Evals  /  detailed results · Human Review
RUN· Human Review

85 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
85
Correct
84
Partial
0
Incorrect
1
Human-overridden
15
FILTER SORT
B23.2 recall CORRECT judge confidence 0.90
Can I set up a half squad, mmg and leader in a steeple?
EXPECTED
Answer: Yes. A steeple has a normal stacking limit of one HS, and a leader does not count against that limit; an MMG can be there if possessed by the HS, so a HS + leader + MMG setup in a steeple is legal. References: - (B23.?) Steeple stacking/occupancy — the Q&A notes a steeple has a normal stacking limit of one HS. - (A5.5) Stacking — SMC do not count as squad-equivalents for normal stacking limits, so the leader can accompany the HS. - (A4.43) Possession of SW — the MMG may be in the steeple if possessed by the HS/leader in that Location.
MODEL RESPONSE
**Answer:** Yes. A Steeple Location has a stacking limit of one HS-equivalent (B31.21), and your half squad is exactly that. The leader is a SMC, which does not count against the MMC stacking limit (A5.1), and the MMG is a SW, not a unit — the only setup prohibition in a steeple is for Guns (B31.21), which an MMG is not. --- References: - (B31.2) STEEPLE — a Steeple Location is an additional building Location with an inherent stairwell, treated as a normal building Location except it cannot be Fortified, has no Rooftop Location, and the +1 stone rubble drm is NA - (B31.21) STACKING — "A Steeple Location has a normal stacking limit (A5.1) of one HS-equivalent. No Gun may be set up in a Steeple Location." - (A5.1) Stacking — the stacking limit counts MMC squad-equivalents; SMC (leaders) and SW do not count against it - (A5.5 Q&A) SMC count as zero squad-equivalents for stacking-capacity purposes (e.g., a squad plus SMC may occupy a 1-squad-capacity Location)
JUDGE REASONING
[Calculation] The model's answer gives the correct binary response (Yes) and cites the correct core reasons: a steeple has a normal 1-HS-equivalent stacking limit, a leader (SMC) does not count against that limit, and an MMG (a SW) is not a 'Gun' prohibited from steeples. These points match the expected answer. (Minor omission: the model did not explicitly state the typical possession requirement for the MMG by the HS, but its conclusion—that the HS + leader + MMG setup is legal—is correct.)
A4.63 calc CORRECT judge confidence 0.92
A 4-6-7 squad declares a Dash from woods to woods via a road hex. A 4-4-7 squad fires at the 4-6-7 as it enters the road. What is the FP of the attack?
EXPECTED
2 FP. The 4 FP is halved for Dash (Area Fire). FFMO/FFNAM DRMs apply normally.
MODEL RESPONSE
**Answer:** The attack is resolved with 2 FP — the 4-4-7's 4 FP is halved to Area Fire because all non-ordnance Defensive First Fire vs a Dashing unit in the road Location is Area Fire (A4.63). The FFMO and FFNAM DRM still apply normally, so the shot also carries a -2 DRM. --- Step 1: The 4-4-7 squad's inherent FP is 4. Step 2: The 4-6-7 has declared a legal Dash (woods → road → woods), so while it is in the road Location, all non-ordnance Defensive First Fire against it is treated as Area Fire — i.e., the firer's FP is halved (A4.63). This halving would not apply only to Fire Lanes or pre-existing Residual FP, neither of which is the case here. Step 3: Although the FP is halved, A4.63 states that "FFMO/FFNAM DRM apply normally." The target is non-assault moving in the Open Ground of the road, so the attack receives -1 (FFNAM) and -1 (FFMO) = -2 DRM (A8.26). Calculation: 4 FP ÷ 2 = 2 FP (Area Fire), with a -2 DRM (FFNAM -1, FFMO -1). References: - (A4.63) DASH — all non-ordnance Defensive First Fire vs a Dashing unit in the road Location is considered Area Fire except for Fire Lanes and pre-existing Residual FP, but FFMO/FFNAM DRM apply normally - (A4.63 EX) The 4-6-7 declares a Dash, "thus halving the FP of the 4-4-7 ... which fires on it" in the road hex - (A8.26) FFMO/FFNAM — -1 DRM each for First Fire vs Movement in Open Ground and vs Non-Assault Movement
JUDGE REASONING
[Calculation] The model's answer matches the expected result: the 4 FP is halved to 2 FP because a Dashing unit in a road hex causes non-ordnance Defensive First Fire to be Area Fire (A4.63). The model also correctly notes that FFMO and FFNAM DRMs still apply (total -2 DRM), which matches the expected answer. The reasoning and citations provided are consistent with the expected ruling.
A5.11 calc CORRECT HUMAN OVERRIDE judge confidence 0.85
A building hex contains two squads and a crew manning a gun. How many MF does it cost for a third squad to enter this Location?
EXPECTED
3 MF. 2 MF to enter the building + 1 MF for overstacking (the Location already contains > 3 squad equivalents: 2 squads + 1 crew (counts as squad for stacking if manning Gun))
MODEL RESPONSE
**Answer:** It costs 3 MF — 2 MF to enter the building plus 1 MF for entering a now-overstacked Location (2 + 1 = 3 MF). This is the exact example given in the rules (A5.11 EX). --- Step 1: Entering a building hex costs 2 MF (B23.2). Step 2: The stacking limit is three squads (or their equivalents) plus up to four SMC per Location (A5.1). The Location already holds two squads plus a crew; a crew is a half-squad equivalent (½ squad), and the Gun itself does not count against Personnel stacking (A5.5 — it is the manning unit, not the Gun, that counts). Step 3: The third squad's entry brings the Location to 3½ squad equivalents, exceeding the limit by ½ squad. Entering a Location overstacked by Personnel (even if overstacked only due to the moving unit's entry) costs one additional MF for each squad equivalent, Fractions Rounded Up, over the limit: ½ FRU = 1 extra MF (A5.11). Calculation: 2 (building COT) + 1 (overstacking penalty) = 3 MF. References: - (A5.1) Infantry/Cavalry Stacking Limits — up to three squads or their equivalents plus four SMC per Location without penalty - (A5.11) Overstacking Movement Penalty — +1 MF per squad equivalent (FRU) over the limit; its EX uses this exact situation (two squads and a crew in a building hex; a third squad pays 3 MF) - (A5.5) Squad Equivalents — a crew counts as a half-squad equivalent; a unit manning a Gun counts as itself for stacking purposes - (B23.2) Buildings — entering a building hex costs 2 MF
JUDGE REASONING
[Calculation] The model's final numeric answer (3 MF) matches the expected answer, but its rationale about stacking equivalence is incorrect. The expected answer states the crew counts as a squad for stacking when manning the gun (leading to an overstacking penalty), whereas the model asserts the crew is a half-squad equivalent and gives a different stacking interpretation. Because the numerical conclusion is correct but the key rule explanation is wrong, the response is rated partial.
A20.22 calc CORRECT judge confidence 0.95
Two 4-4-7's attack a 4-6-7 in CC and attempt to capture a 4-6-7 (first line unit). What is the resolution of the attack if the DR = 5?
EXPECTED
The outcome is the 4-6-7 is captured as prisoners. The CC attack is 2-1, which normally results in a reduction on a DR of 7 and an elimination on a DR of 6. There is a +1 DRM on a capture attempt, so a DR of 5 is adjusted to 6 and results in capture.
MODEL RESPONSE
**Answer:** The entire 4-6-7 squad is captured. The attack is resolved at 2:1 odds (8 FP vs 4 FP), the capture attempt adds a +1 DRM making the Final DR 6, and since 6 is less than the 2:1 Kill Number of 7, all defending units are captured (A20.22). --- Step 1: Attacker FP: each 4-4-7 contributes 4 FP, so 4 + 4 = 8 FP (A11.11). Step 2: Defender FP: the 4-6-7 = 4 FP (A11.11). Step 3: Odds = 8:4, which corresponds exactly to the 2:1 column on the CC Table; the Kill Number at 2:1 odds is 7 (A11.11). Step 4: The capture attempt must be predesignated and adds a +1 DRM to the CC DR (A20.22). The 4-6-7 is a 1st Line unit, not Inexperienced, so the DRM stays +1 (it would instead be -1 only vs Inexperienced Personnel per A19.35). Step 5: Final DR = 5 + 1 = 6. Since the Final CC DR (6) is < the Kill Number (7), all defending units are captured; a Final DR equal to the Kill Number would instead capture only one HS of the squad (A20.22). Calculation: 8:4 = 2:1 (Kill Number 7); 5 + 1 = 6; 6 < 7 = all defenders captured. References: - (A11.11) CC Resolution — attacker FP is compared to defender FP to form odds, rounded down to the nearest CCT column; a Final DR < the Kill Number eliminates (here, captures) the defenders - (A20.22) Capture Attempts in CC — predesignated capture attempt adds +1 DRM to the CC DR; Final DR < Kill Number captures all defending units, Final DR = Kill Number captures one HS - (A19.35) Inexperienced Personnel — the +1 capture DRM becomes -1 only vs Inexperienced units, which does not apply to a 1st Line 4-6-7
JUDGE REASONING
[Calculation] The model's response matches the expected answer exactly. It correctly computes attacker FP (4+4=8) vs defender FP (4) to get 2:1, identifies the 2:1 Kill Number as 7, applies the +1 DRM for a predesignated capture attempt to convert DR 5 into 6, and correctly concludes that 6 < 7 results in the entire 4-6-7 being captured. The reasoning and rules citations are consistent with the expected solution.
A8.2 calc CORRECT HUMAN OVERRIDE judge confidence 0.85
A 4-6-7 squad fires at a unit in Open Ground at range 2 (PBF). What is the Residual FP left in the hex?
EXPECTED
4 Residual FP. Attack FP = 4 * 2 (PBF) = 8 FP. Residual is half of 8 = 4 FP. (Resolved on 8 column, half is 4, which is a column).
MODEL RESPONSE
**Answer:** 2 Residual FP. Note that at range 2 the target is not ADJACENT, so Point Blank Fire does not apply (A7.21) — the squad attacks with its normal 4 FP, and half of the 4 FP column (FRD) leaves 2 Residual FP in the Open Ground hex (A8.2). The -1 FFMO DRM never reduces the Residual FP (A8.26). (If the target actually were ADJACENT at range 1, PBF would double the attack to 8 FP, leaving 4 Residual FP.) --- Step 1: PBF qualification: PBF applies only vs an ADJACENT target (A7.21). At range 2 the target is not ADJACENT, so the 4-6-7's FP is not doubled. Range 2 is within the squad's Normal Range of 6, so it fires its full inherent 4 FP. Step 2: Residual FP amount: the target Location is marked with a Residual FP counter equal to half (FRD) of the highest IFT FP column used for the attack (A8.2). The attack uses the 4 FP column; half of 4 = 2 Residual FP. Step 3: DRM effects: the attack in Open Ground receives a -1 FFMO (and -1 FFNAM if moving non-assault) DRM, but negative DRM never affect the amount of Residual FP left (A8.26). There are no positive DRM from conditions outside the target hex, so no column reduction applies. Calculation: 4 FP ÷ 2 = 2 Residual FP. References: - (A8.2) Residual Firepower — the target Location is marked with a Residual FP counter equal to half (FRD) of the highest IFT FP column used for the attack - (A8.26) Effect of DRM — Residual FP is reduced one IFT column per positive DRM from outside the target hex; negative DRM (FFMO/FFNAM, leadership) never affect it - (A7.21) Point Blank Fire — PBF doubles FP only vs an ADJACENT target ("Both units may use PBF (since they are ADJACENT; A7.21)")
JUDGE REASONING
[Calculation] This is a Calculation/Fact question and the final numeric answer must match the expected result. The model returned 2 Residual FP, whereas the expected answer is 4 Residual FP. Although the model's internal math (4 FP ÷ 2 = 2) is consistent with its premise, that premise (no PBF doubling) differs from the expected solution (4 FP doubled by PBF to 8, half = 4). Because the model's final numeric result does not match the expected answer, the response is incorrect under the strict criteria for Calculation/Fact questions.
A8.13 recall CORRECT judge confidence 0.92
Which DRM are specific to Defensive First Fire attacks?
EXPECTED
FFNAM and FFMO are Defensive First Fire-specific DRM. For ordnance, relevant To Hit Case J family applications tied to movement are also part of Defensive First Fire context, subject to their normal exceptions.
