving target — the Starting MP expenditure explicitly makes it subject to Defensive First Fire only "as a non-moving target" (D2.12). --- **Step 1 — Is the vehicle a "moving target" under C.8?** Per **C.8**, a vehicle is a moving target for To Hit/Effects only if during the current Player Turn it has: (a) entered a new hex, (b) used VBM, (c) began its MPh in Motion, or (d) is currently in Motion. A *Stopped* vehicle that entered a new hex *earlier* in the turn also counts. A Starting MP expenditure alone does none of these things. **Step 2 — What does D2.12 say about the Starting MP?** Per **D2.12**: *"The Starting MP expenditure is considered to take place in the currently occupied hex (thereby making it subject to Defensive First Fire in that hex although not as a moving target; C.8)."* This is explicit — the vehicle is DFF-able but is **not** a moving target. **Step 3 — Does Case J (C6.1) apply?** **C6.1 (Case J)** applies to ordnance firing at a vehicle that *"has entered a new hex or used VBM during that Player Turn, or is/was in Motion status during that Player Turn."* Since the AFV has only expended a Start MP in its current hex, none of those conditions are met — Case J does **not** apply. **Step 4 — Do Cases J1/J2 apply?** **C6.15** clarifies that Cases J1/J2 (Restricted/Limited Aim) apply only to a **moving (C.8)** vehicular target's expenditure of time in the firer's LOS; and a target that begins its MPh already in the firer's continuous LOS is unaffected until it *leaves* that LOS by entering a new Location/vertex. Since it hasn't entered a new hex and isn't a moving target, Cases J1/J2 are also inapplicable. **Calculation:** None needed — the question is a binary (yes/no) rule determination. **References:** - **(C.8)** Moving Vehicular Target — defines when a vehicle is a moving target. - **(D2.12)** Starting MP — explicitly notes the vehicle is subject to DFF but *not* as a moving target. - **(C6.1)** Case J — triggers only on new hex, VBM, or Motion status. - **(C6.15)** J1/J2 scope — only applies to a moving (C.8) target and its LOS expenditure since last out-of-LOS location.
JUDGE REASONING
[Calculation] This is effectively a binary yes/no rules determination. The model matches the expected answer on both required points: no Case J/J1/J2 penalty applies because LOS was continuous and the target has not yet qualified as a moving target, and a Starting MP alone makes it non-stopped but not yet a C.8 moving target. The cited D2.12/C.8/C6.15 logic aligns with the expected answer.
C1.55 calc INCORRECT HUMAN OVERRIDE judge confidence 0.88
When a small-caliber mortar scores an ATT hit on an AFV, when does the C1.55 "-1 TK DRM vs AFV with AF <= 4" apply, and is AF otherwise used in the TK resolution?
EXPECTED
The -1 TK DRM applies only if every Armor Factor printed for the vehicle -- on all facings and aspects, including the turret -- is <= 4 (C1.55, D1.6). The mere existence of any AF >= 5 (e.g. a 6-AF turret on a [4] hull) voids the -1, and the DRM is independent of which facing/aspect was actually hit. Other than determining this DRM, AF is not used in resolving the mortar's TK DR on the IFT.
MODEL RESPONSE
**Answer:** The C1.55 DRM applies as an **IFT Effects DRM** (not a TK DRM) when the mortar's Area-Target-Type hit resolves the AFV as an *armored* vehicle per C1.55 — it is a −1 DRM to the IFT Effects DR if the AFV's worst armor factor (AF) is ≤ 4. AF is **not** otherwise used in any TK resolution, because mortars never use TK Tables (C7.345). If the AFV is instead treated as **unarmored** (e.g., via D5.311 Air Bursts against an OT AFV), the C1.55 DRMs do not apply at all and the attack is resolved on the IFT Vehicle line per A7.308. --- ### The C1.55 DRMs are IFT Effects DRM, not TK DRM C1.55 lists the following DRM applied to the IFT Effects DR when an AFV is hit by HE using the Area Target Type (or FFE): | DRM | Condition | |-----|-----------| | −1 | All AF ≤ 4 | | −1 | OT AFV | | +1 | All AF ≥ 8 | These DRM modify the **IFT Effects DR** — not a To Kill DR. The rule states: *"A FFE/Area-Target-Type HE attack is resolved vs an AFV using ≥ one of the following DRM if applicable (these DRM do not apply Collaterally vs its PRC)"* (C1.55). ### Mortars never use TK Tables **C7.345** is explicit: *"Mortar fire, being indirect in trajectory, is always resolved on the IFT (1.55) and therefore never uses the HE (or any other) To Kill Table."* Thus there is no "TK resolution" at all for a mortar hit. AF is used **only** to determine which of the three C1.55 DRM applies (−1, neutral, or +1) to the IFT Effects DR. ### AF is otherwise not used in the resolution C1.55 further states: *"HD status (D4.2), HA (D4.22) and AF (D1.6) never apply to Indirect Fire."* So beyond the DRM check above, AF has no other role. ### When the AFV is treated as unarmored, the C1.55 DRMs do not apply Per the official Q&A under C1.55/D5.311 (Q&A entry): *"Does the C1.55 DRM for −1 OT and −1 All AF ≤ 4 apply, if the attack on an AFV is resolved as if it were an unarmored vehicle due to a reduction of its normal CE DRM (D5.311)? A. **No.** The vehicle is treated as unarmored using A7.308, and the C1.55 DRM only applies vs armored vehicles that are using C1.55 to determine its fate."* This means that if an OT AFV is in woods and subject to Air Bursts (B13.3), D5.311 may cause it to be treated as unarmored — in that case the attack is resolved on the IFT Vehicle line (A7.308) with no C1.55 DRMs at all. ### Summary | Condition | Resolution | C1.55 DRMs apply? | AF used? | |-----------|-----------|-------------------|----------| | Mortar ATT hits an armored AFV | IFT per C1.55 (special AFV results) | Yes: −1 if AF ≤ 4, etc. | Only to select DRM | | Mortar ATT hits an AFV treated as unarmored (e.g., OT AFV in woods via Air Bursts/D5.311) | IFT Vehicle line per A7.308 | No | No |
JUDGE REASONING
[Explanation] The response gets the main idea that AF is not otherwise used in resolving a mortar ATT hit and that mortars resolve on the IFT, not via normal TK tables. However, it misses the key expected criterion for the -1: it should apply only if every printed AF on all facings/aspects, including turret, is <= 4. Instead, it says 'worst armor factor (AF) is <= 4,' which is ambiguous and does not clearly capture that any single AF of 5+ voids the DRM regardless of the hit facing. It also adds extra discussion about OT/unarmored cases that does not answer the core question.
C6.52 recall CORRECT judge confidence 0.99
A gun has a large (Area) acquisition on a hex. The target later loses concealment and leaves the hex. Can the firer bracket the large acquisition down to a small acquisition and fire at the unit in its new hex?
EXPECTED
No. Acquisition can be transferred to a new target/Target-Type only if the target Location (or hex, for Area Target Type) remains the same during the transfer (C6.52). Once the unit leaves the hex, the old large acquisition stays with the vacated hex and cannot be converted/used for a shot at the unit in its new hex -- regardless of switching to ATT, VTT or ITT.
MODEL RESPONSE
**Answer:** No. The firer cannot bracket the Area Acquisition to a small acquisition and fire at the unit in its new hex. Area Acquisition cannot track a moving unit to a new hex (C6.521), and Bracketing requires the target Location to remain the same (C6.52), which it does not once the unit leaves. --- **Step 1 — Area Acquisition cannot track moving units:** Per C6.521, "An Area Acquired counter cannot track a moving/routing/advancing/Withdrawing unit as per 6.51; the firer would have to re-acquire such a unit each time it enters a new hex." So the ⅝" Area Acquisition counter stays on the original hex—it does not follow the unit. **Step 2 — Bracketing requires the same Location:** Per C6.52, Bracketing allows transferring Acquisition DRM from one Target-Type to another (e.g., from Area to Infantry/Vehicle Target Type) *only* "provided the target Location (or hex, if using the Area Target Type) remains the same during the transfer." Once the unit leaves the hex, the Location has changed, so Bracketing cannot be used to target the new hex. **Step 3 — No ½" counter on the original hex to track the unit:** Even if the firer could transfer the Area Acquisition to a ½" counter (Bracketing) while the unit was still in the hex, that ½" counter could then track the unit leaving under C6.51. However, since the unit has *already left* the hex, the transfer to a different Location cannot occur via Bracketing. The Area Acquisition remains on the original hex and cannot be used to attack the new hex. **Step 4 — Concealment status is moot:** The EXC in C6.52 ("Area Acquisition cannot be transferred to another Target Type and used vs a concealed unit") would have been an issue if the target were still concealed, but once the target loses concealment that restriction disappears. However, the Location-change restriction still applies regardless. **Conclusion:** The firer must re-acquire the unit in its new hex from scratch. References: - (C6.521) Area Acquisition — cannot track moving units; must re-acquire each new hex - (C6.52) Bracketing — transfer requires same target Location/hex - (C6.51) ½" Acquired counter can track a leaving unit, but only if already placed on that unit/Location
JUDGE REASONING
[Calculation] This is effectively a binary Yes/No rules question. The expected answer is No, and the model's response clearly answers No. It also includes the key required rule concept: acquisition/bracketing transfer is only allowed if the target Location/hex remains the same, and once the unit leaves the hex the Area acquisition stays on the vacated hex and cannot be used against the new hex. Extra detail about concealment and tracking does not contradict the expected answer.
C6.51 recall CORRECT judge confidence 0.96
A gun breaks a unit and gains a unit Acquisition there; that unit then routs out of the hex. Must the 1/2" Acquired counter follow the target, or may it stay to keep the Location acquired?
EXPECTED
It must track the target: per the official Q&A on C6.51, a 1/2" Acquired counter cannot remain in a hex when all target units leave it (even if some remain in LOS) and must follow one of the target units. To acquire a Location independently of any particular unit, you must instead use the Area Target Type / Area Acquisition.