MODEL RESPONSE
**Answer:** The DRM specific to Defensive First Fire attacks are the -1 FFNAM (First Fire, Non-Assault Movement) and -1 FFMO (First Fire Movement in the Open) DRM, as well as all To Hit Cases of the Target Hit Determination DRM (C6.1) for ordnance [EXC: vehicle in Motion; D2.4] (A8.13). --- - **FFNAM (-1):** Applies to all Defensive First Fire attacks against Infantry that moved during the MPh without using Assault (or Hazardous) Movement, in addition to the applicable TEM of its Location (A4.6). Units loading onto/disembarking from vehicles are always subject to FFNAM except vs mines. - **FFMO (-1):** Applies to units moving in the open; it does not apply if the movement is combined with another effective protective TEM or a Hindrance feature (such as SMOKE or an AFV/wreck) between target and firer or in the target Location itself (A4.6). - **Ordnance:** All To Hit Cases of the Target Hit Determination DRM (C6.1) that are defined as Defensive-First-Fire-only likewise apply only to Defensive First Fire [EXC: vehicle in Motion; D2.4] (A8.13). - Note that a Snap Shot (A8.15), although a Defensive First Fire attack, can never claim the FFNAM/FFMO DRM. References: - (A8.13) DEFENSIVE FIRST FIRE DRM — the -1 DRM for FFNAM/FFMO apply only to Defensive First Fire attacks, as do all To Hit Cases of the Target Hit Determination DRM (C6.1) for ordnance - (A4.6) MOVEMENT MODIFIERS (FFMO/FFNAM) — definitions and conditions for the -1 FFNAM and -1 FFMO DRM - (A8.15) SNAP SHOT — FFNAM/FFMO cannot apply to a Snap Shot
JUDGE REASONING
[Calculation] The model correctly identifies the Defensive First Fire-specific DRMs as FFNAM and FFMO and also notes the ordnance To-Hit Case applications (per C6.1/A8.13) that apply only in the Defensive First Fire context, matching the expected answer. The response's additional details (exceptions such as vehicle in motion and that Snap Shot cannot use FFNAM/FFMO) are accurate and do not contradict the expected answer.
A24.2 calc CORRECT judge confidence 0.95
If an MMC moves with non-assault movement into a hex with SMOKE and where they can claim Wall Advantage (WA), what would be the DRM for an IFT attack against them
EXPECTED
Final DRM = +3; +2 [SMOKE] + 2 [Wall Advantage] -1 [First Fire Non-Assault Movement]
MODEL RESPONSE
**Answer:** The net DRM is +3 (assuming a standard +2 SMOKE counter): +2 wall TEM (claimed via Wall Advantage), +2 SMOKE Hindrance, and -1 FFNAM for non-assault movement. The -1 FFMO does NOT apply because the SMOKE in the target Location is an effective Hindrance (A4.6). If the SMOKE is a +3 counter, the net DRM would be +4. --- Step 1: The unit moved without Assault Movement, so the -1 FFNAM DRM applies to Defensive First Fire against it (A4.6). Step 2: The -1 FFMO DRM is negated: FFMO does not apply when the movement in the open is combined with another effective protective TEM or Hindrance feature (such as SMOKE) between target and firer or in the target Location itself (A4.6). Step 3: Claiming Wall Advantage entitles the unit to the wall's +2 hexside TEM (B9.31-.32); WA can be claimed during the MPh as part of, or before/after, an MF expenditure (B9.322). Note the hexside TEM is not cumulative with other in-hex TEM (B9.31), but SMOKE is a Hindrance, not a TEM, so it stacks. Step 4: The SMOKE counter in the target Location adds its Hindrance DRM (A24.2) — +2 for a standard SMOKE counter (+3 for the heavier ordnance SMOKE). Calculation: +2 (wall TEM) + 2 (SMOKE Hindrance) − 1 (FFNAM) = +3 net DRM. References: - (A4.6) MOVEMENT MODIFIERS (FFMO/FFNAM) — -1 FFNAM for non-Assault Movement; -1 FFMO NA when combined with a protective TEM/Hindrance such as SMOKE in the target Location - (A24.2) SMOKE effects — SMOKE is a Hindrance DRM to fire traced into its Location - (B9.31) Wall/hedge hexside TEM (+2 for a wall) — usable in lieu of, not cumulative with, other in-hex TEM - (B9.32/B9.322) WALL ADVANTAGE — eligibility and timing; WA may be claimed during the MPh as part of an MF expenditure
JUDGE REASONING
[Calculation] The model's net DRM of +3 matches the expected answer. It correctly lists +2 SMOKE, +2 Wall Advantage (hexside TEM claimed via WA), and -1 First Fire Non-Assault Movement (FFNAM). The model correctly explains that FFMO does not apply when SMOKE is an effective hindrance in the target location and notes the optional +3 SMOKE variant, which is acceptable extra detail. Therefore the response is correct.
A11.21 recall CORRECT HUMAN OVERRIDE judge confidence 0.75
Where may a unit withdrawing from Melee move to, and what destination restrictions apply?
EXPECTED
A withdrawing unit must enter an adjacent Location that is Accessible under normal Advance Phase conditions (even if requiring CX). It may carry only IPC or less in PP. It cannot withdraw into a Location occupied by a Known enemy unit. If it withdraws into a Location containing a concealed enemy unit (that is not a Dummy), the withdrawing unit is automatically eliminated. A successfully withdrawing unit retains concealment if it withdraws into a non-Open Ground Location.
MODEL RESPONSE
**Answer:** A unit withdrawing from Melee must move to an adjacent Location that is Accessible to it under normal Advance Phase conditions — even if this requires placement of a CX counter (A11.21). The destination cannot be currently occupied by a Known enemy unit, and the withdrawing unit may carry no more than its IPC. --- Destination restrictions in detail (A11.21): - **Adjacent and APh-Accessible:** The Location entered must be adjacent and one the unit could legally enter during an Advance Phase (A4.7), including advances that would require becoming CX (A4.72). - **Portage limit:** The withdrawing unit may carry only up to its IPC (Inherent Portage Capacity). - **No Known enemy units:** The Location withdrawn to cannot be currently occupied by a Known enemy unit. - **Concealed enemy Location:** If the unit withdraws into a Location containing a concealed (non-Dummy) enemy, the withdrawing unit is automatically eliminated, but an enemy unit in that Location (determined by Random Selection) must forfeit its concealment. - **Concealment retention:** A previously concealed unit that successfully withdraws retains its concealment only if it withdraws into a non-Open-Ground Location (A11.2, A12.14). References: - (A11.21) WITHDRAWAL MECHANICS — adjacent APh-Accessible Location, ≤ IPC portage, no Known enemy, concealed-enemy Location elimination - (A11.2) WITHDRAWAL FROM MELEE — general withdrawal procedure; concealment retained if withdrawing into non-Open Ground - (A4.72) CX placement for advances into difficult terrain applies to withdrawal as well
JUDGE REASONING
[Explanation] The model's response correctly states the core restrictions: the withdrawing unit must enter an adjacent location that is Advance-Phase accessible (including if CX placement would be required), it may carry only up to its IPC in portage, it cannot enter a Location occupied by a Known enemy unit, and a withdrawing concealed unit retains concealment only if it withdraws into a non-Open-Ground Location. These match the expected answer. However, the model adds an extra procedural detail — that a concealed enemy in the destination must forfeit concealment and is subject to Random Selection — which is not in the expected answer and may be incorrect or unsupported by the cited withdrawal rule. Because of that extra, potentially incorrect assertion, the response is not fully correct but covers the essential points, so the judgment is Partial.
A7.36 calc CORRECT judge confidence 0.96
If a 5-4-8 MMC with assault fire attacks in the Advanced Fire Phase, what is the attack value?
EXPECTED
4 FP. In the AFPh the squad's 5 FP is halved to 2.5; Assault Fire then adds +1 (=3.5) and the fraction is rounded up, giving 4 FP. (Assumes the target is within the squad's normal range of 4.)
MODEL RESPONSE
**Answer:** The 5-4-8 attacks with 4 FP in the Advancing Fire Phase: its 5 FP is halved for AFPh fire (2½), the +1 Assault Fire bonus is added after all other modification (3½), and the fraction is then rounded up to 4 (A7.36). --- Step 1: Advancing Fire — a unit's inherent FP is halved when firing in the AFPh: 5 ÷ 2 = 2½ (A7.24). Step 2: Assault Fire — a squad with an underscored FP factor adds one FP to its Small Arms attack in the AFPh, applied after all modification to the squad's inherent FP: 2½ + 1 = 3½ (A7.36). Step 3: Any fraction in its FP is then rounded up (FRU): 3½ rounds up to 4 (A7.36). Calculation: (5 ÷ 2) + 1 = 3½, FRU = 4 FP. Note: the Assault Fire bonus is not applicable to Opportunity Fire or Long Range Fire, but does still apply to pinned firers and Spraying Fire in the AFPh (A7.36). References: - (A7.36) ASSAULT FIRE — add 1 FP after all modification to inherent FP in the AFPh, then round any fraction up - (A7.24) Advancing Fire — inherent FP is halved in the AFPh
JUDGE REASONING
[Calculation] The model's answer matches the expected result: 5 FP halved in the AFPh = 2.5, +1 Assault Fire after halving = 3.5, fraction rounded up = 4 FP. The response shows the correct order of operations and cites the appropriate rules (A7.24, A7.36).
B14.21 calc CORRECT judge confidence 0.95
If a unit, while making an Assault Movement Move, is attacked by Defensive First Fire from a squad where the LOS goes through an Orchard hex, what is the DRM modifier to the attack?
EXPECTED
+1 DRM for each orchard hex the LOS crosses, and nothing else. FFNAM does not apply because the target is using Assault Movement; the -1 FFMO that would normally apply to a unit moving in Open Ground is negated because an orchard (a LOS Hindrance) lies between firer and target; and each orchard hex crossed adds +1. Net: +1 per orchard hex.
MODEL RESPONSE
**Answer:** The net DRM is +1 — the in-season orchard hex adds a +1 LOS Hindrance DRM (B14.21), and no negative DRM applies: Assault Movement negates the -1 FFNAM (A4.61), and the -1 FFMO cannot apply because the orchard Hindrance is in the LOS (A4.6). --- Step 1: Orchard Hindrance — an orchard does not block same-level LOS, but Hinders it, adding +1 DRM for every orchard hex between firer and target: one orchard hex = +1 (B14.21). Step 2: FFNAM — a unit using Assault Movement is NOT subject to the -1 FFNAM DRM (A4.61). Step 3: FFMO — the -1 FFMO does not apply when the movement in the open is combined with a Hindrance feature between target and firer (A4.6); the orchard in the LOS is exactly such a Hindrance. (A unit using Assault Movement in Open Ground would otherwise still be subject to FFMO, per A4.61.) Calculation: +1 (orchard Hindrance) − 0 (no FFNAM) − 0 (no FFMO) = +1 DRM, plus any TEM of the target's own Location. Note: this assumes the orchard is in season; an out-of-season orchard is not a same-level Hindrance (B14.2), in which case the +1 would not apply (and the target could then be subject to FFMO if it is in Open Ground). References: - (B14.21) SAME LEVEL HINDRANCE — +1 DRM for every orchard hex between firer and target - (A4.61) ASSAULT MOVEMENT — a unit using Assault Movement in Open Ground is subject to the -1 FFMO DRM but not the -1 FFNAM DRM - (A4.6) MOVEMENT MODIFIERS (FFMO/FFNAM) — FFMO is negated by an intervening Hindrance feature between target and firer
JUDGE REASONING
[Calculation] The model's answer matches the expected result: +1 DRM for the orchard hex in the LOS and no other DRMs apply. It correctly states that Assault Movement removes FFNAM, and that FFMO is negated by an intervening hindrance (the orchard), and notes the in-season caveat. This is consistent with the expected answer.
B26.4 recall CORRECT judge confidence 0.95
If a first-line MMC unit is on-top of a Wire counter in Open Ground and in attempting to get beneath the wire counter rolls a dr = 4, will the unit be subject to FFMO and FFNAM?
EXPECTED
Yes. MF expended in an attempt to get beneath the Wire qualify that unit for the FFMO DRM (if in an otherwise Open Ground hex) and for the -1 First Fire DRM for FFNAM if it expends all of its MF in entering that Location/attempting to get beneath the Wire.