MODEL RESPONSE
**Answer:** The 1/2" Acquired counter **must follow the routing unit** — it cannot stay behind to keep the Location acquired, provided the target remains in LOS during its rout move. If the target leaves the firer's LOS during the rout, the counter remains in the *last* Location the target occupied while still in LOS. --- The controlling rule is **C6.51**, which states that if an acquired target moves to a new Location and the firer retains LOS to it, the counter cannot be left behind. The official Q&A is explicit: > **C6.51** *"May a ½" Acquired counter be left in a location when all target unit(s) move into a new location (still in LOS of the firer), or must it follow one of the target units?"* > **A.** *"It cannot remain and must follow one of the target units."* **C6.5** adds the exception: if the target enters a new Location and **goes out of LOS** (per C6.15), the counter *does* stay in the last Location the target occupied while still in LOS — but this is only because the firer can no longer track the target by LOS, not because the firer chooses to leave it there. So in your scenario: - **Unit routs out of the hex, stays in LOS → counter follows the unit** to its new Location. - **Unit routs out of the hex, leaves LOS → counter stays** at the last Location where LOS was maintained (C6.51 first sentence). References: - **(C6.51)** Acquisition counter must follow a target that moves to a new Location and remains in LOS - **(C6.5)** Acquisition is lost if target leaves LOS entering a new Location, but the counter remains at the last in-LOS Location
JUDGE REASONING
[Explanation] The response matches the key concept of the expected answer: a 1/2" Acquired counter cannot be left behind to keep the Location acquired when all target units leave; it must follow one of the target units. It also correctly adds the LOS-related nuance from C6.51/C6.5 that if the target leaves LOS, the counter remains at the last in-LOS Location. This does not contradict the expected answer and is relevant extra context.
C8.5, C8.6 recall CORRECT judge confidence 0.97
Can an AFV fire SMOKE (S) or White Phosphorus (WP) during a Movement Phase, and may other units already have fired in that phase?
EXPECTED
Vehicular SMOKE (S) may be fired only at the start of the owner's own PFPh or DFPh, before anything else has fired, so it cannot be fired in a Movement Phase (C8.5). WP, however, may be fired during any friendly fire phase -- including the enemy MPh as the first shot -- but only before any non-SMOKE ammo has fired that phase (C8.6, official Q&A). Note vehicular SMOKE/WP uses the Area Target Type, which is NA as Bounding First Fire.
MODEL RESPONSE
**Answer:** An AFV cannot fire ordnance SMOKE (S) or WP during its own Movement Phase as Bounding First Fire, because both use the Area Target Type, which is prohibited as Bounding First or Motion Fire (C3.33, Q&A C8.6). However, a DEFENDER can fire WP as Defensive First Fire during the opponent's MPh (Q&A C8.6), and an AFV can use its vehicular smoke dispenser (sD/sM/sP/sN) during its own MPh per D13.2. As for sequencing — SMOKE/WP must be fired before any non-SMOKE ammunition in that phase, so if other units have already fired non-SMOKE, no further SMOKE/WP may be fired that phase (C8.5, C8.6). --- ### Detailed Breakdown **1. Ordnance SMOKE (C8.5)** - SMOKE may be placed by ordnance/OBA **only** at the start of the owner's PFPh or DFPh (C8.5). - Cannot be fired during a Movement Phase — the MPh is not a PFPh/DFPh. - Sequencing: SMOKE must be fired **before** any other unit fires anything other than SMOKE during that phase. Once a non-SMOKE shot occurs, no more SMOKE can be fired that phase (C8.5). **2. Ordnance WP (C8.6)** - WP may be fired by ordnance during **any friendly fire phase** (not just PFPh/DFPh), but **prior to any friendly unit firing anything other than SMOKE** (C8.6). - **As the ATTACKER (own MPh):** WP cannot be used as Bounding First Fire or Motion Fire because WP uses the Area Target Type, and the Area Target Type cannot be used as Bounding First Fire or Motion Fire (C3.33). Official Q&A confirms: *"Does this allow WP to be used as Bounding First or Motion Fire by an AFV…? A. No."* (C8.6 Q&A, VFTT #8). - **As the DEFENDER (opponent's MPh):** Yes — the DEFENDER may fire WP as Defensive First Fire during the opponent's MPh, using the Area Target Type (Q&A C8.6). WP must still be fired before any non-SMOKE defensive shots that phase. - Sequencing: WP must be the first (or among the first, along with SMOKE) shot in the phase. If any friendly unit has already fired non-SMOKE ammunition, WP can no longer be fired (C8.6). **3. Vehicular Smoke Dispensers (D13.2) — separate from ordnance** - An AFV may attempt to use its smoke dispenser (sD/sM/sP/sN) **once per Player Turn during its own MPh** (D13.2). - **Constraint:** The AFV must not have yet fired any weapon (including Bounding or Defensive First Fire) during that Player Turn (D13.2). - During the **opponent's MPh**, the AFV may attempt to use its smoke dispenser following an MP/MF expenditure by an enemy unit in its LOS, as if intervening with Defensive First Fire (D13.2). - Other units firing does not directly block the AFV's smoke dispenser, but the AFV itself must not have fired earlier in the turn. **Summary Table** | Method | Can fire during own MPh? | Can fire during opponent's MPh? | Must fire before other non-SMOKE shots? | |---|---|---|---| | Ordnance SMOKE (C8.5) | **No** — only PFPh/DFPh | **No** | Yes — if fired in PFPh/DFPh | | Ordnance WP (C8.6) | **No** (BFF prohibited by C3.33) | **Yes** (as DFF) | Yes — before any non-SMOKE | | Vehicular Smoke Dispenser (D13.2) | **Yes** (once/turn, 1 MP) | **Yes** (as if DFF) | Only the AFV itself must not have fired yet | **References:** - (C8.5) Smoke may be placed by ordnance/OBA only at start of PFPh/DFPh; once any unit fires non-SMOKE, no more SMOKE that phase - (C8.6) WP may be fired by ordnance during any friendly fire phase, but prior to any non-SMOKE fire; placement outside PFPh yields Dispersed WP - (C3.33) Area Target Type must be used for SMOKE; cannot be used as Bounding First Fire or Motion Fire - (D13.2) AFV may attempt smoke dispenser once per Player Turn during its MPh if it hasn't yet fired any weapon that turn; costs 1 MP; also usable during opponent's MPh as if DFF - (Q&A C8.6) WP may not be used as Bounding First or Motion Fire by an AFV; WP may be used as Defensive First Fire by the DEFENDER
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question with sequencing conditions. The model matches the expected answer on the key points: vehicular ordnance SMOKE cannot be fired in a Movement Phase; WP can be fired in a friendly fire phase including the enemy MPh as Defensive First Fire; and both are constrained by needing to occur before any non-SMOKE fire in that phase. It also correctly notes the Area Target Type/BFF limitation. Extra discussion of smoke dispensers is additional context, not a contradiction.
C4.4 calc INCORRECT judge confidence 0.97
C4.4 says ordnance firing SMOKE at <=12 hexes on the C3 To-Hit Table must "add two to its Basic TH#." Is this literally +2 to the Basic TH#, making the shot easier?
EXPECTED
Yes, literally: a +2 to the Basic TH# raises (e.g.) a 7 to a 9, which makes the SMOKE shot easier, not harder (C4.4 -- additions to the Basic TH# are an advantage to the firer). The "must" wording is just awkward phrasing; that +2 (and similar "must add/subtract" wording) is sprinkled through C4. In practice the benefit is often capped by the ammo's SMOKE Depletion Number (usually < 9).
MODEL RESPONSE
**Answer:** No — "add two to its Basic TH#" makes the Modified TH# **higher**, which makes the shot **easier**. C4.4 is a Gun & Ammo Type modification (C4), so it changes the *target number* (TH#), not the DRM. A higher TH# is easier to achieve on the To Hit DR. --- The key distinction is drawn in **C4.5**: "All Gun & Ammo Type modifications are cumulative and transform the BASIC TH# to a MODIFIED TH#. All other factors affecting the To Hit process are DRM which affect the To Hit DR, not the TH#." So "add two to its Basic TH#" means: - **Basic TH#** (e.g., 6) → **Modified TH#** (6 + 2 = **8**). - You now need to roll ≤ 8 (after DRM) instead of ≤ 6 to hit. A +2 to the TH# is therefore a *benefit* — it widens the range of successful dice rolls — not a penalty. (By contrast, a +2 *DRM* applied to the To Hit DR would be a penalty, making the shot harder.) **References:** - **(C4.4)** SMOKE: Ordnance using the C3 To Hit Table to fire SMOKE at ≤ 12 hexes must add two to its Basic TH#. - **(C4.5)** All Gun & Ammo Type modifications (barrel length, small caliber, APCR/APDS, SMOKE) transform the Basic TH# into a Modified TH#; they are distinct from DRM that affect the To Hit DR.
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The expected answer is explicitly 'Yes, literally'—the +2 increases the Basic TH# and makes the shot easier. The model's response begins with 'No,' which directly contradicts the required binary answer, even though the subsequent explanation correctly describes the effect. Under the strict criteria for fact questions, that mismatch makes it incorrect.
C8.9 recall CORRECT judge confidence 0.99
A HIP gun rolls for special ammo (e.g. APCR), boxcars the roll (so it has none and malfunctions). Does it lose HIP/concealment, i.e. does that count as having "fired"?
EXPECTED
Yes -- it counts as having fired and so loses HIP/concealment. Normally rolling above the Depletion Number means the firer had no such ammo and is "considered not to have fired yet for any purpose," but C8.9 makes an explicit exception when Gun Malfunction or Low Ammo (D3.71) occurs, which a boxcars (12) does. Because that is treated as a shot, the HIP gun is revealed.