MODEL RESPONSE
**Answer:** Yes. MF expended attempting to get beneath a Wire counter qualify the unit for the FFMO DRM (since it is in an Open Ground hex) and for the -1 First Fire DRM for FFNAM (B26.4). With a Wire Exit dr of 4, the first-line MMC expends all 4 of its MF getting beneath the Wire, and that expenditure makes it subject to both -1 DRMs against Defensive First Fire. --- References: - (B26.4) Wire — to move beneath a Wire counter each unit must make a dr and expend that number of MF; MF expended in an attempt to get beneath the Wire qualify that unit for the FFMO DRM (if in an Open Ground hex) and for the -1 First Fire DRM for FFNAM - (B26.4) The DEFENDER is entitled to see the Wire Exit dr before declaring any First Fire against the unit; a unit whose Wire Exit dr is > its MF capability is hung up on top of the Wire and cannot leave during that MPh/RtPh - (B26.1) Wire is not an obstacle or LOS Hindrance and has no TEM — the TEM of a Wire Location is that of the other terrain in the Location, so Open Ground offers no protective TEM
JUDGE REASONING
[Calculation] The model's answer matches the expected binary result (Yes). It correctly states that MF expended attempting to get beneath a Wire qualify the unit for the FFMO DRM and the -1 FFNAM First Fire DRM, and correctly applies that a Wire Exit dr of 4 expends all 4 MF so the unit is subject to both DRMs. The cited rule (B26.4) and the note about the defender seeing the Wire Exit dr are correct and consistent with the expected answer.
A10.63 calc CORRECT judge confidence 0.95
A broken leader that is not under DM and has a Morale Level of 8 on its broken site is trying to self-rally in open ground. What is the maximum value it can roll and still Rally?
EXPECTED
DR of 7 or less. Start with its Morale Level of 8 and subtract one for self-rally attempt
MODEL RESPONSE
**Answer:** The leader rallies on an Original DR of 7 or less. The only applicable modifier is the +1 Self-Rally DRM, so a maximum Original 7 becomes a Final 8, which equals its broken Morale Level of 8. --- Step 1: A broken leader may attempt Self-Rally (A10.71). Any unit attempting to Rally without the presence of an unbroken leader must add a +1 Self-Rally DRM (A10.63). Step 2: The unit is not under DM, so the +4 DM DRM does not apply (A10.62). Step 3: Open Ground provides no favorable terrain DRM (the -1 applies to rallying in woods/buildings), and a leader's leadership DRM never applies to himself. Step 4: A unit rallies if its Rally DR, after modification, is equal to or less than its broken Morale Level (A10.6): Final DR must be ≤ 8. Calculation: 8 (Morale) − 1 (Self-Rally DRM) = 7 maximum Original DR (7 + 1 = 8 ≤ 8). References: - (A10.71) RALLY — a broken leader may attempt Self-Rally unless in the same Location with another unbroken leader - (A10.63) SELF-RALLY — any unit attempting Self-Rally must add a +1 DRM; a leader's leadership DRM never applies to himself - (A10.62) DESPERATION MORALE — DM requires a +4 DRM on rally attempts (not applicable here) - (A10.6) Rally succeeds if the modified DR is equal to or less than the unit's broken Morale Level
JUDGE REASONING
[Calculation] The model's answer matches the expected answer: maximum Original DR 7 (Morale 8 minus the +1 Self‑Rally DRM). It correctly noted no Desperation Morale DRM, no terrain DRM in open ground, and that a leader's leadership DRM does not apply to himself. The final modified DR (7+1=8) equals the Morale Level, so Rally succeeds.
A5.1 recall CORRECT judge confidence 0.95
What is the normal Personnel stacking limit per Location without penalty?
EXPECTED
Each side may stack up to three squads or their equivalents plus up to four SMC per Location without penalty.
MODEL RESPONSE
**Answer:** Each side may stack up to three squads (or their equivalents) plus up to four SMC per Location without penalty (A5.1). For equivalency purposes, two non-Inherent crews/HS equal a squad, five SMC equal a HS, and four or fewer SMC count as zero squad-equivalents (A5.5). --- References: - (A5.1) INFANTRY/CAVALRY Stacking — up to three squads or their equivalents (5.5) plus up to four SMC per Location without penalty; each vertical Location of a hex gets its own separate stacking limit - (A5.5) EQUIVALENTS — five SMC equal a HS, two non-Inherent-crews/HS equal a squad, and ≤ 4 SMC count as zero squad-equivalents - (A5.11) MOVEMENT — entering an overstacked Location costs one additional MF per squad-equivalent over the limit, illustrating that the limit can be exceeded only at increased risk/cost
JUDGE REASONING
[Calculation] The model's answer exactly matches the expected answer: up to three squads (or equivalents) plus up to four SMC per Location without penalty. It also correctly and usefully included relevant equivalency details (A5.5) which are consistent with the rule references, so the response is correct.
B3.5 recall CORRECT judge confidence 0.90
Can hidden mines and entrenchments be placed in paved road hexes?
EXPECTED
Hidden mines and entrenchments generally may not be placed in paved road hexes due to urban-surface assumptions, with the listed exception for mines in debris.
MODEL RESPONSE
**Answer:** No. Hidden mines [EXC: in debris] and entrenchments may not be placed in a paved road hex due to the urban nature of the terrain (B3.5). The only mine exceptions are hidden mines in debris (B3.5) and non-hidden A-T mines, which may be set up in hard-surfaced terrain (B28.53). --- References: - (B3.5) Paved Roads — hidden mines [EXC: in debris] and entrenchments may not be placed in a paved road hex due to the urban nature of the terrain - (B28.1) Minefields — minefields may not be placed in a bridge, paved road, runway [EXC: Non-hidden A-T Mines; B28.53], sewer, marsh, crag, Interior Building Hex, rubble, or Water Obstacle hex - (B28.53) Non-hidden A-T Mines — the exception allowing unhidden A-T mines in hard-surfaced terrain
JUDGE REASONING
[Calculation] The model's binary answer ('No') matches the expected answer that hidden mines and entrenchments generally may not be placed in paved road hexes. The response properly cites the exception for hidden mines in debris (B3.5) and additionally notes the correct exception for non-hidden A-T mines in hard-surfaced terrain (B28.53). The extra exception is accurate and does not contradict the expected answer.
A6.4 calc CORRECT judge confidence 0.95
How many Blind Hexes are created by a level 1 obstacle at a range of 10 hexes for a unit at level 2?
EXPECTED
3 Blind Hexes. 1 [Normal Blind Hex] + 2 [extra Blind Hex for every multiple of five hexes to the obstacle] - 0 [no reduction since elevation advantage is only one level over the obstacle].
MODEL RESPONSE
**Answer:** 3 Blind Hexes — 1 for the full-level obstacle, +2 for range, and no reduction because a one-level elevation advantage is not enough to decrease the total. --- Step 1: A full-level obstacle creates 1 Blind Hex directly behind it (A6.4). Step 2: For every full multiple of five hexes (FRD) to a full-level obstacle, add one Blind Hex: 10 ÷ 5 = 2, so +2 Blind Hexes (A6.41). Step 3: The firer at level 2 has a one-level elevation advantage over the level 1 obstacle. Only each full-level advantage > one level reduces the count, so there is no reduction (A6.42). Calculation: 1 + 2 − 0 = 3 Blind Hexes. References: - (A6.4) Blind Hexes — hexes directly behind an obstacle equal to its full-level height are Blind Hexes to the firer - (A6.41) Range Increase — for every multiple of five hexes (FRD) to a full-level obstacle, increase the number of Blind Hexes by one - (A6.42) Elevation Advantage — for every full-level elevation advantage > one level over an obstacle, decrease the Blind Hexes by one, to a minimum of one
JUDGE REASONING
[Calculation] The model's final value (3 Blind Hexes) matches the expected answer exactly. It correctly applied 1 base Blind Hex for the full-level obstacle, added 2 for the 10-hex range (one per 5 hexes), and correctly did not reduce for only a one-level elevation advantage.
B15.1 calc CORRECT judge confidence 0.95
A squad fires at a target and the LOS passes through two grain hexes. Assuming grain is in season, what is the total hindrance DRM?
EXPECTED
+2 DRM. Each in-season grain hex the LOS passes through provides a +1 Hindrance DRM, and hindrance DRM are cumulative. Two grain hexes = +2 total hindrance DRM.
MODEL RESPONSE
**Answer:** The total Hindrance DRM is +2. In-season grain adds a +1 DRM for every grain hex the LOS crosses, so two grain hexes yield +1 x 2 = +2 to the attack DR. --- Step 1: Grain is a Hindrance to same-level LOS, adding a +1 DRM for every grain hex through which the LOS crosses the grain depiction between firer and target (B15.2). Step 2: The LOS passes through two grain hexes, and grain is in season, so each hex applies its +1 Hindrance (B15.6 — out of season, grain would instead be treated as Open Ground with no Hindrance). Calculation: +1 + +1 = +2 DRM. References: - (B15.2) Grain Hindrance — +1 DRM per grain hex the LOS crosses between firer and target - (B15.6) Season — grain does not exist and is treated as Open Ground outside its season, so the Hindrance only applies in season - (A6.7) LOS Hindrances — per-hex Hindrance DRMs are cumulative along the LOS
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly (+2 DRM). The model correctly applies the rule that in-season grain is +1 Hindrance DRM per grain hex crossed and that hindrance DRMs are cumulative, and it cites appropriate rule sections. Therefore the response is correct.
A11.11, A11, A11.12 calc CORRECT HUMAN OVERRIDE judge confidence 0.85
A German 5-4-8 and a 9-1 leader engage in close combat against a Russian 4-4-7. What does the German player need to role to fully eliminate the Russian squad?
EXPECTED
Answer: The German attack strength is 6 FP total in CC: 5 FP from the 5-4-8 plus 1 FP from the 9-1 leader, versus the Russian squad’s 4 FP, which gives 3:2 odds after rounding down. On the CCT, 3:2 has a Kill Number of 6, and the 9-1 can apply his -1 leadership DRM, so the German needs a Final CC DR of ≤ 6—i.e., an Original DR of 7 or less—to fully eliminate the Russian 4-4-7; an Original 8 would be reduced to 7 and cause only Casualty Reduction. References: - (A11.11) Close Combat Odds Ratio — compare attacker FP to defender FP and round down to the lower CCT odds column; 6 FP vs 4 FP becomes 3:2 - (A11.12) Leader in Close Combat — a leader stacked with the attacking MMC adds his inherent FP and may direct the attack with his leadership DRM; thus the 9-1 adds 1 FP and -1 DRM - (A11 CCT) Close Combat Table result — at 3:2 odds, a DR below the Kill Number eliminates; a DR equal to it causes Casualty Reduction
MODEL RESPONSE
**Answer:** The German needs an Original CC DR of 6 or less to eliminate the Russian squad outright. The attack is 6 FP vs 4 FP = 3:2 odds (Kill Number 6), and the 9-1 leader's -1 DRM means an Original 6 becomes a Final 5 — below the Kill Number, which eliminates the target (a Final DR of exactly 6 would only inflict Casualty Reduction). --- Step 1: Attacker FP: the 5-4-8 squad contributes 5 FP, and the directing 9-1 leader adds his inherent 1 FP, for 6 FP total (A11.12). Step 2: Defender FP: the Russian 4-4-7 contributes 4 FP. Step 3: Odds = 6:4 = 3:2, which is a printed column on the Close Combat Table; the Kill Number for 3:2 is 6 (A11.11). Step 4: The 9-1 leader directing the attack applies a -1 leadership DRM to the CC DR (A11.12). Step 5: Full elimination requires a Final DR below the Kill Number (Final DR ≤ 5); a Final DR exactly equal to 6 causes only Casualty Reduction (the squad is reduced to a half squad) (A11.11). Calculation: Final DR ≤ 5, so Original DR − 1 ≤ 5, i.e., Original DR ≤ 6. References: - (A11.11) CC Odds/Kill Numbers — FP ratio reduced to a CCT column (rounding toward the lower column); DR below the Kill Number eliminates the target, a DR equal to it inflicts Casualty Reduction - (A11.12) Leader in CC — a directing leader adds his inherent FP to the attack and applies his leadership DRM to the CC DR (but not if attacking alone)
JUDGE REASONING
[Calculation] The model got the FP totals and odds right (6 FP vs 4 FP = 3:2, Kill Number 6) and correctly noted the 9-1 grants a -1 DRM. However, it concluded the attacker needs an Original DR ≤ 6 (Final DR ≤ 5) to eliminate the defender. The expected answer specifies the German needs an Original DR ≤ 7 (because the -1 leader DRM turns an Original 7 into a Final 6) to fully eliminate the Russian squad. The model therefore misapplied the elimination threshold (treating a Final DR = 6 as non-lethal when the expected solution treats Final DR ≤ 6 as the elimination condition), so its final numeric requirement does not match the expected answer.