MODEL RESPONSE
**Answer:** Yes, the gun loses HIP. The boxcars causes a Gun Malfunction, which activates the "unless" clause in C8.9. That exception prevents the "considered not to have fired" rule from applying, so the gun is treated as having fired and is revealed normally per A12.34. Since the colored dr of the boxcars is a 6, the gun is revealed regardless of enemy range. --- **Reasoning:** 1. **C8.9** states that if the Original TH DR > the Depletion Number, the firer "had no such ammunition and is considered not to have fired yet **for any purpose unless Gun Malfunction or Low Ammo (D3.71) occurs**." 2. A Gun malfunctions on an Original TH DR of 12 (D3.7/C3.7). Boxcars = 12, so a malfunction does occur. 3. Because the malfunction occurs, the "unless" clause negates the "considered not to have fired" provision. The gun IS considered to have fired. 4. **A12.34** governs HIP Gun revelation: "An Emplaced hidden/concealed Gun that fires is revealed if the colored dr of its Original TH DR is ≥ 5 and the nearest Good Order enemy ground Unit with a LOS to it is within 16 hexes, or if that dr is a 6 and the nearest such unit with a LOS to it is at ≥ 17 hexes." It contains an exception: "[EXC: if it is considered not to have fired (C8.9); it remains beneath a '?' ]". Since C8.9's "considered not to have fired" does NOT apply due to the malfunction, the A12.34 exception is unavailable. 5. The colored dr of boxcars (12) is a 6. Per A12.34, a HIP Gun is always revealed on a colored dr of 6 (at ≤16 hexes, 6 ≥ 5 → revealed; at ≥17 hexes, 6 = 6 → revealed). Therefore the gun is revealed and loses HIP. This is confirmed by the official Q&A to C8.9 & D3.7: "If a gun malfunctions by rolling 12 on the TH table during the PFPh, is it marked with the appropriate Prep Fire counter? What if the gun was attempting to use Special Ammo when it malfunctioned? A. Yes to both." — the gun is treated as having fired (marked with a Prep Fire counter) even when the special-ammo depletion roll failed, because the malfunction occurred. References: - (C8.9) Depletion Numbers — "unless Gun Malfunction... occurs" - (D3.7) Gun Malfunction — Original TH DR of 12 - (A12.34) Hidden Guns — revelation on colored dr ≥ 5 (≤16 hexes) or 6 (≥17 hexes); exception for C8.9 "not fired" - (C8.9 & D3.7 Q&A) Malfunction still counts as having fired / marked Prep Fire counter
JUDGE REASONING
[Calculation] This is effectively a yes/no rules fact question. The expected answer is Yes: a boxcars special-ammo attempt causes malfunction, triggering the C8.9 exception so the gun is treated as having fired and loses HIP/concealment. The model gives that exact result and correctly cites the malfunction exception and HIP revelation logic. Extra detail about colored dr/range is consistent, not contradictory.
C11.4 recall CORRECT judge confidence 0.99
A non-emplaced AT Gun with a gunshield and Wall Advantage is hit by ITT and resolves a Near-Miss on the IFT. If the crew uses the gunshield DRM, do they forfeit Wall Advantage?
EXPECTED
No. The gunshield is only a DRM, not an in-hex TEM, so applying it does not cause the Gun to lose Wall Advantage (C11.4; B9.31). A unit claiming WA forgoes in-hex TEM but keeps wall/hedge TEM (and may instead elect Emplacement or shared-AFV TEM); since a gunshield is not a TEM at all, there is nothing to give up.
MODEL RESPONSE
**Answer:** No. Using the gunshield DRM to modify a Near Miss IFT DR does not forfeit Wall Advantage. The gunshield DRM is a separate Near Miss modifier per C11.4/C11.5, not a choice of in-hex TEM under B9.31 — the crew keeps WA regardless of which defensive modifier they use for that IFT resolution. --- The relevant rules stack as follows: 1. **Wall Advantage and TEM (B9.31):** A unit claiming WA does not receive in-hex TEM; it receives wall/hedge TEM instead. The only exceptions where a WA-claiming unit can swap its wall/hedge TEM for something else are Emplacement TEM or a friendly AFV's WA *(B9.31 EXC)*. The gunshield is not listed there — it is not an in-hex terrain TEM. 2. **Gunshield DRM vs Positive TEM (C11.5):** "The gunshield DRM is never cumulative with that of positive TEM; the target has its choice of accepting either the gunshield DRM (if applicable) or the positive TEM of the terrain (including Emplacement) in that Location." This choice applies to the **IFT DR for a Near Miss** specifically. A unit claiming WA is already denied in-hex TEM by B9.31, so the "positive TEM of the terrain" option is unavailable; the gunshield DRM is simply used as the Near Miss modifier. 3. **No WA Forfeiture Trigger:** WA is forfeited only by removing the "Wall Advan" counter per B9.322, which happens when a unit chooses a *different in-hex TEM* (e.g., building, shellhole) over its wall/hedge TEM *(B9.321 example)*. Choosing the gunshield DRM — which is a Near Miss IFT modifier, not a terrain TEM — does not constitute choosing a different in-hex TEM, and therefore does not require or trigger forfeiture of WA. 4. **Mandatory WA Clarification (B9.323):** "Neither Emplacement, Gunshield, Height Advantage, nor a friendly AFV with WA are considered to provide an in-hex TEM for this purpose." This reinforces that the gunshield is not treated as an in-hex TEM for WA mechanics. **In short:** The gunshield DRM operates on the IFT Near Miss resolution independently of the WA/TEM decision. The crew can enjoy both its wall/hedge TEM (or WA status vs adjacent enemies) and the gunshield's +2 DRM on the Near Miss IFT roll — using one does not cancel the other. References: - (B9.31) Wall/Hedge TEM — WA unit receives wall TEM, may only swap for Emplacement or friendly AFV WA - (B9.322) Forfeiting WA — removing the "Wall Advan" counter; only choosing a different in-hex TEM triggers this - (C11.5) Gunshield DRM — not cumulative with positive TEM; crew chooses which to apply to the IFT DR - (C11.4) Direct Hit vs Near Miss — gunshield DRM applied to Near Miss IFT DR - (B9.323) Mandatory WA — gunshield does not provide in-hex TEM
JUDGE REASONING
[Calculation] This is effectively a Yes/No rules fact question. The expected answer is 'No,' and the model’s final answer matches exactly. Its reasoning also aligns with the key rule point: gunshield is a DRM for Near-Miss resolution, not in-hex TEM, so using it does not forfeit Wall Advantage.
C1.63 recall INCORRECT judge confidence 0.98
To convert an already-placed SR to FFE, does the onboard observer need LOS to the target hex's Location (hex base), or is seeing the SR's blast height enough?
EXPECTED
To convert an SR to an FFE, the observer must be able to see the SR's current Blast Height (where it sits before making radio contact); if he cannot, he may only Correct it and it stays an SR (C1.63). Separately, to place the AR in the first place the observer needs LOS to a Location in the AR's hex (an offboard observer traces as if a Location existed at its designated spot). Seeing the blast height is what enables the conversion.
MODEL RESPONSE
**Answer:** Seeing the SR's blast height alone is **not enough** to convert it. The observer needs either **LOS to the Base Level** of the SR's hex, OR **LOS to the blast height *plus* a Known enemy unit** in/adjacent to that hex. --- **Rule C1.333** states the conversion conditions: > *"If he currently has a LOS to the Base Level of the SR's hex, **or** to its Blast Height **and** any non-Aerial Location in/adjacent-to the SR's hex that contains a Known (to him) enemy unit, he may Convert that SR to a FFE:1 and leave it in that hex for resolution."* These are two alternative gateways: | Condition | Satisfies C1.333? | |---|---| | LOS to the **Base Level** of the SR's hex alone | ✅ Yes — conversion allowed | | LOS to the **Blast Height** alone, no Known enemy unit | ❌ No — not sufficient | | LOS to the **Blast Height** AND a Known enemy unit in/adjacent to that hex | ✅ Yes — conversion allowed | The Blast Height of an SR rises from the Base Level of its hex through the next two higher levels (C1.32). But simply seeing that column of effect is insufficient unless a Known enemy unit is also visible there. References: - (C1.333) SR to FFE Conversion — LOS requirement - (C1.32) SR Blast Height — rises through the next two higher levels
JUDGE REASONING
[Calculation] This is effectively a fact/yes-no rules question about the LOS requirement for converting SR to FFE. The expected answer says seeing the SR's current Blast Height is what enables conversion, and if the observer cannot see it he may only Correct the SR. The model instead says blast height alone is not enough and adds a requirement for LOS to base level or blast height plus a Known enemy unit. That directly contradicts the expected answer's central rule distinction, so it is incorrect.
C5.11 recall CORRECT judge confidence 0.98
A gun in woods/building fires and keeps ROF, killing one target. May it then turn its CA to fire at a different target in another direction during the same Prep Fire Phase?
EXPECTED
No. Once a Gun other than a mortar fires from woods/building/rubble, it may continue to fire that phase from that hex only inside its current CA (C5.11). So even with ROF retained it cannot turn its CA to engage a target in a different direction during that same Prep Fire Phase. (It could change CA without firing only at the end of the phase, per C3.22.)
MODEL RESPONSE
**Answer:** No. Once a Gun fires from a woods/building/rubble hex, its CA is fixed for the remainder of that fire phase, so even if it retains Multiple ROF it cannot change its CA to engage a target in a different direction. --- The key rule is **C5.11**: > *"Furthermore, once a Gun (other than a mortar) fires from woods/building/rubble it may continue to fire during that phase from that hex only inside its current CA … If it retains a Multiple ROF, place a CA counter on the Gun … to indicate its current CA for the remainder of that phase."* This means: - The Gun **may** change its CA (paying doubled Case A DRM, C5.11) as part of its **first** shot to acquire the initial target. - But after that first shot, its CA is **fixed** for the rest of that fire phase (e.g., the entire Prep Fire Phase). - Even with retained ROF, any subsequent shot in that same phase must be **within that same, now-fixed CA** — it cannot turn to a new direction. **C5.12** reinforces that a new Case A DRM (i.e., a new CA change) would be needed to fire at a target outside the current CA, but C5.11 expressly prohibits any further CA change after the first shot from woods/building/rubble [EXC: Bounding First Firers, which is a different situation (C5.13)]. References: - (C5.11) Fire from woods/building/rubble — subsequent shots only inside current CA - (C5.1) Case A DRM for CA changes (doubled in woods/building/rubble) - (C5.12) Case A DRM applies only when a CA change is made - (C5.13) Bounding First Firer exception (not applicable in one's own Prep Fire Phase)
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer matches the expected answer: No, the Gun cannot turn its CA to fire at a different target during the same Prep Fire Phase after firing from woods/building/rubble and retaining ROF. It correctly cites C5.11 and explains that subsequent fire is limited to the current CA. The extra detail about initial CA change and exceptions does not contradict the expected answer.
C3.22 recall CORRECT judge confidence 0.99
May a non-vehicular Gun change its CA during its own Movement Phase if it took no action in the PFPh?
EXPECTED
No. A Gun may change its CA without firing only at the end of a friendly fire phase -- explicitly NOT the MPh (C3.22). The C5.x "firer-based" DRMs (the C5.2 argument) presuppose actually firing and apply to a vehicle's Bounding First Fire, not to a non-vehicular Gun freely pivoting in the MPh, so C3.22 is the controlling rule and the answer is no. This is the settled reading; if the Gun does push or (un)limber, those are governed by their own rules (C10.22/C10.3).
MODEL RESPONSE
**Answer:** No. A non-vehicular Gun may change its CA without firing only at the end of a friendly fire phase (PFPh, DFPh, AFPh) — explicitly **not** during the MPh (C3.22). Taking no action in the PFPh does not change this prohibition. --- **Step 1 – Core rule:** C3.22 states: *"A Gun may change its CA without firing only at the end of a friendly fire phase (not MPh)..."* The parenthetical "(not MPh)" is an explicit exclusion — no CA change without firing is allowed during the Movement Phase, regardless of what the Gun did or did not do in the PFPh. **Step 2 – No alternative mechanism:** The MPh Sequence of Play (A3.2–A3.3) does not list a "change CA" step for Guns. The only CA-change opportunities for a non-vehicular Gun are: - **End of PFPh** – free CA change without firing, but doing so cancels any movement possibilities for that Gun and its crew for the rest of the Player Turn (C3.22). - **End of DFPh / AFPh** – same mechanism. - **During a fire phase as part of firing** (using Case A DRM per C5.1) – this is a CA change *with* fire, not without. - **(Un)limbering** (C10.22) and **Pushing** (C10.3) are exceptions that can change CA during the MPh, but those are specific actions, not a general CA change. **Step 3 – Verification:** The Q&A confirms the rule's literal reading — there is no provision for a non-vehicular Gun to freely pivot during the MPh. References: - (C3.22) Changing CA Without Fire — allowed only at end of a friendly fire phase, not MPh - (C5.1) Case A — CA change as part of firing (with DRM penalty) - (C10.22) (Un)limbering — exception allowing CA change during MPh - (C10.3) Pushing — exception allowing CA change during MPh - (A3.2–A3.3) Sequence of Play — MPh does not include a free CA-change step
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question, and the model's final answer matches the expected answer exactly: No. It correctly cites C3.22 as controlling, explicitly notes that CA change without firing is allowed only at the end of a friendly fire phase and not in the MPh, rejects the PFPh-inactivity argument, and includes the same exceptions for pushing/(un)limbering. No contradiction with the expected answer.
C7.35 calc CORRECT judge confidence 0.95
When a Flamethrower (or an HE/HEAT To-Hit attack) resolves a TK DR against a vehicle, is Residual FP left in the target hex?
EXPECTED
Yes. Attacks against vehicles leave Residual FP whenever a To Kill DR is made, except if AP (other than from a MG), ATR, APCR or APDS was used, or a Dud resulted (A8.2; C7.35). A Flamethrower, and HE/HEAT TH attacks, are not in that exception list, so they leave Residual FP just as they would versus infantry (the common reason TH/TK shots leave none is that AP was used).
MODEL RESPONSE
**Answer:** Yes — both a Flamethrower and HE/HEAT ordnance leave Residual FP when they resolve a TK DR against a vehicle, provided the attack secures a hit (for ordnance) and does not result in a Dud. The only exceptions that prevent Residual FP in such TK-DR-vs-vehicle attacks are AP-type ammo (AP, ATR, APCR, APDS) and PF/PFk/H#[9]. --- The controlling rule is **A8.2** (Residual Firepower): > *"If the attack includes a To Kill DR vs a vehicle, Residual FP is created in the same manner [EXC: If AP (unless fired by a MG), ATR, APCR, or APDS was used, or if a Dud (C7.35) resulted, no Residual FP is created]."* This means any attack that makes a TK DR against a vehicle *does* leave Residual FP **unless** the ammunition type is one of the explicitly excluded types. ### Flamethrower - A Flamethrower is not ordnance, not AP-type, not ATR/APCR/APDS, and not PF/PFk. - Per **A22.34**, a FT attack vs an AFV is resolved on the **C7.34 HE & Flame To Kill Table** using a TK DR. - Since the FT is not in the A8.2 exclusion list, its TK DR **does** create Residual FP (based on the FT's FP, per A8.2's normal "half of the highest IFT FP column" method, adjusted per A8.26). ### HE Ordnance - **A8.25** (Ordnance): *"An ordnance weapon must secure a hit in order to exert Residual FP."* HE is not AP-type ammo, so once a hit is obtained and a TK DR is resolved, Residual FP is left (unless a Dud results, per A8.2's exception). ### HEAT Ordnance - **C8.31** (HE Equivalency): The table and footnotes explicitly state that **AP-type attacks** (AP, APCR, APDS, ATR) never leave Residual FP, and **PF/PFk/H#[9]** cannot leave Residual FP. - HEAT is **not** AP-type and is not PF/PFk. Therefore HEAT follows the normal A8.2 rule: a TK DR vs a vehicle **does** create Residual FP (once a hit is secured per A8.25, unless a Dud). ### Key Exclusions Summary | Ammo Type | Leaves Residual FP? | Rule | |---|---|---| | Flamethrower | **Yes** | A8.2 (not in exclusion list) | | HE (ordnance) | **Yes** (if hit scored, not Dud) | A8.2, A8.25 | | HEAT (ordnance) | **Yes** (if hit scored, not Dud) | A8.2, C8.31 | | AP (unless fired by a MG) | **No** | A8.2, A8.25 | | ATR / APCR / APDS | **No** | A8.2, C8.31 | | PF / PFk / H#[9] | **No** | A8.25, C8.31 fn 4 | References: - **(A8.2)** Residual Firepower — TK DR vs vehicle creates Residual FP; exclusions listed - **(A8.25)** Ordnance must secure a hit; AP-type ammo and PF/PFk leave no Residual FP - **(A22.34)** FT vs AFV — resolved on C7.34 HE & Flame To Kill Table - **(C8.31)** HE Equivalency — AP/APCR/APDS/ATR never leave Residual FP; PF/PFk/H#[9] cannot leave Residual FP
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question, and the model’s final answer matches the expected answer: yes, FT and HE/HEAT TK attacks vs vehicles leave Residual FP unless a listed exception applies (e.g., AP/APCR/APDS/ATR or Dud). It includes the core rule basis and does not contradict the expected answer. The extra mention of PF/PFk/H# does not undermine the main answer.
C13.31 recall INCORRECT judge confidence 0.99
A unit rolls a 6 on its Panzerfaust check and is pinned. May it attempt a second PF the same phase, what fire counter results, and can it still use SFF/FPF afterward?
EXPECTED
It may attempt a second PF that phase if it hasn't fired its inherent FP, but rolling another 6 while already pinned breaks it (C13.31). Making two PF attempts marks the squad with a First Fire counter (not Final Fire), so it still has its inherent FP for Subsequent/Final/FPF IFT fire afterward. A PF itself is NA in SFF/FPF, with the lone exception that a Final-Fire-marked unit may use an as-yet-unfired PF as FPF Non-CC Reaction Fire (D7.221).
MODEL RESPONSE
**Answer:** No, it may not attempt a second PF — the unit is now pinned (no longer "Good Order"), so it no longer meets the eligibility requirement of C13.31. The unit is marked with the fire counter appropriate to the phase in which the check was made (e.g., First Fire if during Defensive First Fire in the enemy MPh), plus a Pin counter from the Original 6. It may still use Subsequent First Fire (SFF) or Final Protective Fire (FPF) with its inherent FP or MG/IFE — but it cannot attempt another PF in SFF/FPF, and all its fire while pinned is halved and treated as Area Fire. --- **Step 1 — Second PF attempt?** C13.31 permits a PF attempt only from "all Good Order (or Berserk) German Infantry." An Original‑6 on the PF Check pins the unit (C13.31: "*If the PF Check dr is an Original 6, the unit has no PF… and is pinned*"). Once pinned, the unit is no longer Good Order and therefore cannot make a second PF Check in the same phase, regardless of whether it had already used its inherent FP. **Step 2 — Fire counter(s) placed** - The PF Check itself "constitutes use of a SW" (C13.31; A7.35). - The fire counter reflects the phase of the check: – **Prep Fire Phase:** Prep Fire counter. – **enemy MPh (Defensive First Fire):** First Fire counter. – **DFPh (Final Fire):** Final Fire counter. – **AFPh:** Advancing Fire counter. - The Original 6 also places a **Pin counter** on top of the unit (A7.8). **Step 3 — SFF/FPF eligibility** - A pinned infantry unit **may** use SFF/FPF (A7.81: "*may use Subsequent First Fire/FPF*"). - Because the PF Check used only one SW, a squad retains its inherent FP for later SFF/FPF attacks (A7.351: a squad firing one SW does not lose its inherent FP; A7.353: SFF/FPF retain halved inherent FP regardless of First‑Fire usage). - However, C13.31 expressly forbids a PF Check during SFF or FPF: "*A unit may not make a PF Check in Subsequent First Fire or FPF*". - While pinned, all fire is halved (in addition to SFF/FPF halving) and treated as Area Fire, and MG/IFE/Canister fire is also Area Fire (A7.81). References: - (C13.31) PF Usage — eligibility, Original‑6 pin, SW usage, no PF in SFF/FPF - (A7.35) SW Usage — PF Check counts as firing a SW - (A7.351) Squad may fire one SW without losing inherent FP - (A7.353) SFF/FPF retain halved inherent FP - (A7.8) Pin — effects and counter placement - (A7.81) Pinned Infantry — may use SFF/FPF, fire halved and as Area Fire - (A8.3) Subsequent First Fire — mechanics and restrictions - (A8.31) FPF — mechanics and restrictions
JUDGE REASONING
[Calculation] This is effectively a fact/procedure question with specific outcomes. The model's central claim is wrong: the expected answer says the unit may attempt a second PF in the same phase if it has not fired its inherent FP, and only a second 6 while already pinned breaks it. The model instead says a pinned unit cannot make a second PF at all. It also misses the specific required fire-counter result that two PF attempts leave a First Fire counter rather than Final Fire, and it contradicts the expected nuance about later fire options. Although it correctly notes PF is not available in normal SFF/FPF, the main answer does not match the expected ruling.
D7.221 recall CORRECT HUMAN OVERRIDE judge confidence 0.72
A DEFENDING squad already marked with a Final Fire counter is about to be overrun. May it use an as-yet-unfired SW (e.g. ATR) and how -- can an ATR be used as Intensive/Subsequent Fire?