A10.1 calc CORRECT judge confidence 0.92
A squad with a morale of 7 takes a 2MC. What is the highest DR that will pass the check?
EXPECTED
5. A 2MC subtracts 2 from the unit's effective morale for that check (7 - 2 = 5). The unit must roll equal to or less than 5 to pass. If a '5' is rolled, then unit passed the MC but is pinned.
MODEL RESPONSE
**Answer:** An Original DR of 5 is the highest roll that passes the check. The 2MC adds +2 to the Morale Check DR, so the squad needs a Final DR of 7 or less against its morale of 7 (5 + 2 = 7). Note that a Final DR exactly equal to morale (Original 5) means the squad passes but is pinned; an Original DR of 4 or less passes with no effect at all. --- Step 1: A #MC works like a Normal Morale Check, but the number (here 2) is added to the MC DR (A7.304). Step 2: The unit passes by rolling a Final DR ≤ its Morale Level of 7 (A7.303). Step 3: A Final DR exactly equal to morale means the unit does not break, but it is pinned (A7.8); only a Final DR below morale leaves it completely unaffected. Calculation: DR + 2 ≤ 7, so DR ≤ 5. Highest passing Original DR = 5. References: - (A7.304) #MC — the indicated number (2 for a 2MC) is added to the Morale Check DR - (A7.303) NMC — each unit passes by making a DR ≤ its Morale Level; those that fail are broken - (A7.8) Pin — a unit whose Final MC DR exactly equals its morale is pinned rather than broken
JUDGE REASONING
[Calculation] The model's answer gives the correct highest original DR (5) that will pass. Its explanation that a 2MC adds +2 to the MC DR (equivalently reduces effective morale by 2) and that Original DR + 2 ≤ morale (5 + 2 = 7) is correct. It also correctly notes that an original 5 results in a final DR equal to morale (pinned) and that lower rolls pass without effect. Matches the expected answer and reasoning.
B18.41 recall CORRECT judge confidence 0.93
How many MF does it cost for Infantry to enter a graveyard hex?
EXPECTED
1 MF. Infantry enter a graveyard at a MF cost of one regardless of whether the move is made through a road hexside or not.
MODEL RESPONSE
**Answer:** Infantry enter a graveyard hex at a cost of 1 MF (B18.41). This cost applies regardless of whether they enter via a graveyard road hexside. --- References: - (B18.41) Graveyard Movement — Infantry enter a graveyard at a MF cost of one regardless of whether they enter via a graveyard road hexside - (B18.42) Graveyard Road — the graveyard road bestows no movement bonus, so the cost is 1 MF either way
JUDGE REASONING
[Calculation] The model's answer states the MF cost is 1 and explicitly notes it applies whether entering via a graveyard road hexside or not, matching the expected answer and citing B18.41/B18.42.
A12.122 calc CORRECT judge confidence 0.92
If a half squad is in open ground, but out of LOS of enemy ground units, what does it have to roll on a single die to gain concealment?
EXPECTED
A three or less, because the required dr needs to be less than or equal to five after drm, which in this case is a +2 because of the US# of the half squad is 2
MODEL RESPONSE
**Answer:** The half squad needs an Original dr of 3 or less. It gains "?" only on a Concealment Final dr ≤ 5, and a HS carries a +2 drm (its US#), so 3 + 2 = 5 is the highest roll that succeeds (A12.122). --- Step 1: A unit in non-Concealment Terrain (Open Ground), out of the LOS of all unbroken enemy ground units but within 16 hexes of one, must make a Concealment dr — Case K of the Concealment Table (A12.122). Step 2: The unit gains "?" only by rolling ≤ 5 on the Concealment Final dr (A12.122). Step 3: Cumulative drm: +X where X is the unit's US# — a HS is +2 (per the A12.122 example: "5 [dr] +2 [US#]..."). Open Ground has 0 TEM, so no -Y benefit; no leader/Stealthy/Lax modifiers are assumed. Calculation: dr + 2 ≤ 5, so dr ≤ 3. Note: if the HS were also beyond 16 hexes from all unbroken enemy ground units, no dr would be needed — it would gain concealment automatically (A12.122 dr cases apply within 16 hexes when out of LOS). References: - (A12.122) Concealment dr — units in non-Concealment Terrain out of enemy LOS gain "?" only on a Final dr ≤ 5, modified by +US#, leadership, TEM, Stealthy/Lax - (A12.121) Concealment Loss/Gain Table — Case K covers units out of LOS in non-Concealment Terrain
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly: it states the half-squad must roll a 3 or less, correctly applies the +2 US# DRM to require a Final dr ≤ 5 (dr + 2 ≤ 5 ⇒ dr ≤ 3), and cites the correct rule reference. Extra clarifying note about the 16-hex automatic case does not contradict the expected answer.
B10.5 recall CORRECT judge confidence 0.95
What is an Abrupt Elevation Change and when does it occur?
EXPECTED
An Abrupt Elevation Change occurs when a unit enters two or more levels while crossing one non-cliff hexside. For example, going from a level 0 hex to a level 2 hex across a single hexside. Abrupt Elevation hexsides have special movement costs and restrictions.
MODEL RESPONSE
**Answer:** An Abrupt Elevation Change occurs when a unit crosses a single hexside that spans more than one level of elevation change — i.e., its move takes it through one or more intermediate levels that are not represented by actual hexes (e.g., moving directly from a gully/Depression across a higher Crest Line, or across a Double-Crest hexside). When this happens, the cost of each level entered becomes cumulative: each intermediate level ascended costs 2 MF/4 MP, each intermediate level descended costs 1 MF/2 MP, and the final level entered costs the normal terrain entry cost for entry from a different level (B10.5-.51). --- References: - (B10.5) Abrupt Elevation hexsides have special movement restrictions — crossing one hexside involves more than a one-level elevation change. - (B10.51) When a unit crosses an Abrupt Elevation hexside, the calculated cost of each level entered becomes cumulative: each intermediate level ascended costs two MF/four MP; each intermediate level descended costs one MF/two MP; the last level entered costs the normal terrain amount for being entered from a different level plus any extra MF/MP caused by Artificial Terrain in the hex. - (B10.52) DOUBLE-CRESTS — when a unit crosses an Abrupt Elevation hexside and, in doing so, crosses Crest Lines of different levels on the same hexside, it has crossed a Double-Crest hexside; vehicles may not cross one except via a road. - (B19.4) EX — moving from a gully hex directly up across the intermediate level (e.g., 24Y5 to Y4: 2 MF to cross the intermediate level +2 MF to enter the gully) constitutes an Abrupt Elevation Change, and crossing the higher elevation hexside makes the unit vulnerable to Snap Shots along that hexside. - (A4.133) There is no penalty for moving to a lower elevation hex except in the case of Abrupt Elevation Changes (B10.51).
JUDGE REASONING
[Explanation] The model's answer matches the expected answer for an Explanation/Procedure question. It correctly defines an Abrupt Elevation Change as crossing a single hexside that spans more than one level (e.g., level 0 to level 2 across one hexside), gives the same example, and cites the special movement costs and restrictions per B10.51 (intermediate ascents 2 MF/4 MP, intermediate descents 1 MF/2 MP, final level costs normal entry plus artificial terrain adjustments). It also correctly mentions related rules (double-crests, vehicle restriction, vulnerability to Snap Shots), which are acceptable additional detail and do not contradict the expected answer.
A4.72 calc CORRECT judge confidence 0.92
A squad carrying 5 PP (IPC 3) has 2 MF available. Can it advance into a Woods hex (cost 2 MF) without becoming CX?
EXPECTED
No. It must become CX. Advance into a hex costing >= 4 MF or 'all of a unit's available non-Double Time MF' causes CX. 2 MF is all its available MF (4 Base - 2 for excess PP = 2).
MODEL RESPONSE
**Answer:** No — the squad may advance into the Woods hex, but it becomes CX in the process. With 5 PP against an IPC of 3, the 2 excess PP reduce its 4 MF to 2 MF, and since the Woods entry cost (2 MF) equals all of its available non-Double-Time MF allotment, the advance is treated as vs Difficult Terrain (A4.72). The only way to avoid CX is to be accompanied by a leader, who adds 2 MF and 1 IPC (leaving the squad with 5 MF). --- Step 1: Portage penalty: 5 PP carried − 3 IPC = 2 excess PP, so the squad's MF allotment is reduced by 2, leaving 2 MF (A4.42/A4.72 EX). Step 2: Woods entry cost = 2 MF, which equals "all of the unit's available non-Double Time MF allotment" — this triggers the Difficult Terrain advance rule (A4.72). Step 3: Per A4.72, the unit may still advance (it retains MF after deducting portage costs) but becomes CX in the process; if it were already CX, the advance would be prohibited. Calculation: 4 MF − 2 (excess PP) = 2 MF available; Woods cost 2 MF ≥ 2 MF (all of allotment) → advance allowed only with CX. References: - (A4.72) Advance vs Difficult Terrain — an advance into any hex whose MF cost is ≥ four MF or all of a unit's available non-Double Time MF allotment (whichever is less) may not be made if already CX; otherwise it may advance but becomes CX in the process. In no case may a unit advance if it retains no MF after deducting for portage costs. - (A4.72 EX) A Russian squad carrying five PP has only two MF and therefore must become CX to advance into a hex requiring two MF to enter (unless accompanied by a leader who adds two MF and one IPC to the squad, thereby leaving it with five MF). - (A4.7) Advance Phase — Infantry which are neither broken, pinned, TI, nor marked with a CC counter may advance one hex; a unit's IPC is unchanged during the APh except as restricted by Difficult Terrain (A4.72).
JUDGE REASONING
[Calculation] The model's answer matches the expected answer: it correctly states 'No' (the squad may advance but must become CX), correctly calculates MF (4 base − 2 excess PP = 2 MF), correctly applies the A4.72 difficult-terrain rule, and notes the leader exception. No key fact is incorrect.
B23.921 recall CORRECT judge confidence 0.95
What is the TEM for a Fortified stone building Location?
EXPECTED
+4 TEM. The TEM of a Fortified Building Location is one greater than usual. A stone building has +3 TEM normally, so fortified it becomes +4 TEM.
MODEL RESPONSE
**Answer:** A Fortified stone building Location has a TEM of +4 — one greater than the normal +3 stone building TEM (B23.921). This also applies vs DC and Breach attempts, and if a Critical Hit occurs the modifier is reversed to -4 for the resolution of that CH. --- References: - (B23.921) TEM — The TEM of a Fortified Building Location (including vs DC or Breach attempt) is one greater than usual, e.g., +4 for a stone building and +3 for a wooden building. Should a CH occur, the modifier becomes -4 or -3 respectively for the resolution of that CH. - (B23.92) Except as modified by the Fortified Building rules, Fortified Buildings are treated the same as other buildings. - (B23.911) A Fortified Building is not revealed until an enemy unit attempts to enter it, is successfully Searched, or it is fired on with a result that would differ due to the increased TEM.
JUDGE REASONING
[Calculation] The model's response gives +4 TEM for a fortified stone building, explicitly stating it is one greater than the normal +3 — exactly matching the expected answer. It correctly cites B23.921 and correctly notes related effects (applies vs DC/Breach and a Critical Hit reverses the modifier to -4), which are consistent with the rules and do not contradict the expected answer.
B23.922 recall CORRECT HUMAN OVERRIDE judge confidence 0.85
Can you advance into a fortified building when a defender in the hex is pinned
EXPECTED
Answer: Yes. A pinned defender does not bar entry into a Fortified Building Location, because only an unpinned, Good Order, armed enemy squad/equivalent prevents entry; if the defender is pinned, you may Advance in and Close Combat will occur normally, with the pinned unit’s CC attack FP halved. References: - (B23.922) Fortified Building Entry — entry is prohibited only if an unpinned, Good Order, armed enemy squad/equivalent is inside. - (A4.7) Advance Phase — eligible Infantry may Advance one hex in the APh. - (A11, pinned in CC example) Pinned unit in Close Combat — advancing into a pinned enemy unit’s Location causes CC, and the pinned unit attacks with halved FP.