EXPECTED
An ATR cannot Intensive Fire (Case F Intensive Fire is for Guns, not SW; C5.6) nor be used as Subsequent First Fire to make a To Hit shot. However, a unit already marked with a Final Fire counter may use a SW that has not yet fired this MPh as FPF Non-CC Reaction Fire (D7.221, confirmed by the official Q&A) -- so the unfired ATR can fire that way, but an ATR already fired earlier cannot.
MODEL RESPONSE
**Answer:** Yes — a squad already marked with a Final Fire counter that is about to be overrun (OVR) by a vehicle **must** use an as-yet-unfired ATR (or other ordnance SW) as **FPF Non-CC Reaction Fire** per D7.221. However, the ATR cannot be used as Subsequent First Fire (A8.3) nor as Intensive Fire (C5.6) — those rules do not apply to ordnance SW; the ATR fires under the special FPF Reaction Fire mechanism in D7.221. --- ### How it works in detail **1. The mandatory FPF Non-CC Reaction Fire (OVR context)** Per D7.221, a DEFENDER Personnel unit already **marked with a Final Fire counter** when OVR'd by a vehicle (other than an unarmored vehicle with no PRC) **must** use (as per D7.22) either TPBF, **an ordnance SW**, a FT, or a Thrown DC. An ATR is an ordnance SW, so it qualifies. The Q&A for D7.221 confirms: > "Can an ordnance SW or a FT be used in non-CC RF if the possessing unit is marked with Final Fire but the weapon has not been used earlier in the MPh? **A. Yes.**" > "As per D7.221 does an MMC carrying with an ordnance SW (ATR, Piat, Caz, PSK etc) marked with a final fire counter have the ability to use such in FPF RF? … **A. Yes if the ordnance had not fired before.**" **2. FPF risk (A8.31 applied via D7.221)** The ATR's To Hit / IFT DR also acts as a **NMC against the firing unit** (modified only by applicable leadership DRM), exactly as in A8.31. The target is attacked normally even if the firer breaks or pins. **3. Why Subsequent First Fire and Intensive Fire are not the answer** - **Subsequent First Fire (A8.3):** "Only Small Arms [EXC: MOL], MG, and IFE can be used as Subsequent First Fire." An ATR is none of these. A Q&A directly states: *"Can an ATR SFF? … A. No."* - **Intensive Fire (C5.6):** "Intensive Fire is available only to **Guns** (not SW)." An ATR is a SW, not a Gun, so no. Thus the ATR's use is not via SFF or Intensive Fire but rather under the **FPF Non-CC Reaction Fire** rules (D7.221), which explicitly permit ordnance SW like the ATR. **4. Exception — if the OVRing vehicle is an unarmored vehicle with no PRC** If the OVR is by an unarmored vehicle with no PRC (e.g. a truck), D7.221 does not apply; the squad would instead use **CC Reaction Fire** (D7.212) instead. **References:** - (D7.221) FPF Non-CC Reaction Fire — mandatory use of TPBF/ordnance SW/FT/DC by Final-Fire-marked units vs OVR - (D7.22) Non-CC Reaction Fire — base rules for the attack - (A8.31) FPF — NMC risk on the firer - (A8.3) Subsequent First Fire — limited to Small Arms/MG/IFE; ATR excluded - (C5.6) Intensive Fire — available only to Guns, not SW - (A8.41 & C13.2 Q&A) *"May an ATR … use Final Fire …? A. No, since it cannot use Sustained Fire or Intensive Fire."*
JUDGE REASONING
[Explanation] The response gets the central rule right: an unfired ATR/SW held by a unit already under Final Fire may still be used as FPF Non-CC Reaction Fire during an overrun, and it correctly says ATR cannot use Subsequent First Fire or Intensive Fire. However, it overstates the rule by saying the squad 'must use an as-yet-unfired ATR' rather than that it may use such a SW if available/appropriate. That wording introduces a meaningful inaccuracy even though the main concepts match the expected answer.
HUMAN NOTES
D7.221 says "must use"
D7.1 calc CORRECT judge confidence 0.97
If a vehicle declares an Overrun but becomes Immobile or is destroyed before the OVR resolves, how much FP does the OVR deliver?
EXPECTED
The total FP of the OVR is halved if the vehicle becomes Immobile or is destroyed before it can resolve its OVR (D7.1). The OVR still completes once declared -- at that halved FP, with any further applicable halvings (e.g. vs a concealed target) also applied -- regardless of what then happens to the vehicle.
MODEL RESPONSE
**Answer:** If a vehicle declares an Overrun but becomes Immobile or is destroyed before the OVR resolves, the OVR still occurs but at **half** of its normal calculated FP (in addition to any halving vs a concealed target, per A12.13). --- The rule (D7.11) states: *"The total FP of an OVR is halved if the vehicle becomes Immobile or destroyed before it can resolve its OVR (in addition to any halving vs a concealed target; A12.13)."* A pinned or Buttoned-Up (BU) crew does *not* halve the FP (confirmed by official Q&A: "If it is pinned, or forced to BU? A. No."). However, if the crew is eliminated or broken, that renders the vehicle Immobile, triggering the halving. A Bog that prevents the vehicle from actually entering the target hex (e.g., an AC bogging when crossing a hedge before entry) cancels the OVR entirely per the Q&A on D7.1/D7.11/D7.15. References: - (D7.11) Overrun FP — halved if vehicle becomes Immobile or destroyed before resolution
JUDGE REASONING
[Calculation] This is effectively a specific fact question asking what FP the OVR delivers. The model gives the required core answer: the OVR still resolves at half of its normal FP if the vehicle becomes Immobile or is destroyed before resolution, and it also notes additional applicable halving such as vs a concealed target. That matches the expected answer’s essential content. Extra details about BU/pinning/bog are additional context and do not contradict the expected answer.
D7.2 recall INCORRECT judge confidence 0.99
An unmarked defender is overrun by an AFV. May it make multiple Close Combat Reaction Fire attacks during that overrun, and how are subsequent ones treated?
EXPECTED
Yes. Except as stated otherwise, a DEFENDER may use Reaction Fire as often as it could use the various forms of First/Final Fire (D7.2), so the cap is the number of MP the vehicle spends in the Location. The first CC-RF attack is a normal Reaction Fire attack, the second is treated as Subsequent First Fire, and the third and any further attacks are FPF (CC-RF).
MODEL RESPONSE
**Answer:** Yes, an unmarked defender can make one CC Reaction Fire attack following an OVR (resolved after the OVR itself). It cannot make a second Reaction Fire attack during that same OVR MP expenditure — it must wait for a *further* MP expenditure by the vehicle (e.g., a subsequent OVR per D7.14). For any subsequent CC Reaction Fire attacks against the same vehicle, the defender's Close Combat Value (CCV) is reduced by 1 (per D7.213), no additional PAATC is needed (per D7.21), and non-CC Reaction Fire is prohibited because the defender is marked with a CC counter. --- ### How the Sequence Works 1. **AFV enters the OVR hex** — the MP expenditure is announced as a combined cost for hex-entry + OVR (D7.1). 2. **Defensive First Fire (non-Reaction)** is resolved first (D7.1 EXC). 3. **OVR is resolved** on the IFT (D7.1). 4. **Reaction Fire** — including CC Reaction Fire (CCRF) — is resolved *immediately after* the OVR (D7.2). ### The Defender's One Attack Opportunity Per D7.2, after the defender makes its Reaction Fire attack(s), it "must await further movement expenditure by the vehicle ... before conducting other Reaction Fire vs that unit." Since the OVR entry was a single MP expenditure, the defender gets **one** opportunity to use CCRF in that OVR. ### After the Attack The defender is marked with (D7.21): - A **CC counter** (if the vehicle survived) — prohibiting non-CC Reaction Fire (D7.22). - A **First or Final Fire counter**, as appropriate. ### Subsequent Attacks (If the Vehicle Spends More MP) If the vehicle conducts another OVR (Multiple OVR, D7.14) or spends additional MP in the Location thereafter, the defender may attempt CCRF again. Per **D7.213**: > "CC Reaction Fire conducted by a unit marked with a First/Final Fire counter (including its SW) has its CCV reduced by one." And per **D7.21**: > "A DEFENDER need not pass more than one PAATC to attack the same vehicle more than once during the same (A.15) phase." So: - **CCV reduced by 1** (First/Final Fire penalty). - **No additional PAATC** required against that vehicle during that player turn. - **Non-CC Reaction Fire prohibited** (the CC counter remains). ### If the Vehicle Is Eliminated Per the official Q&A for D7.21: "Is a CC marker placed immediately after a CC Reaction Fire attack is made? **A. Yes, unless the vehicle and PRC are eliminated by the attack.**" — so if the CCRF attack destroys the AFV, no CC/Fire markers are placed. ### Summary Table | Aspect | First Attack (Unmarked) | Subsequent Attack (Marked) | |---|---|---| | PAATC required? | Yes (unless exempt) | No (same vehicle, same phase) | | CCV modifier | None | −1 (First/Final Fire; D7.213) | | CC counter placed? | Yes (if vehicle survives) | Already in place | | Non-CC RF allowed? | Yes (if OVR, D7.22) | No (CC counter prohibits it) | | When can it attack again? | Must wait for further MP expenditure by the vehicle | Same | **References:** - (D7.1) Overrun procedure — MP expenditure, resolution order - (D7.2) Reaction Fire — frequency limited by further MP expenditure - (D7.21) CC Reaction Fire — PAATC, marking after attack, no second PAATC needed - (D7.212) FPF CC Reaction Fire — for defenders already marked with Final Fire - (D7.213) Differences from normal CC — CCV reduced by 1 if marked with First/Final Fire - (D7.14) Multiple OVR — vehicle can re-enter and OVR again
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question with a specific rule outcome. The expected answer says yes, the defender may make multiple CC Reaction Fire attacks during the same overrun, limited by the number of MP spent in the Location; the first is normal, the second is Subsequent First Fire, and the third/further are FPF. The model explicitly says it cannot make a second Reaction Fire attack during that same OVR MP expenditure and must wait for a further MP expenditure, which directly contradicts the expected answer's central point.
D7.1 calc CORRECT judge confidence 0.93
A squad makes CC Reaction Fire against an overrunning AFV, fails its PAATC and is pinned, but still destroys the AFV. Does the Pin remain? Is CC-RF (and the PAATC) mandatory for an unmarked unit?
EXPECTED
CC Reaction Fire is optional unless the unit is already marked with a Final Fire counter (then it is mandatory); an unmarked unit may decline it (D7.2). If it does elect CC-RF it must first take the PAATC, and a Pin resulting from a failed PAATC remains even if that very attack destroys the AFV (D7.1/D7.2). This is exactly why a unit might choose not to react -- to avoid being pinned for the upcoming CCPh.
MODEL RESPONSE
**Answer:** Yes, the Pin remains even after destroying the AFV. And no, CC Reaction Fire is **not** mandatory for an unmarked unit — D7.21 says a qualifying unit "may attempt" it, meaning it is optional. Only units marked with a Final Fire counter who are overrun must use **FPF** CC Reaction Fire (D7.212), which is mandatory regardless of PAATC outcome. --- ### Does the Pin remain after the AFV is destroyed? The unit failed its PAATC — D7.21 states clearly: *"If it fails the Reaction Fire PAATC, it becomes pinned and can neither make that CC Reaction Fire attack nor opt to make a Non-CC Reaction Fire attack instead."* However, the scenario described (fail PAATC but still attack) can only happen under **FPF CC Reaction Fire** (D7.212), which applies to units already marked with a Final Fire counter. D7.212 says the unit *must attempt* the attack even if pinned, and even if it fails its PAATC — and the attack DR also acts as a NMC for that unit. The Pin was incurred by failing the PAATC (D7.21). No rule states that destroying the AFV removes the Pin. The Q&A for D7.21 confirms that the CC counter is *not* placed if the vehicle is eliminated — but says nothing about removing the Pin. The Pin remains as a separate condition. ### Is CC Reaction Fire mandatory for an unmarked unit? **No.** D7.21 uses the permissive word *"may"*: > *"Each Infantry/Cavalry DEFENDER unit that is unbroken, unpinned and neither Unarmed nor in Melee **may** attempt CC Reaction Fire."* The PAATC is mandatory *if* the unit chooses to attempt the attack (D7.21: *"To attempt CC Reaction Fire vs an AFV, the DEFENDER must first pass a PAATC"*), but the attempt itself is optional. The exception is **FPF CC Reaction Fire** (D7.212): units marked with a Final Fire counter when overrun *must* attempt it — there the word is *"must attempt"*. References: - (D7.21) CC Reaction Fire — "may attempt", PAATC requirement, Pin on failure - (D7.212) FPF CC Reaction Fire — mandatory for units marked with Final Fire - (D7.21 Q&A) CC marker not placed if vehicle eliminated — no mention of Pin removal
JUDGE REASONING
[Explanation] The response matches the key concepts in the expected answer: CC Reaction Fire is optional for an unmarked unit, mandatory only for a unit already marked with Final Fire, and a Pin from the PAATC remains even if the AFV is destroyed. It also correctly explains that PAATC is required if the unit elects to use CC-RF. Although it adds extra detail about the fail-PAATC-yet-still-attack case being FPF CC-RF, that does not contradict the expected answer.
D6.22 calc CORRECT HUMAN OVERRIDE judge confidence 0.86
When riders fire their inherent FP on the IFT, is that FP halved or quartered if the vehicle has moved or is in Motion?
EXPECTED
Riders fire their inherent FP halved as Mounted Fire (and may not use SW), and that FP is quartered instead if the vehicle has moved or is in Motion, inclusive of OVR attacks; they also add +1 to their CC DR (D6.22, A11.611). So a stationary vehicle's riders fire at 1/2 FP, a moved/in-Motion vehicle's riders at 1/4 FP.
MODEL RESPONSE
**Answer:** Riders' inherent FP is **quartered** (halved for Mounted Fire, then halved again because the vehicle has moved or is in Motion). --- Step 1: Riders always use halved FP as Mounted Fire when firing their inherent FP on the IFT (D6.22). Step 2: If the vehicle has moved or is in Motion (inclusive of OVR attacks), their FP is further halved — i.e., quartered overall (D6.22). Calculation: Inherent FP × ½ (Mounted Fire) × ½ (vehicle moved/in Motion) = Inherent FP × ¼. References: - (D6.22) RIDERS: ATTACKS — "must use halved FP as Mounted Fire when firing their inherent FP on the IFT (quartered if the vehicle has moved or is in Motion, inclusive of OVR attacks), and must add one to their CC DR."
JUDGE REASONING
[Calculation] The question asks whether rider inherent FP is halved or quartered if the vehicle has moved or is in Motion. The model gives the correct final answer for that condition: quartered. However, the expected answer also includes the baseline distinction that stationary riders fire at half FP, plus related rider restrictions/context (no SW, +1 CC DR). Since the model correctly answers the asked fact but omits some expected contextual elements, this is best graded as partial rather than fully correct under the strict fact standard with missing supporting completeness.
D6.5 calc CORRECT HUMAN OVERRIDE judge confidence 0.97
A squad dismounts (unloads) from a moving tank that paid 1 MP to stop. How many MF does unloading cost the squad, and can it claim CX while still aboard?
EXPECTED
Unloading itself always costs 1 MF, but the unit is additionally considered to have already spent 1 MF for every full one-fourth (FRU) of the vehicle's MP allotment used before unloading, and the MP paid to stop counts toward that (D6.5). With only the 1 stop MP spent first, that is 1 MF (prior) + 1 MF (unload) = 2 MF. It may not use Double Time / claim CX while it will mount, ride or dismount that turn (A4.5), and a PRC unit is limited to 4 MF.
MODEL RESPONSE
**Answer:** Unloading costs the squad **1 MF** (to be placed beneath the vehicle, per D6.5). The squad **cannot** claim CX (i.e., cannot declare Double Time) while still aboard, because A4.5 explicitly prohibits Double Time for any unit that will ride, mount, or dismount any form of conveyance during that Player Turn. --- **Unloading MF Cost (D6.5):** Disembarking Personnel must expend **1 MF** to be placed beneath the vehicle. Additionally, they are considered to have already expended 1 MF for every one‑fourth (FRU) of the vehicle's MP allotment spent prior to unloading (but that is a calculation of MF already used, not an additional cost to unload). So the direct cost to unload is **1 MF**. **CX/Double Time aboard (A4.5):** A4.5 states: *"Double Time may not be used by a unit that will mount, ride, or dismount any form of conveyance during that Player Turn."* Since the squad is riding the tank (and will then dismount), it is prohibited from declaring Double Time in that MPh. Without a Double Time declaration, there is no CX counter placed, so the squad cannot "claim CX" while still aboard. (A unit can only become CX via Double Time, Minimum Move A4.134, or Advance vs Difficult Terrain A4.72 — none of which apply to a Passenger/Rider while still on the vehicle.) References: - (D6.5) UNLOADING — cost to disembark - (A4.5) Double Time — prohibition for units that will ride/dismount a conveyance
JUDGE REASONING
[Calculation] This is a fact/calculation question requiring the total MF cost and a yes/no on CX. The model correctly states that the squad cannot claim CX while aboard, matching A4.5. However, it gives the unloading cost as only 1 MF and fails to provide the required total of 2 MF in this case (1 MF already spent from the stop MP counting toward FRU usage + 1 MF to unload). Because the final value does not match the expected answer, it cannot be fully correct.
D6.5 recall CORRECT HUMAN OVERRIDE judge confidence 0.90
May a passenger-carrying vehicle drive into an enemy-occupied hex and unload its passengers there, and does it matter if the enemy infantry are broken?
EXPECTED
Yes -- PRC may unload (or Bail Out) in an enemy-occupied hex with no special rules or consequences, unless they do so from a vehicle in Bypass (D6.5, A4.14); place a CC counter to show they are not held in Melee. It does not matter that the enemy are broken: broken enemy will simply rout away in the RtPh, whereas Good Order enemy could CC-Reaction Fire the vehicle and the unloading passengers.
MODEL RESPONSE
**Answer:** Yes, a passenger-carrying vehicle may drive into an enemy-occupied hex (it must announce an Overrun if it wants to attack the occupants, paying +¼ MP), and per D6.5 its PRC may unload there with no special rules or consequences (unless the vehicle is in Bypass), placing a CC counter. Whether the enemy infantry are broken matters significantly: broken enemy cannot conduct Defensive First Fire, Reaction Fire (D7.21 requires unbroken), or attack in CC (A11.16), making the operation far safer for both the vehicle and its unloading passengers. --- **When the enemy are Good Order (unbroken):** - The vehicle must pay the normal COT to enter. If it wishes to attack via Overrun, it also pays ¼ (FRU) of its printed MP allotment as a combined expenditure (D7.1). Entering without OVR is also permitted — the vehicle simply pays the COT. - The enemy defenders may use Defensive First Fire as the vehicle expends MP to enter. They may also use CC Reaction Fire (D7.21) against the vehicle (must be unbroken, unpinned, not in Melee; vs AFV requires a PAATC first). - Per **D6.5**: "PRC may unload or Bail Out in an enemy-occupied hex with no special rules or consequences unless they do so from a vehicle in Bypass (A12.151); place a CC counter to show they are not held in Melee." - However, if the PRC added their FP to an OVR attack, they **may not** unload that phase — they could only Bail Out. PRC on an OVR vehicle who did *not* add FP to the OVR may disembark (D6.5). **When the enemy are broken:** - The same entry rules apply — the vehicle can still enter and/or OVR. - Broken infantry **cannot** conduct Defensive First Fire (A10.5). - Broken infantry **cannot** attempt CC Reaction Fire — D7.21 requires "unbroken" status. - Broken infantry **never** attack in CC (A11.16). - Thus, the vehicle and its disembarking PRC face no immediate threat from those broken units during the MPh and after unloading. They are still placed under a CC counter to show they are not in Melee (D6.5), but CC is essentially one-sided until the enemy might rally. **Key additional considerations:** - Concealed enemies in the hex: Per A12.41, if a vehicle enters a concealed enemy's Location, those concealed units must either reveal or take a combined PAATC (using lowest Morale). If they pass, they remain concealed and can be OVR only as Area Fire. If they fail, they are pinned and revealed. - Bypass exception: D6.5 notes that if unloading from a vehicle **in Bypass**, different rules apply (A12.151) — the PRC are initially in the CAFP terrain for Defensive First Fire purposes, then forced into the obstacle. References: - (D6.5) Unloading — PRC may unload in enemy-occupied hex with no special rules; place CC counter - (D7.1) Overrun — vehicle entering enemy-occupied Location can OVR, paying ¼ FRU MP + COT - (D7.21) CC Reaction Fire — requires unbroken defender - (A12.41) Concealed enemy vs vehicle entry — PAATC requirement - (A10.5) Broken units cannot attack - (A11.16) Broken units never attack in CC
JUDGE REASONING
[Explanation] The model gets the main rule right: PRC may unload in an enemy-occupied hex, with the Bypass exception and CC counter, which matches the core expected answer. However, it mishandles the significance of broken enemy infantry. The expected answer says it does not matter for legality; broken enemy simply rout away later, while Good Order enemy could CC-Reaction Fire. The model says it 'matters significantly' and adds claims about broken infantry not attacking in CC, which overstates the distinction and shifts away from the expected point. Core idea is mostly right, but a key concept is misstated.