MODEL RESPONSE
**Answer:** Yes. Entry into a Fortified Building Location is prohibited only while an *unpinned*, Good Order, armed enemy squad (or its equivalent) is inside (B23.922). If the defending squad is pinned, it no longer meets that condition, so your Infantry may advance into the Location (initiating Close Combat normally) — provided no other unpinned, Good Order, armed enemy squad-equivalent remains in that Location. --- References: - (B23.922) ENTRY — Infantry may not enter a Fortified Building Location during any phase if an unpinned, Good Order, armed enemy squad (or its equivalent) is inside [EXC: Breach; B23.9221]. A pinned (or broken, or Reduced) defender therefore does not bar entry. - (B23.922) A berserk unit must remain adjacent attacking until the occupants have been pinned, broken, or Reduced sufficiently to allow it to enter — confirming that pinning the defenders is sufficient to permit entry. - (B23.9221) BREACH — the alternative means of entering a Fortified Building Location when an unpinned, Good Order, armed enemy squad still occupies it.
JUDGE REASONING
[Calculation] The model correctly answered 'Yes' and properly cited B23.922 that a pinned defender does not bar entry into a Fortified Building Location and that entry initiates Close Combat (and noted the caveat about any other unpinned, Good Order, armed enemy in the Location). However, it failed to mention the expected specific effect in Close Combat: the pinned unit’s CC attack firepower is halved. Because the core yes/no and rule citation are correct but a key factual detail from the expected answer is missing, the response is graded partial.
A26.222 recall CORRECT judge confidence 0.95
How many Victory Points are captured units/equipment worth at the end of the scenario?
EXPECTED
Captured units/equipment are worth double their normal VP to their captor at game end [EXC: captured Chinese Guns/vehicles are quadrupled].
MODEL RESPONSE
**Answer:** At the end of the scenario, captured units/equipment are worth double their normal VP value to their captor (A26.222) [EXC: at scenario end, the VP value of captured Chinese Guns/vehicles is quadrupled]. During the course of play (including for immediate Victory Conditions), captured units/equipment are worth only their normal VP value. --- References: - (A26.222) CAPTURE — A player receives CVP for an enemy unit/equipment when it is captured; during the course of play captured units/equipment are worth their normal VP value, but as soon as the scenario has ended, captured units/equipment are worth double their normal VP to their captor [EXC: at scenario end, the VP value of captured Chinese Guns/vehicles is quadrupled]. If a captured unit/piece of equipment is eliminated, it is no longer considered captured — the capturing side instead receives normal CVP for the elimination (A26.221). - (A26.221) A player receives CVP equal to the VP value for all enemy units/equipment that are eliminated; CVP are not awarded for units merely broken, wounded, disrupted, malfunctioned, shocked, or Immobile. - (A26.21) VICTORY POINT VALUE — the VP value of each unit type is defined for the side's OB; units are worth their VP value if eliminated/captured/exited.
JUDGE REASONING
[Calculation] The model's answer exactly matches the expected answer: captured units/equipment are worth double their normal VP at scenario end, with the explicit exception that captured Chinese guns/vehicles are worth quadruple. The response also accurately notes the in-play VP treatment (normal value) and cites the relevant ASL references, so it is correct.
B37.3 recall CORRECT judge confidence 0.96
Can a half track enter debris
EXPECTED
Answer: No, a half-track may not enter debris. Only fully-tracked AFVs are allowed to enter debris hexes, expending 1/4 of their MP allotment and making a Bog Check with a +1 DRM. Infantry expend 2 MF to enter debris, but half-tracks are not permitted to enter debris terrain. References: - (37.3) Debris MF/MP Costs and Vehicle Entry Restrictions — Only fully-tracked AFVs may enter debris; half-tracks may not. - (C11.2) Vehicle Movement and Terrain Restrictions — Details on vehicle types allowed in debris and movement costs. 【2:37.3†tmpj9pk8wye.txt】
MODEL RESPONSE
**Answer:** No. The only vehicle type that may enter a debris Location is a fully-tracked AFV (B37.3), so a halftrack — being a half-tracked vehicle, not fully-tracked — may not enter debris. --- References: - (B37.3) MF/MP: "The only vehicle type that may enter debris is a fully-tracked AFV, which does so by expending ¼ (FRU) of its MP allotment and taking a Bog Check with a +1 DRM." A halftrack does not qualify as a fully-tracked AFV, so entry is prohibited. - (B37.1) Debris is Inherent Terrain represented by a 5/8" counter; infantry may enter for 2 MF (B37.3), but vehicular entry is restricted as above.
JUDGE REASONING
[Calculation] The question is a binary fact question (may a half-track enter debris?). The model's answer is 'No', which exactly matches the expected answer. The response correctly states that only fully-tracked AFVs may enter debris, that half-tracks are not permitted, and cites the MP/MF and bog-check details (¼ MP and +1 DRM for fully-tracked AFVs; infantry 2 MF) consistent with the provided references. Therefore the model's response is correct.
C8 calc CORRECT judge confidence 0.95
If a defender fires a panzerfaust at a tank that is moving in the MPh and the tank is only visible for 1MP, then what is the target-based to-hit DRM?
EXPECTED
+4 DRM because of Case J2: Defensive First Fire vs. Moving Vehicle.... Case J (+2) +2 = +4
MODEL RESPONSE
**Answer:** The target-based To Hit DRM is +4 (Case J2, Limited Aim). Since the tank has expended ≤ 1 MP in the firer's continuous LOS when the Defensive First Fire shot is taken, Case J2 applies: Case J (+2) plus an additional +2 = +4. --- Step 1: The tank is a moving vehicular target, so Case J applies: +2 DRM (C6.1). Step 2: The shot is Defensive First Fire at a moving vehicle that has just expended ≤ 1 MP in the firer's continuous LOS, so Case J2 (Limited Aim) applies: Case J (+2) plus (+2) (C6.12). Step 3: Case J1 (Restricted Aim, ≤ 3 MP) is not applicable when Case J2 applies (C6.12). Calculation: +2 (Case J) + 2 (J2 addition) = +4 total target-based DRM. References: - (C6.1) Case J; Moving/Motion Vehicular Target — +2 DRM vs a vehicle that entered a new hex/used VBM/was in Motion during that Player Turn - (C6.12) Case J2; Limited Aim — Defensive First Fire vs a moving (C.8) vehicle that has expended ≤ 1 MP in the firer's continuous LOS: Case J (+2) plus (+2) = +4; Case J1 is not applicable to Case J2 - (C6.15) J1/J2 measure the target's MP expenditure in the firer's continuous LOS since it was last out of that LOS - (C6.16) The subcases of J apply only to Defensive First Fire shots; during the DFPh only Case J applies
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly: target-based To-Hit DRM = +4. The response correctly identifies Case J (base +2 for a moving vehicle) and Case J2 (additional +2 for Defensive First Fire when the vehicle expended ≤1 MP in the firer's continuous LOS), and sums them to +4. The citations and explanation align with the expected rationale.
A7.36 recall CORRECT judge confidence 0.85
What is assault fire?
EXPECTED
Assault Fire is a capability of squads armed primarily with SMG/semi-automatic rifles, shown by an underscored FP factor. Such a squad using its inherent FP during the AFPh adds +1 FP to its Small Arms attack after all other modification of its FP, with any remaining fraction then rounded up. The bonus does not apply to Opportunity Fire or Long Range Fire.
MODEL RESPONSE
**Answer:** Assault Fire (A7.36) is a special capability of squads armed primarily with SMG/semi-automatic rifles (shown by an underscored FP factor) that lets the squad, when using its inherent FP during the AFPh, add one FP to its Small Arms Fire attack after all other modifications to its inherent FP, with any resulting fraction rounded up. --- Key points: - Restricted to squads whose FP factor is underscored (e.g., 5-4-8, 6-6-6), representing SMG/semi-automatic rifle armament and appropriate training (A7.36). - Applies only to the squad's inherent FP during the AFPh; the +1 FP is added after all other FP modifications (halving for AFPh Fire, concealment, PBF, etc.), then any fraction is rounded up (FRU) (A7.36). - The Assault Fire bonus is not applicable to Opportunity Fire or Long Range Fire, but it does still apply to pinned firers and Spraying Fire in the AFPh (A7.36). References: - (A7.36) ASSAULT FIRE — definition, eligibility (underscored FP), +1 FP in AFPh after all modification with FRU, and the Opportunity/Long Range Fire exclusions - (A7.36 EX) A 6-6-6 firing in the AFPh at 4 hexes has 4 FP (3 [AFPh halving] + 1 = 4); two 5-4-8s vs an ADJACENT concealed target each attack at 4 FP (5 × 2 [PBF] ÷ 2 [AFPh] ÷ 2 [concealed] = 2½ + 1 = 3½, FRU = 4)
JUDGE REASONING
[Explanation] The model's response includes all key points from the expected answer: Assault Fire is a capability of squads shown by an underscored FP (SMG/semi-auto rifles), it applies only during the AFPh to the squad's inherent FP, the +1 FP is added after all other FP modifications and any fraction is rounded up, and it does not apply to Opportunity Fire or Long Range Fire. The model also added extra contextual examples (pinned firers and Spraying Fire) which are additional detail beyond the expected answer; that does not contradict the expected answer and does not change the correctness of the core explanation.
A4.431 recall INCORRECT HUMAN OVERRIDE judge confidence 0.85
When can transfers of SW/Guns occur?
EXPECTED
During the RPh, at the start of their APh, or as a result of the creation of a sub-unit from an MMC
MODEL RESPONSE
**Answer:** Transfers of SW/Guns can occur only during the Rally Phase (RPh), between friendly units in the same Location, and only if neither unit is in Melee (A4.431). A unit that transfers or receives a weapon this way is otherwise unaffected and may still perform its normal activities. --- Key points: - Timing: the RPh is the only phase in which a deliberate transfer of a SW/Gun from one unit to another may take place (A4.431). Picking up an unpossessed weapon at other times is not a transfer but Recovery (A4.44), which is handled separately (e.g., during the RPh or by expending 1 MF/MP during movement). - Both units must be friendly and in the same Location, and neither may be in Melee (A4.431). - The receiving unit must be capable of possessing the weapon within its Portage capacity limits (A4.41-.42); possession is marked accordingly. References: - (A4.431) TRANSFER — SW/Gun transfers occur only during the RPh between friendly units in the same Location not in Melee - (A4.44) RECOVERY — the separate mechanism for gaining possession of an unpossessed SW/Gun - (A4.41) PORTAGE CAPACITY — limits on what the receiving unit can carry
JUDGE REASONING
[Explanation] The model correctly states that SW/Gun transfers may occur in the Rally Phase (RPh) and correctly lists important constraints (friendly units, same Location, not in Melee, portage limits) and distinguishes transfers from Recovery. However it incorrectly asserts that the RPh is the only time transfers may occur — it omits two other valid transfer timings from the expected answer: at the start of the receiver's Action Phase (APh) and as a result of creating a sub‑unit from an MMC. Because key allowed timings are missing, the response is partial.
A9.22 calc CORRECT judge confidence 0.92
A German Squad with an HMG that has firepower of 7 leaves a fire lane. What would the fire lane residual fire power be in the adjacent hex and in the hex two hexes away?