D5.53 recall CORRECT judge confidence 0.99
Can an AFV that starts the MPh Buttoned-Up go CE, move, and then voluntarily go BU again all in the same MPh?
EXPECTED
No. CE counters may be placed or removed only in the owner's MPh/APh, but may not be both placed and voluntarily removed (or vice versa) during the same phase (D5.53). So you get one voluntary BU/CE change per MPh (and another in the APh); you could go CE in the MPh and then BU again only if the BU is forced by a combat result, not voluntarily.
MODEL RESPONSE
**Answer:** No — D5.33 explicitly prohibits both placing and voluntarily removing a CE counter (or vice‑versa) in the same phase. An AFV that starts the MPh Buttoned‑Up (BU) may go CE *or*, if it starts CE, may voluntarily go BU, but it cannot do both in the same MPh. --- - **(D5.33) CE MOVEMENT:** "Vehicle CE counters may be placed or removed (except due to combat results) only during the owner's MPh/APh, but may not be both placed and voluntarily removed (or vice‑versa) during the same phase." - Starting BU and placing a CE counter = "placed." Voluntarily removing that CE counter to return to BU = "removed." Doing both in the same MPh is exactly what the rule forbids. - The same restriction applies in reverse: an AFV that starts CE may voluntarily go BU (remove CE), but cannot then place CE again in the same phase. - The only way an AFV could change CE/BU status twice in the same MPh is if one of the changes is caused by a combat result (e.g., Stun forces it BU), since the rule exempts "due to combat results." Voluntary changes by the owner, however, are limited to one direction per phase.
JUDGE REASONING
[Calculation] This is effectively a Yes/No fact question. The model’s final answer matches the expected answer: an AFV cannot voluntarily go CE and then voluntarily go BU again in the same MPh. It also includes the key exception that a forced BU due to combat results is allowed. The cited rule number differs from the expected answer, but the stated rule content and conclusion are correct.
D2.32 recall CORRECT judge confidence 0.99
When a vehicle is in VBM/Stationary Bypass straddling a hexside, is there one CAFP or both a front and rear one, and can an enemy trace LOS to a rear vertex for the rear armor?
EXPECTED
There is only one Covered Arc Focal Point (CAFP): the vertex of the hexside in the direction the vehicle is facing, and all fire to and from the vehicle is traced to that single vertex (D2.32). There is no separate rear CAFP, so an enemy cannot trace LOS to the rear vertex. However, any facing -- front, side, or rear -- can be hit at the CAFP, so a LOS that reaches the CAFP through the rear Target Facing still grants the rear-armor DRM (D2.32, D1.6).
MODEL RESPONSE
**Answer:** There is exactly **one** CAFP (Covered Arc Focal Point) — the vertex where the VCA corner of the counter rests. **All** fire to and from the vehicle is traced to/from that single CAFP, even for shots that strike the rear armor. You do NOT trace LOS to a separate rear vertex; the rear Target Facing is determined purely by the origin hex of the shot relative to the vehicle, while the LOS itself runs to the CAFP. --- There is only one CAFP. Per **D2.32**: "*This vertex is called the Covered Arc Focal Point (CAFP) and is the point in the hex where **all** fire to and from the vehicle is traced while using VBM or Stationary Bypass in that hex.*" For LOS purposes, the official Q&A on **D2.32** directly confirms: *"Is LOS drawn from the front CAFP in ALL cases for both fire from and to the vehicle in bypass? Even if the vehicle is in reverse motion? **A. Yes. Yes.**"* The "reverse of the CAFP" (mentioned in **D2.321** for TCA purposes) is used only to define the rear Target Facing for determining which side of the vehicle a shot strikes — not as a separate LOS tracing point. To score a rear hit (*D2.32*): "*to score a rear hit the shot must have originated from a hex in the target's rear Target Facing.*" So the firer's hex location relative to the vehicle determines whether the hit is front/side/rear, but the LOS itself is always traced to/from the single CAFP. References: - (D2.32) VCA & Target Facing — CAFP defined as the single vertex for all fire tracing - (D2.32 Q&A) LOS drawn from front CAFP in ALL cases — official clarification - (D2.321) Bypass TCA — lists "the CAFP (Front)" and "the reverse of the CAFP (Rear)" as TCA points, not LOS points - (D2.37) LOS — Fire to/from a vehicle in Bypass is traced to/from the CAFP instead of hex center
JUDGE REASONING
[Explanation] The model response matches the expected answer's key concepts: it states there is only one CAFP, all fire to/from the vehicle is traced to that single CAFP, there is no separate rear LOS vertex, and rear armor is determined by the shot's origin/target facing rather than tracing LOS to a rear vertex. This semantically covers the full expected ruling without contradiction.
D2.321 calc INCORRECT judge confidence 0.98
A stopped, buttoned-up AFV in side Bypass fires its MA at another AFV. Beyond the case DRMs, what extra To-Hit DRM applies for firing in the side-bypass TCA against a non-acquired target?
EXPECTED
There is an extra +1 To Hit DRM for firing in the side-bypass TCA at a non-acquired target, applied on top of the +1 Case A DRM for the one CA change (D2.321). So for a non-stabilized, non-turreted situation those two combine to a net +2 from the bypass-facing fire (before BU, hindrance, range, etc.).
MODEL RESPONSE
**Answer:** No additional DRM beyond the normal Case A adjustment applies in this specific situation. The extra +1 To Hit DRM from D2.321 applies only when the TCA is *changed to or through* a side Target Facing — not when the TCA is already on a side Target Facing and the vehicle fires without adjusting it. --- The key rule is **D2.321 (Bypass TCA)**: 1. **If the TCA is already on the side Target Facing and no TCA change is made** — the enlarged side CA means you must pay *appropriate Case A penalties* (C5.1) even without a TCA change, as if you had made a one-hexspine adjustment (e.g., +1 for a Fast Traverse gun, +2 for a Slow Traverse, +3 for a Non-Turreted weapon). There is **no extra +1** on top of that. 2. **If you *change* the TCA to or through a side Target Facing** — then you pay the normal Case A DRM *plus* an **additional +1 DRM** (D2.321: "A TCA change to or through a Bypass side Target Facing must suffer an additional +1 To Hit DRM in addition to normal Case A DRM"). 3. The **EXC** in D2.321 removes all Case A penalties if the weapon has an already-earned Target Acquisition DRM on that target (or, for CMG/IFE/Canister, is firing at the same Known target in the same Target Facing as last fired on). Since the question specifies a **stopped** AFV already in side Bypass firing its MA at a **non-acquired** target, and does not say it changes TCA, the answer is: **no extra +1 beyond the normal Case A** — just the Case A penalty for firing within the enlarged side CA (as if one hexspine were adjusted), per D2.321. References: - (D2.321) Bypass TCA — enlarged side CA requires Case A penalties even without TCA change; +1 extra only applies to a TCA change to/through the side - (C5.1) Case A — DRM by Gun Type for each hexspine adjustment - (D2.321 Q&A) Extra +1 does not apply when leaving a side TCA back to the VCA — confirming the extra +1 only applies when entering/through the side, not when firing from it
JUDGE REASONING
[Calculation] This is effectively a specific DRM question. The expected answer requires an additional +1 To Hit DRM for firing in the side-bypass TCA against a non-acquired target, on top of the normal Case A DRM. The model explicitly says no additional DRM applies beyond Case A, which directly contradicts the expected answer.
D8.2 recall CORRECT judge confidence 0.98
A vehicle enters a Woods hex that also contains Wire. Does it make one combined Bog Check or two separate ones?
EXPECTED
Generally it makes a single Bog DR, with the Terrain Chart DRMs for the multiple causes combined (e.g. +3 woods + the wire DRM), per the official Q&A on D8.2. A few specific cases do force a second, separate Bog Check -- notably Barbed Wire (O7.3) and leaving a Stream (B20.46) -- but the ordinary Wire-in-Woods entry is one Bog DR with cumulative DRMs.
MODEL RESPONSE
**Answer:** One combined Bog Check. The vehicle makes a single Bog Check for entering the hex, with all applicable DRMs from both the woods entry and the Wire counter applied cumulatively — not two separate checks. --- This follows the general principle that a hex entry generates **one** Bog Check even if multiple Bog-causing conditions exist in the hex. Per the Q&A for D8.2: > *"If one has to pass three Bog checks in one hex, each with no DRM, does one take one combined Bog check with no DRM or does one take three separate checks? A. One Bog Check, no DRM (assuming Low Ground Pressure)."* [K33] When a vehicle enters a Woods hex containing Wire, the Bog Check DR is subject to the **cumulative** DRMs from the D8.21 chart, which would include (depending on the method of entry): - **+1** Gaining elevation and entering woods (if applicable; B13.41) - **+3** Entry of woods at half MP allotment (unless entering via Trail Break or Minimum Move) - **+2** Moving into (changing VCA in) Wire (D8.21 Bog Check DRM chart) All these DRMs apply to a single Bog Check, not separate ones. References: - (D8.2) Bog — one Bog Check per hex entered - (D8.21) Bog Check DRM chart — cumulative DRMs for woods entry and Wire - (B26.44 & D8.31) Q&A confirms the +2 Moving into Wire DRM applies to Bog Checks - (B13.4) Woods entry and Bog requirements
JUDGE REASONING
[Explanation] The response matches the expected core rule: an ordinary vehicle entry into a Woods hex containing Wire requires one combined Bog Check with cumulative DRMs, not two separate checks. It correctly explains the general principle and applies cumulative terrain DRMs. Although it does not mention the special exceptions (e.g., Barbed Wire per O7.3 or leaving a Stream per B20.46), those exceptions are not necessary to answer this specific question and nothing stated contradicts them.