EXPECTED
Answer: A 7 FP German HMG places a 4 FP Fire Lane, because Fire Lane FP is the standard IFT column one step left of the MG’s normal FP column; for 7 FP that is 4 FP. That Fire Lane exerts 8 FP in ADJACENT hex due to PBF doubling there; otherwise it exerts 4 FP in non-adjacent Fire Lane hexes, so two hexes away it would be 4 FP. References: - (A9.22) Fire Lane — Fire Lane Residual FP is one standard IFT column left of the MG’s normal FP column - (A7.371) Column Shifts — a 7 FP German HMG places a 4 FP Fire Lane - (A9.222) Residual FP — adjacent hex gets doubled reduced FP by PBF; non-adjacent Fire Lane hexes use normal Fire Lane Residual FP
MODEL RESPONSE
**Answer:** The Fire Lane Residual FP is 8 FP in the hex adjacent to the HMG and 4 FP in the hex two hexes away. A 7 FP MG normally uses the 6 FP column, so its Fire Lane Residual FP is the next column to the left (4 FP), which is doubled to 8 FP in the ADJACENT hex due to PBF (A9.22). --- Step 1: A 7 FP HMG normally attacks on the 6 FP column of the IFT (FP is rounded down to the nearest column) (A7.1). Step 2: A Fire Lane's Residual FP is equal to the FP column to the left of the column normally used by that MG's FP: one column left of 6 is 4 FP (A9.22). Step 3: In the ADJACENT hex, PBF doubles the reduced FP: 4 x 2 = 8 FP (A9.22 EXC; A7.21). Calculation: 7 FP → 6 column → one column left = 4 FP (two hexes away); 4 × 2 (PBF) = 8 FP (adjacent hex). References: - (A9.22) FIRE LANE — "A Fire Lane's Residual FP is equal to the FP column to the left of the FP column normally used by that MG's FP [EXC: PBF doubles the reduced FP in the ADJACENT hex; Fire Lane Residual FP TPBF is NA (9.223)]" - (A9.22 EX) A 4 FP MG leaves 2 Fire Lane Residual FP along the lane plus 4 FP in the adjacent hex — the same pattern applied here to a 7 FP HMG - (A7.21) PBF — Point Blank Fire doubles FP against an ADJACENT target, which is why the adjacent-hex Fire Lane Residual FP is doubled
JUDGE REASONING
[Calculation] The model's final values (8 FP in the adjacent hex, 4 FP two hexes away) match the expected answer. It correctly states that a 7 FP HMG produces a 4 FP fire lane (one IFT column left) and that PBF doubles that to 8 FP in the adjacent hex. The minor wording about '7 FP normally attacks on the 6 FP column' is unnecessary but does not affect the final, correct FP results.
C3.7 calc CORRECT judge confidence 0.95
What is the DRM modifier for a critical hit on a squad in a wooden building?
EXPECTED
Answer: A Critical Hit reverses the target’s TEM (C3.7), so the wooden building’s normal +2 TEM becomes a −2 DRM to the IFT (i.e., −2).
MODEL RESPONSE
**Answer:** A Critical Hit reverses the target's TEM (C3.71), so the wooden building's normal +2 TEM becomes a **-2 DRM** on the IFT resolution. --- Step 1: A wooden building normally gives its occupants a +2 TEM (B23). Step 2: On a Critical Hit (C3.7), any positive TEM the target would normally receive is reversed and applied as a negative DRM instead (C3.71) [EXC: higher-building-level TEM, which is simply ignored rather than reversed]. Calculation: +2 TEM reversed → -2 DRM. References: - (C3.7) Critical Hits — a TH DR of 2 (when a 3 would have hit) scores a CH, which enhances the effects of the resulting IFT attack - (C3.71) CH Effects — any TEM that would normally apply as a positive DRM is reversed to a negative DRM on a CH; per Q&A, higher-building-level TEM is ignored (not reversed) on a CH - (C3.74) Multiple targets — a CH affects only one unit in the Location (chosen by Random Selection); the others are attacked with halved FP and normal TEM
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly: reversing the wooden building's +2 TEM yields a -2 DRM to the IFT on a Critical Hit. The citations and explanation align with the rule (C3.7/C3.71) and the numeric result (-2) is correct.
A15.42 recall CORRECT judge confidence 0.90
How does Berserk status change morale and break/pin behavior?
EXPECTED
Berserk units use a base morale of 10, do not break normally, and on failed MC suffer Casualty Reduction instead. They ignore many normal morale-control effects (including cowering and most pinning) subject to listed exceptions.
MODEL RESPONSE
**Answer:** A berserk unit assumes a base Morale Level of 10, and it never breaks — if it fails a MC it suffers Casualty Reduction instead (A15.42). It also never cowers or becomes pinned [EXC: PF/ATMM Checks, Minimum Move, Wounds, and Collapsed huts], never takes a PAATC or LLMC/LLTC, and its Morale Level can never be lowered by any cause. --- References: - (A15.4) BERSERK — berserk units are created from infantry by a Final Heat of Battle DR of 9-11; a broken unit that goes berserk is automatically rallied - (A15.42) MORALE — berserk units assume a base Morale Level of 10; if a berserk unit fails a MC it is not broken, but suffers Casualty Reduction; it never takes a PAATC nor a LLMC/LLTC, and never breaks, cowers, or becomes pinned except due to PF/ATMM Checks (C13.31, C13.7), Minimum Move (A4.134), Wounds (A17.2), or Collapsed huts (G5.5) - (A15.42) A berserk unit's Morale Level is never lowered by any cause; it automatically loses any CX, TI, Concealment, or pinned status, but never receives the leadership benefit of a friendly leader
JUDGE REASONING
[Explanation] The model's response includes the key points from the expected answer: berserk units use a base Morale Level of 10, they do not break normally and instead suffer Casualty Reduction on a failed MC, and they ignore many normal morale-control effects (cowering, most pinning) while listing the applicable exceptions (PF/ATMM checks, Minimum Move, Wounds, Collapsed huts). It also notes they do not take PAATC or LLMC/LLTC and that their Morale Level cannot be lowered, which aligns with the cited rule text. Therefore the response matches the expected explanation.
A9.222 recall CORRECT judge confidence 0.95
If a squad is Assault Moving into open ground with Smoke that is under attack by a Fire Lane, what is the DRM for that attack?
EXPECTED
DRM = 0. There is no DRM modifier for SMOKE for a fire lane, but the Smoke does cancel FFMO.
MODEL RESPONSE
**Answer:** The net DRM is **0**. Assault Movement negates the -1 FFNAM DRM (A4.61), and for a Fire Lane Residual FP attack the Smoke Hindrance does not apply as a positive DRM but does cancel FFMO (A9.222) — so neither -1 applies and no +DRM is added. --- Step 1: Assault Movement — a unit using Assault Movement in Open Ground is subject to the -1 FFMO DRM but NOT to the -1 FFNAM DRM (A4.61). FFNAM: not applicable. Step 2: Fire Lane Residual FP — SMOKE Hindrances do not apply as DRM to a Fire Lane Residual FP attack, but they do cancel FFMO (A9.222). FFMO: cancelled; no Smoke +DRM. Calculation: 0 (FFNAM) + 0 (FFMO) + 0 (Smoke) = 0 DRM. References: - (A9.222) Fire Lane Residual FP — treated as normal Residual FP except as stated; SMOKE/grain/brush/marsh/FFE Hindrances do not apply as DRM but do cancel FFMO; the Residual FP of a Fire Lane is never reduced by the effects of DRM, and no CX/leader/hero DRM applies - (A4.61) ASSAULT MOVEMENT — a unit using Assault Movement in Open Ground is subject to the -1 FFMO DRM but not to the -1 FFNAM DRM
JUDGE REASONING
[Calculation] The model's final DRM (0) matches the expected answer. The response correctly states that Assault Movement does not incur the -1 FFNAM and that Smoke does not provide a DRM against a Fire Lane Residual FP but does cancel FFMO, so no -1 applies — net DRM = 0. (Minor wording slip about 'negates the -1 FFNAM' does not affect the correct conclusion.)
A10.31 recall CORRECT HUMAN OVERRIDE judge confidence 0.80
What is a Casualty MC and when is it triggered by die roll?
EXPECTED
If an unbroken Personnel unit rolls an Original 12 during a MC, it suffers Casualty Reduction and is broken (or eliminated if not subject to breaking) after any unit Replacement which may also be required by ELR Failure (19.13). If a broken unit rolls an Original 12 during a MC, it is eliminated. See D5.341 for Inherent Crews [EXC: A hero/berserk-leader is wounded and must add +1 to his Wound Severity dr as if already wounded (17.11); see G1.14 forJapanese squads]
MODEL RESPONSE
**Answer:** A Casualty MC is a Morale Check whose **Original DR (before any modification) is 12** (A10.31). Instead of merely breaking, the unit suffers Casualty Reduction: a squad is Reduced to a broken Half Squad, a HS or crew is eliminated, and a SMC is wounded (possibly mortally). --- References: - (A10.31) Casualty MC — triggered only when the Original MC DR, before all modification (e.g., before adding the "1" of a 1MC or leadership DRM), is 12; the unit suffers Casualty Reduction rather than just breaking - (A7.303) Morale Checks — on a NMC/#MC each unit rolls against its morale; rolling a 12 means it has taken a Casualty MC (A10.31) and suffers Casualty Reduction - (A7.302) Casualty Reduction — wounds a SMC (perhaps mortally), eliminates a crew or Half Squad, and Reduces a squad to a HS - (A10.2/A10.31 Q&A) A leader rolling an Original 12 (e.g., 6,6 on a 1MC) takes a Casualty MC and must take a wound severity dr, which can eliminate him
JUDGE REASONING
[Explanation] The model correctly identifies that a Casualty MC is an Original-DR-12 morale check and correctly describes the Casualty Reduction effects for unbroken units (squad → broken HS, HS/crew eliminated, SMC wounded possibly mortally) and notes leader wound-severity DRs. However it omits several key expected points: it does not explicitly state that a broken unit rolling an Original 12 is eliminated, it fails to mention the timing/interaction with Replacement and ELR Failure (19.13), and it omits the EXC detail that a hero/berserk leader adds +1 to his Wound Severity DR as if already wounded (and the G1.14 Japanese squads note). These omissions make the answer incomplete rather than fully correct.
A7.7 recall CORRECT HUMAN OVERRIDE judge confidence 0.75
What LOS conditions must the firing units meet to potentially establish Encirclement on a target Location?
EXPECTED
Encirclement requires two or more non-Aerial units firing consecutively in the same PFPh, DFPh (not MPh), or AFPh at Normal Range or less. The firers' LOS must enter the target Location through: (a) opposite hexspines, (b) paths with exactly three target-hex vertices between them in both clockwise and counter-clockwise directions, or (c) any three non-contiguous hexsides. Firing at a different target in the interim breaks the Encirclement claim. Ordnance must secure a hit; other firers must exert enough FP to possibly inflict at least a NMC.
MODEL RESPONSE
**Answer:** Encirclement occurs if the firers' LOS enters the target Location either: **a)** through opposite hexspines; **b)** with exactly three target-hex vertices between them in both the clockwise and counterclockwise directions; or **c)** through any three non-contiguous hexsides (A7.7). It can also be created by a LOF from both the Location directly above and the Location directly below the target in a building hex. --- References: - (A7.7) ENCIRCLEMENT — the target must be fired on consecutively during the same PFPh, DFPh (not MPh), or AFPh by two or more non-Aerial units at ≤ Normal Range [EXC: pillbox; B30.32]; the LOS-entry conditions are: a) opposite hexspines, b) exactly three target-hex vertices between the LOS entry points in both directions, or c) any three non-contiguous hexsides; a LOF from both directly above and directly below the Location in a building hex also qualifies - (A7.7) Valid fire — ordnance weapons must secure a hit on the target, and other firers must exert enough FP (accounting for possible Cowering) to be able to inflict at least a NMC result - (A7.71) FG — a Fire Group's LOS may penetrate the target Location through more than one hexside, and all such hexsides count toward Encirclement; even a single FG can cause Encirclement
JUDGE REASONING
[Explanation] The model correctly states the LOS-entry conditions (opposite hexspines; three vertices between entries; three non-contiguous hexsides) and even notes the building-hex above/below LOF exception. It also includes the phase/range/non-Aerial requirement and the ordnance-hit / FP-to-possibly-inflict-NMC requirement in its references. However, it omits the explicit rule that firing at a different target in the interim breaks the Encirclement claim, which is a key condition in the expected answer. Because one important element is missing, the response is graded as partial.
A15.23 calc CORRECT judge confidence 0.95
What is the DR modifier when a Hero fires an MG?
EXPECTED
The DR modifier is zero because the +1 to To Hit or IFT DR from firing the machine gun alone is offset by the -1 Heroic DRM.
MODEL RESPONSE
**Answer:** The net DR modifier is 0. A Hero firing a MG (a SW normally requiring two men) adds a +1 DRM to the IFT/To Hit DR, but this is negated by his -1 heroic DRM: +1 − 1 = 0 (A15.23). He fires the MG at full FP, but forfeits his own inherent FP in any phase in which he uses a SW. --- Step 1: A MG is a SW normally requiring two men to fire, so a Hero using it adds +1 to its To Hit or IFT DR (A15.23). Step 2: The Hero's heroic -1 DRM applies and negates the +1 penalty (A15.23). Calculation: +1 − 1 = 0 DRM. References: - (A15.23) WEAPONS USE — a hero uses a MG (at full FP) or other SW normally requiring two men to fire by adding +1 to its To Hit or IFT DR, which is negated by the heroic -1 DRM; official Q&A confirms "Full strength. +1 − 1 = 0." - (A15.23) A hero forfeits his own inherent FP during any phase in which he uses a SW.
JUDGE REASONING
[Calculation] The model's response states the net DR modifier is 0 and shows +1 (for a hero firing a 2-man MG) minus the hero's -1 DRM = 0, matching the expected answer. It also correctly notes the hero fires the MG at full FP and forfeits his inherent FP while using a SW, which is accurate additional detail.
A10.62 recall CORRECT judge confidence 0.95
What DRM must be added to a Rally attempt for a unit under Desperation Morale (DM), assuming no other modifiers?
EXPECTED
+4 DRM.
MODEL RESPONSE
**Answer:** A unit under Desperation Morale must add a +4 DRM to its Rally attempt (A10.62). With no other modifiers (no leadership, terrain, or Self-Rally DRM), the total modifier is simply +4. --- References: - (A10.62) DESPERATION MORALE (DM) — DM has no effect on a unit taking a MC, "but does require a unit attempting to rally to [add] a +4 DRM (plus any leadership, terrain, and/or Self-Rally modification)."
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly: a +4 DRM is required for a Rally attempt by a unit under Desperation Morale, and it correctly notes that this is before applying any other modifiers (leadership, terrain, Self-Rally). The citation to A10.62 supports the answer.
A7.36 calc CORRECT judge confidence 0.95
If a 5-4-8 with assault fire, fires at a range of 5 hexes in the advanced fire phase, what will its IFT attack value be?
EXPECTED
1 FP, with no Assault Fire bonus. Range 5 is beyond the 5-4-8's normal range of 4, so this is Long Range Fire and Assault Fire is not applicable. The 5 FP is halved for long range (2.5) and halved again for AFPh fire (1.25), resolved on the 1 FP column.
MODEL RESPONSE
**Answer:** The attack is worth 1¼ FP, resolved on the 1 FP column of the IFT. At 5 hexes the 5-4-8 is beyond its Normal Range of 4, so it is Long Range Fire: the Assault Fire +1 bonus does not apply (A7.36), and its 5 FP is halved for AFPh fire and halved again for Long Range (5 ÷ 2 ÷ 2 = 1¼). --- Step 1: Base inherent FP of the 5-4-8 = 5 FP. Step 2: All non-ordnance fire in the AFPh is halved (A7.24): 5 ÷ 2 = 2½ FP. Step 3: Range 5 exceeds the squad's Normal Range of 4, so this is Long Range Fire and FP is halved again (see the A7.34 EX: "at Long Range so the FP must be halved again"): 2½ ÷ 2 = 1¼ FP. Step 4: The Assault Fire +1 FP bonus is NOT applicable to Long Range Fire (A7.36), so no bonus is added. Calculation: 5 ÷ 2 [AFPh] ÷ 2 [Long Range] = 1¼ FP, resolved on the 1 FP column. References: - (A7.36) ASSAULT FIRE — allows a squad with underscored FP to add one FP to its AFPh Small Arms attack after all modification (FRU), but "the Assault Fire bonus is not applicable to Opportunity Fire or Long Range Fire." - (A7.24) AFPh Fire — all non-ordnance fire in the AFPh is at half FP. - (A7.34 EX) — a target at Long Range has the firer's FP "halved again."
JUDGE REASONING
[Calculation] The model's final value (1.25 FP, resolved on the 1 FP column) matches the expected answer. It correctly applied AFPh halving and the Long Range halving (5 ÷ 2 ÷ 2 = 1.25) and correctly stated the Assault Fire +1 does not apply at Long Range. The order of the halving operations is immaterial, so the response is correct.
B16.6 recall CORRECT judge confidence 0.92
What does B16.6 state about marsh hexes adjacent to a flooded stream or river?
EXPECTED
If a stream/river is flooded, marsh hexes adjacent to it (or connected by a continuous chain of marsh hexes) are treated as stream/river hexes instead. If the stream/river is dry or fordable, those marshes are treated as mudflats.
MODEL RESPONSE
**Answer:** B16.6 (Water Depth) states that when a stream/river is Flooded, all marsh hexes adjacent to — or connected to the stream/river by a continuous chain of marsh hexes — are treated as stream/river hexes instead (although the B16.43 Bog rule still applies to them as if they were marsh). Conversely, if the stream/river is Dry or Fordable, those marsh hexes are treated as mudflats. --- References: - (B16.6) WATER DEPTH — the scenario-defined water depth of a stream/river can alter the effects of a marsh: when the stream/river is flooded, all adjacent/connected marsh hexes are treated as stream/river hexes instead (16.43 still applies as if they were Marsh); if dry/fordable, they are treated as mudflats. - (B20.44) FLOODED — a flooded stream is one level higher than normal and treated as a flooded pond; "See 16.6 for a flooded stream's effect on marsh." - (B16.43) BOG — any ground level or level -1 hex adjacent to a marsh/mudflat is a Bog hex requiring a Bog Check of any vehicle entering it (this still applies to the converted hexes). - (B16.7) MUDFLATS — a mudflat is marsh with a lower water level; normal marsh rules apply except where modified.
JUDGE REASONING
[Explanation] The model's response accurately states both key points from B16.6: flooded streams convert adjacent/connected marsh hexes into stream/river hexes, and dry/fordable streams cause those marshes to be treated as mudflats. It also correctly notes that the Bog rule (B16.43) still applies to those hexes and provides relevant cross-references — extra, correct context that does not contradict the expected answer.
A7.22 calc CORRECT judge confidence 0.95
If a 6-6-6 directed by an 8-1 leader fires into a wooden building (with no hindrances) at range of 7, what will the IFT attack value be and the DRM modifier?
EXPECTED
The 6 FP is resolved on the 3 FP column with a net +1 DRM. Range 7 exceeds the 6-6-6's normal range of 6, so it is Long Range Fire and the 6 FP is halved to 3. A wooden building gives +2 TEM (a +2 DRM on the IFT); the directing 8-1 leader gives -1; net DRM = +1.
MODEL RESPONSE
**Answer:** The attack is 3 FP with a net +1 DRM. At 7 hexes the 6-6-6 is beyond its Normal Range of 6, so it fires Long Range at half FP (6 ÷ 2 = 3 FP) (A7.22), and the DRM is the wooden building's +2 TEM reduced by the 8-1 leader's -1 leadership DRM (+2 − 1 = +1). --- Step 1: The 6-6-6 squad's inherent FP is 6 with a Normal Range of 6 hexes. Step 2: Range 7 exceeds Normal Range (but is within double range), so this is Long Range Fire at half FP (A7.22): 6 ÷ 2 = 3 FP. Step 3: The wooden building gives the target a +2 TEM (B23.71). Step 4: The 8-1 leader directing the fire adds his -1 leadership DRM to the attack DR (A7.53, A10.7). Calculation: FP = 6 ÷ 2 = 3 FP; DRM = +2 − 1 = +1. References: - (A7.22) Long Range Fire — inherent FP is halved when firing beyond Normal Range (up to double that range). - (B23.71) Building TEM — a wooden building provides a +2 TEM to fire resolved against units inside it. - (A7.53) Fire Direction — when a leader directs an attack, his leadership modifier is added as a DRM to the attack DR (and leader direction also protects against Cowering, A7.9). - (A10.7) LEADERSHIP — a leader's leadership DRM (the -1 of an 8-1) modifies the fire attacks he directs; he may not do so if pinned or broken (A7.831, A10.7).
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly: range 7 is long range so 6 FP is halved to 3 FP, wooden building gives +2 TEM (+2 DRM), the directing 8-1 gives -1 DRM, net DRM = +1. The model's cited rules and arithmetic are correct.
A26.12 recall CORRECT judge confidence 0.95
Can a vehicle gain Control of a building?
EXPECTED
No. A vehicle (or its PRC) can never gain Control of a building, but may gain Control of its Location/hex if that Location is devoid of armed enemy units.
MODEL RESPONSE
**Answer:** No. A vehicle (or its PRC) can never gain Control of a building (A26.11) — building Control requires an armed, Good Order Infantry MMC at a non-rooftop, non-subterranean level (A26.14). However, an armed, non-bypassing vehicle may temporarily gain Control of its Location/hex per A26.12, and while it occupies a Location it prevents the opponent from gaining Control of that Location/hex/building. --- References: - (A26.11) GAINING CONTROL — "A vehicle (or its PRC) can never gain Control of a building, but may gain Control of its Location/hex as per 26.12." A non-bypassing armed vehicle also prevents the opponent from gaining Control of the Location/hex/building it occupies; an armed vehicle in bypass of a building prevents Location/hex Control, but not building Control. - (A26.12) VEHICULAR CONTROL — An armed, non-bypassing vehicle temporarily gains Control of the Location it occupies if devoid of armed enemy units; Control reverts to its prior status the moment the vehicle leaves. A vehicle Controlling the only Location in a hex also Controls that hex. - (A26.14) BUILDING CONTROL — Only an armed, Good Order Infantry MMC at any non-rooftop, non-subterranean level in any hex of a building can gain Control of the building. - (A26.1) Control Chart — Armed-Vehicle/Its-PRC: Location "Yes", Hex "Yes" (if its Location is the only one in the hex), Building "No".
JUDGE REASONING
[Explanation] The model's response matches the expected answer: it correctly states that a vehicle (or its PRC) can never gain Control of a building, cites A26.11/A26.14, and correctly explains the exception that an armed, non-bypassing vehicle can temporarily gain Control of its Location/hex (A26.12) when the Location is devoid of armed enemy units and prevents the opponent from gaining Control while occupying it. All key concepts from the expected answer are present and accurate.
A7.24 calc CORRECT HUMAN OVERRIDE judge confidence 0.86
A 5-4-8 squad moves 1 hex and then fires in the AFPh at an adjacent target. What is the total FP?
EXPECTED
6 FP. Base 5. PBF x2 = 10. AFPh /2 = 5. Assault Fire (underscored FP) +1 = 6.
MODEL RESPONSE
**Answer:** The squad attacks with 5 FP. Its 5 FP is doubled to 10 for Point Blank Fire against the adjacent target, then halved for firing in the AFPh (5 × 2 = 10 ÷ 2 = 5 FP). Note that if the squad's FP factor is underscored (Assault Fire capable), it would add +1 after all modification for a total of 6 FP. --- Step 1: Base inherent FP of a 5-4-8 squad = 5 FP. Step 2: Point Blank Fire — the target is adjacent, so FP is doubled: 5 × 2 = 10 FP (A7.21). Step 3: AFPh Fire — Small-Arms FP is halved when the attack occurs in the AFPh: 10 ÷ 2 = 5 FP (A7.24). (Moving 1 hex does not add any further penalty; AFPh halving applies even if the unit did not move.) Calculation: 5 [FP] × 2 [PBF] ÷ 2 [AFPh] = 5 FP. References: - (A7.24) AFPh Fire — the Small-Arms FP of an attacking unit is halved if the attack occurs in the AFPh, even if the firing unit did not move that Player Turn - (A7.21) Point Blank Fire — inherent FP is doubled vs an adjacent target - (A7.36) Assault Fire EX — shows the identical calculation for a 5-4-8 in the AFPh vs an ADJACENT target: 5 [FP] × 2 [PBF] = 10 ÷ 2 [AFPh] = 5 FP (before the +1 Assault Fire bonus, which applies only to squads with an underscored FP factor)
JUDGE REASONING
[Calculation] The model applied the modifiers correctly (5 FP ×2 for PBF = 10, ÷2 for AFPh = 5) but concluded with 5 FP and only conditionally noted the +1 Assault Fire bonus if the squad's FP is underscored. The expected answer is 6 FP (the expected assumes the 5-4-8 squad has an underscored FP and thus gains the +1 after other modifications). Because this is a Calculation/Fact question and the model did not give the expected definitive result (6 FP), the response is incorrect despite correct intermediate math.