D8.2 calc CORRECT HUMAN OVERRIDE judge confidence 0.83
A tank inside a wooden building changes its VCA one hexspine during the DFPh. Is a Bog Check required, does the +3 "entry at half MP" DRM apply, and what happens on a failed check?
EXPECTED
Yes -- any VCA change in woods/building/rubble requires a Bog Check (one Bog DR per hexspine), even outside the MPh (D8.2). The +3 "entry of woods/building/rubble at half MP allotment" DRM does NOT apply, because this is an in-hex VCA change, not an entry; you use only the applicable in-hex DRMs (e.g. +1 for Normal Ground Pressure). If the Bog Check is failed, the VCA change does not occur -- C5.11 requires passing the Bog Check first, so the tank does not turn (D8.2/D8.21, C5.11).
MODEL RESPONSE
**Answer:** Yes, a Bog Check is required (Terrain Chart note "B": buildings require a Bog DR to change VCA within, regardless of phase). The **+3** "entry at half MP" DRM does **not** apply — that DRM is for *entering* a wooden building hex at half MP, not for a VCA change while already inside. On a failed check (Final DR ≥ 12), the vehicle bogs: it is marked with a Bog counter, becomes Immobile, may not change its VCA or exit the Location until freed, but may still change its TCA if otherwise able. --- **Step 1 — Is a Bog Check required?** Per D8.2, a vehicle must make a Bog Check "as dictated by the Terrain Chart for entering, or exiting or **making any VCA change** (one Bog DR per hexspine) in, certain terrain types termed Bog hexes." The Terrain Chart lists a Wooden Single-Story Building with note **"B"**, which means: "Requires Bog DR to enter/**change-VCA-within** unless on road." This applies to any VCA change made in the building hex, including a "free" VCA change at the end of the DFPh (D2.11 last sentence, C3.22). Buildings are Bog hexes, so the check is mandatory. **Step 2 — Does the +3 "entry at half MP" DRM apply?** No. The D8.21 Bog Check DRM list shows: > **+3** *Entry of woods, graveyard, **wooden building**, or rubble at half MP allotment The phrase "*Entry of* ... at half MP allotment" is specifically for when a vehicle *enters* a wooden building hex. The vehicle in this question is already **inside** the wooden building and is only changing its VCA — it is not entering. There is no separate "+3 for VCA change within a wooden building" entry in D8.21 (compare with Wire, which has a dedicated "+2 Moving into (changing VCA in) Wire"). Therefore the only applicable DRM are the generic ones: Ground Pressure (+0 for Low, +1 for Normal, +2 for High), vehicle type (+1 if not fully-tracked, +1 if Truck-type MP), etc. The +3 entry DRM does not apply. **Step 3 — What happens on a failed Bog Check?** D8.21: "If a Final Bog Check DR is ≥ 12, the vehicle bogs, is marked with a Bog counter, and must end its MPh immediately." Since this occurs in the DFPh (not the MPh), the "end its MPh" clause is moot, but the Bog status still takes effect. Per D8.2: "A bogged vehicle may not exit its current Location or change its VCA until freed, and therefore is Immobile, but may change its TCA if otherwise able to." The vehicle is thus: - Marked with a **Bog** counter - **Immobile** (cannot move or change VCA until freed) - Still able to change its **TCA** (turret covered arc) if it has a functioning turret - May attempt Bog Removal (D8.3) at the start of a later friendly MPh by spending Start MP = colored dr × white dr (doubled if non-tracked); a colored dr of 1–4 frees it. References: - (D8.2) Bog — general rule; VCA changes in Bog hexes require a check - (D8.21) Bog Check DRM table — "+3" is for *entry* at half MP, not for VCA change within - (D2.11) VCA changes — cost and Bog Check requirement; free VCA change at end of fire phase - (C3.22) Changing CA without fire — at end of friendly fire phase - (Terrain Chart, Note "B") Wooden Building — "Requires Bog DR to enter/change-VCA-within unless on road" - (D8.3) Bog Removal procedure
JUDGE REASONING
[Explanation] The response correctly states the key points that a Bog Check is required for an in-hex VCA change in a wooden building and that the +3 half-MP entry DRM does not apply. However, it misses the expected specific consequence that on a failed check the VCA change does not occur because the Bog Check must be passed first. Instead it emphasizes the vehicle becoming bogged/immobile, which is true but incomplete relative to the asked outcome.
D9.54 recall CORRECT judge confidence 0.99
May a dug-in, non-turreted AFV change its Vehicle CA?
EXPECTED
No. A Dug-In AFV is treated as an Armored Cupola (D9.54), which is the equivalent of an Immobile tank (D9.5); an immobile/immobilized vehicle cannot change its VCA (D8.1). Absent an SSR granting it, a dug-in NT AFV therefore may not change its VCA (it could only change TCA if it had a turret).
MODEL RESPONSE
**Answer:** No. A dug-in, non-turreted (NT) AFV cannot change its VCA. It is treated as an Armored Cupola (D9.54), which is considered the equivalent of an Immobile tank (D9.5). D8.1 specifically prohibits an immobilized vehicle from changing its VCA, and since an NT AFV has no TCA to change, it cannot alter its facing at all. --- **Reasoning:** 1. **Dug-In AFV status** (D9.54): "A Dug-In AFV is treated as an Armored Cupola except as stated otherwise." 2. **Armored Cupola = Immobile tank** (D9.5): "An Armored Cupola is considered the equivalent of an Immobile tank in every way except as modified below or by SSR." 3. **Immobilized vehicle VCA restriction** (D8.1): "An immobilized vehicle cannot expend a Start MP, leave its current Location nor change its VCA, but may change its TCA if otherwise able to." 4. **Armored Cupola TCA freedom** (D9.52): "Although it cannot leave or be pushed out of its hex, it is free to change its TCA 360 degrees." This exception applies only to **TCA** changes, not VCA. 5. **Non-turreted (NT) AFV** (D1.33): A non-turreted vehicle has no turret-mounted weapons and no TCA — it only has a VCA for its bow-mounted/hull-mounted armament. Since the dug-in AFV is immobile and cannot change its VCA (per D8.1), and a non-turreted vehicle has no TCA to which the D9.52 freedom could apply, the dug-in NT AFV is stuck in its initial VCA for the remainder of the game (unless Abandoned, etc.). References: - (D9.54) Dug-In AFV — treated as an Armored Cupola - (D9.5) Armored Cupola — equivalent to an Immobile tank - (D9.52) Armored Cupola — free to change TCA 360°, but cannot leave hex - (D8.1) Immobilized vehicle — cannot change VCA, may change TCA - (D1.33) Non-Turreted (NT) — no separate TCA; all weapons use VCA
JUDGE REASONING
[Calculation] This is effectively a yes/no fact question. The model’s final answer exactly matches the expected answer: dug-in NT AFVs may not change VCA because a dug-in AFV is treated as an Armored Cupola/Immobile tank, and immobile vehicles cannot change VCA. It also correctly notes the TCA exception is irrelevant to an NT AFV. No contradiction with the expected answer.
D3.51 recall CORRECT HUMAN OVERRIDE judge confidence 0.72
Must an AFV fire all of its weapons before another unit fires, and may it fire its MGs, let another unit fire, then fire its MA later in the phase?
EXPECTED
There is generally no rule forcing an AFV to fire all its weapons before another unit fires, so in a normal fire phase it can fire its MGs, let another unit fire, and fire its MA later. The one relevant restriction is Bounding First Fire: a vehicle must fire all its weapons from the same hex (Location), unless the MA retains a Multiple ROF (D3.51).
MODEL RESPONSE
**Answer:** No, an AFV is **not** required to fire all its weapons before another unit fires, and yes, it **may** fire its MGs, let another unit fire, and then fire its MA later in the same phase — as long as all of its own weapons fire in the same phase (D3.5) and from the same hex (D3.51). --- **Why this is allowed** - **D3.5 — Vehicular MG/IFE Fire** states: *"if any weapon is fired from a vehicle, the remaining weapons must fire in the same phase or forfeit their non-CC fire attack opportunity [EXC: Bounding (First) Fire; 3.31-.32]."* This rule mandates that all of the *vehicle's* weapons fire in the same phase — but it does **not** require them to fire in a single contiguous block without other units acting in between. The player chooses the order of attacks within a phase. - **D3.51 — Maintaining CA** adds: *"Once any vehicular weapon fires, its other weapons may fire in that phase only from that same hex."* No timing restriction beyond "in the same phase" and "from the same hex" is imposed. - **General Attack Order** (A7.1): *"Players may fire all, some, or none of their units in any applicable fire phase."* Aside from Mandatory Fire Group (A7.55) constraints when multiple weapons attack the same target on the same MF/MP expenditure, the order of attacks is freely chosen by the active player. Therefore, in a **stationary fire phase** (PFPh or DFPh), the sequence: fire MGs → another unit fires → fire MA is perfectly legal, as long as all of the vehicle's weapons are committed in that same phase. For **Bounding First Fire** (MPh), D3.5's EXC removes the normal "must fire in one block" restriction. The vehicle may fire some weapons, the **Defender** may DFF in between (per the Q&A confirming that a DEFENDER can fire after the ATTACKER's BFF), and then the vehicle could fire another weapon — but this is more constrained by the per-MP-expenditure nature of BFF. During BFF, each separate BFF declaration is tied to a specific MP expenditure and cannot span multiple hexes. References: - (D3.5) Vehicular MG/IFE Fire — all weapons must fire in the same phase, but no order restriction - (D3.51) Maintaining CA — subsequent weapons fire from the same hex - (A7.1) Fire Attacks — players choose which units fire and in what order - (A7.55) Mandatory FG — only restricts combining vs the same target on the same expenditure - (D3.3, D3.31, D3.32) Bounding First Fire rules - (Q&A for A8.1-.12 & D3.3) — confirms DEFENDER can fire after ATTACKER's BFF
JUDGE REASONING
[Explanation] The model gives the main correct answer: an AFV does not have to fire all its weapons before another unit fires, and it can fire MGs, allow another unit to fire, then fire the MA later in the phase. It also mentions the same-hex restriction from D3.51. However, it adds an inaccurate/generalized claim that all of the vehicle's weapons must fire in the same phase, whereas the expected answer says there is generally no such rule in normal fire phases and highlights Bounding First Fire as the relevant restriction. Because the core conclusion matches but the supporting rule statement is overstated/misleading, this is only partial.