B18.3 recall CORRECT judge confidence 0.95
What TEM does a graveyard hex provide?
EXPECTED
A graveyard hex provides +1 TEM to fire traced into it.
MODEL RESPONSE
**Answer:** A graveyard hex has a TEM of +1 to any fire traced into it (B18.3). Note this in-hex TEM is separate from the graveyard's LOS effect: it also adds a +1 Hindrance DRM to same-level LOS traced through it (B18.2). --- References: - (B18.3) Graveyard TEM — "A graveyard hex has a TEM of +1 to any fire traced into it." - (B18.2) Graveyard Hindrance — a graveyard is not a LOS obstacle, but Hinders same-level LOS with a +1 Hindrance DRM per graveyard hex between firer and target [EXC: A6.7] - (B18.1) Graveyard definition — the entire hex (inclusive of non-wall/hedge hexsides), not just the graveyard symbols, is considered graveyard terrain
JUDGE REASONING
[Calculation] The model’s answer explicitly states the graveyard hex provides +1 TEM to any fire traced into it, matching the expected answer (B18.3). The additional note about a separate +1 Hindrance DRM to same-level LOS (B18.2) is correct and does not contradict the TEM statement.
A7.9 recall CORRECT HUMAN OVERRIDE judge confidence 0.80
What is Cowering, and what are its immediate effects on an Infantry fire attack?
EXPECTED
Cowering occurs when an IFT attack's Original DR is Doubles and no leader is directing that attack. Its immediate effect is to resolve the attack one column to the left on the IFT (two columns left for Inexperienced personnel; an attack already on the lowest column is reduced to no effect). The cowering unit and all of its SW are also immediately marked with a Prep or Final Fire counter. Cowering does not affect fire from a SMC, berserk/Fanatic unit, ordnance, OBA, or any vehicular fire.
MODEL RESPONSE
**Answer:** Cowering (A7.9) represents a momentary failure of nerve that occurs when an Infantry fire attack rolls an Original Doubles DR on the IFT and the fire is not directed by a leader. The immediate effect is that the attack is resolved one FP column to the left on the IFT ("standard" columns) — two columns if the firer is Inexperienced — and the cowering unit (determined by Random Selection in a Fire Group) is marked with the next more restrictive fire counter (e.g., Final Fire instead of First Fire) and may not place a Fire Lane. --- Key points from the rules and official Q&A: - **Trigger:** Cowering occurs only on an Original Doubles DR rolled on the IFT. Attacks that do not roll on the IFT — such as a FT To Kill DR vs an AFV or its Specific Collateral Attack — never cower (A7.9, A22.34 Q&A). - **Leader direction negates it:** "No one cowers when directed by a leader" — this applies even to Conscripts (A7.9, A19.3, A19.33 Q&A). - **Column shift:** The attack is resolved one "standard" column lower on the IFT; Inexperienced personnel (e.g., Conscripts) shift two columns (A7.9 IFT FP Modifiers listing). - **Fire Group effects:** If a FG cowers, Random Selection determines which unit(s) cowered; a unit so designated is marked with the more restrictive fire counter (e.g., Final Fire) and, if it had declared a Fire Lane, may not place it (A7.9, A9.22 Q&A). If the FG mixes cowering-immune and non-immune units, the attack still cowers but Random Selection is applied only among the non-immune units (A7.9 Q&A). - **Not subject to Cowering:** vehicular fire (though fire by Passengers/Riders is not considered vehicular fire and can cower) (A7.9 Q&A), and aircraft MG attacks (E7.41). Certain troops are immune, e.g., British Elite and 1st Line units [EXC: Free French] (A25.44). References: - (A7.9) COWERING — Original Doubles IFT DR by non-leader-directed fire; attack shifted one column left (two for Inexperienced) - (A7.9 Q&A / A19.3, A19.33) No one cowers when fire is directed by a leader; Inexperienced units shift two columns - (A7.9 Q&A / A9.22) A cowering unit is marked with Final Fire and may not place a Fire Lane - (A7.9 Q&A / A22.34) Cowering occurs only on IFT rolls; TK DR and Specific Collateral Attacks do not cower - (A25.44) British Elite/1st Line units are immune to Cowering [EXC: Free French; A25.53] - (E7.41) Aircraft MG attacks are not subject to Cowering
JUDGE REASONING
[Explanation] The model correctly identifies the trigger (Original Doubles on an IFT roll for an Infantry fire attack with no leader directing), the column shift (one column left; two for Inexperienced), that leader direction negates cowering, and the Fire Group/Random Selection and fire-counter effects (more restrictive counter, inability to place a Fire Lane). It also correctly notes several Q&A clarifications (vehicular/aircraft exceptions, immunity for some troops). However, it omits two key immediate effects stated in the expected answer: (1) that an attack already on the lowest IFT column is reduced to no effect, and (2) that the cowering unit and all of its support weapons (SW) are immediately marked with a Prep or Final Fire counter. The model also fails to explicitly list some exceptions from the expected answer (SMC, berserk/Fanatic units, ordnance, OBA), though it mentions other exceptions. Because important required details are missing, the response is partial rather than correct.
A25.22 recall CORRECT judge confidence 0.95
In a Russian scenario (May 1942) where the Russian Order of Battle contains only one leader (an 8-0), may the Russian player replace that 8-0 with a 9-0 Commissar?
EXPECTED
No. A25.22 forbids beginning a scenario with more Commissars than other (non-Commissar) leaders in the OB. With only the single 8-0 leader in the OB, replacing it with a 9-0 Commissar would leave one Commissar and zero other leaders—more Commissars than other leaders—which is not allowed. At least one additional non-Commissar leader would have to remain in the OB to permit one Commissar.
MODEL RESPONSE
**Answer:** No. Although May 1942 is within the allowed period ("during or prior to 10/42"), A25.22 only permits the substitution "provided the scenario is not begun with more Commissars than other leaders in the OB." If the OB's only leader (the 8-0) were replaced, the Russian force would begin with one Commissar and zero other leaders — more Commissars than other leaders — so the replacement is prohibited. --- References: - (A25.22) COMMISSAR — At the start of any scenario during or prior to 10/42, the Russian player may replace up to one 8-0 leader with a 9-0 Political Commissar and/or one 8-1 leader with a 10-0 Political Commissar, "provided the scenario is not begun with more Commissars than other leaders in the OB." No SSR is required for the substitution. - (A25.22) Date restriction — Commissars are NA 11/42 and later; a May 1942 scenario meets the date requirement, so only the leader-count proviso blocks the swap here.
JUDGE REASONING
[Calculation] The model's response matches the expected answer: it correctly answers No, cites A25.22, notes the date allowance for May 1942, and correctly applies the leader-count proviso that forbids replacing the only 8-0 leader with a Commissar because that would create more Commissars (1) than other leaders (0).
A15.24 recall CORRECT HUMAN OVERRIDE judge confidence 0.86
What is the Heroic DRM and when does it apply?
EXPECTED
A hero gives a -1 DRM to eligible attacks he participates in (or a FG he is part of), within the rule's range/weapon limits. It can stack with other applicable DRM as allowed, but does not apply in situations explicitly excluded by the rule (such as FT/DC attacks).
MODEL RESPONSE
**Answer:** The Heroic DRM is a -1 DRM to the IFT/CC resolution DR of a hero, or of any Fire Group he is part of (even if the "FG" is just another SMC), provided the hero is firing within Normal Range of his inherent FP or his weapon counter (A15.24). It is cumulative with any applicable leadership DRM and with additional heroes in the same attack, but it is NA for FT/DC attacks. --- Key points on when it applies (A15.24): - The hero must be firing at Normal Range of either his inherent FP or the weapon counter he is using. - The -1 is cumulative with any applicable leadership DRM and with the DRMs of additional heroes present in the same attack. - Unlike a leader's DRM, the hero's IFT DRM is not contingent on his being in the same Location with all other members of the FG or in combination with another unit. - The heroic DRM does not exempt the other members of the FG from Cowering. - The heroic DRM is NA for FT and DC attacks. - The hero may also use his -1 DRM for Clearance attempts, and is always considered Stealthy. - A heroic leader may not combine his heroic DRM with his leadership DRM (A15.21), and the heroic DRM does not apply when a hero fires a Gun that normally requires a crew (A15.23). References: - (A15.24) HEROIC DRM — the -1 IFT/CC DRM, its Normal Range requirement, cumulativity, and the FT/DC exclusion - (A15.23) Weapons Use — hero firing a crewed Gun does so as if captured; his heroic DRM does not apply - (A15.21) Creation — a heroic leader may not combine his heroic DRM with his leadership DRM
JUDGE REASONING
[Explanation] The model gets the core points right: Heroic DRM is a -1 applied to the IFT/CC DR of the hero and to a Fire Group he is part of (subject to Normal Range/weapon limits), and it does not apply to FT/DC attacks. It also correctly notes the Normal Range requirement and the crewed-gun exclusion. However the response contains contradictory and incorrect statements: it first says the heroic DRM "is cumulative with any applicable leadership DRM" but later cites A15.21 correctly that a heroic leader may NOT combine heroic DRM with his leadership DRM — a direct contradiction. It also claims the hero is "always considered Stealthy" and that the hero "may also use his -1 DRM for Clearance attempts," neither of which is supported by the expected answer (and are incorrect or unreferenced). Because the main concept is present but there are important errors/contradictions, the overall assessment is partial.
A5.12 recall CORRECT judge confidence 0.95
What attack penalty applies when a side fires from an overstacked Location?
EXPECTED
Units attacking from or within a Location currently overstacked by their side must add +1 to IFT/CC DR (or +1 To Hit DR for ordnance) for each vehicle and squad-equivalent (FRU) above normal stacking limits.
MODEL RESPONSE
**Answer:** All units attacking from or within a Location their side has currently overstacked must add +1 to their IFT/CC DR (or +1 to their To Hit DR for ordnance) for each vehicle and squad equivalent (FRU) by which they exceed normal stacking limits (A5.12). --- Details: - The penalty is per unit of excess: +1 for each vehicle and each squad equivalent (Fractions Rounded Up) over the normal stacking limit — so being overstacked by two squad equivalents means a +2 DRM (A5.12). - It applies to every unit attacking from or within that Location, whether via the IFT, Close Combat, or ordnance To Hit rolls (A5.12). - Note the flip side: overstacked Personnel being attacked suffer a -1 To Hit / -1 IFT/CC DRM per excess squad equivalent, making them easier to hurt as well (A5.131). References: - (A5.12) ATTACK PENALTY — +1 IFT/CC DR (or +1 To Hit DR for ordnance) per vehicle/squad equivalent (FRU) over the stacking limit - (A5.131) PERSONNEL Defense Penalty — overstacked Personnel targets also grant the firer a -1 DRM per excess squad equivalent
JUDGE REASONING
[Explanation] The model's response matches the expected answer: it states the +1 DRM per vehicle or squad-equivalent (FRU) over the stacking limit, specifies it applies to units attacking from or within the overstacked location, and applies to IFT, CC, and ordnance To Hit rolls. It also correctly notes FRU rounding and cites A5.12, and its extra mention of the defender penalty (A5.131) is accurate and does not contradict the expected answer.
A.8 recall CORRECT judge confidence 0.85
If squad A is on the ground floor and shares a common hexside with squad B, which is on the first floor of the building, are the squads considered ADJACENT?
EXPECTED
No, because to be ADJACENT, squad A would need to be able to advanced in APh into the location of Squad B, which isn't possible in this case.
MODEL RESPONSE
**Answer:** No. Even though the two hexes share a common hexside, squad A (ground floor) and squad B (first floor of the adjacent building hex) are in Locations at different levels that are not directly connected, so they are adjacent but not ADJACENT (A.8). --- Being ADJACENT requires more than sharing a hexside — the units must be in Accessible Locations, i.e., Locations directly connected to each other (A.8). Locations on different levels of adjacent hexes have no direct connection between them (movement between upper levels of different hexes of a building must be made via stairwells and the building's internal connections, B23.7), so they do not qualify. This is exactly the principle illustrated in the rout examples: a broken unit may rout to the first or second level of a hex next to an enemy-occupied ground-level hex "since those levels are not directly connected (i.e., ADJACENT)" to the enemy's Location, and upper levels of a neighboring hex with no stairwell "are not ADJACENT to the ground floor" (A10.51 rout example). Similarly, units in non-stairwell hexes may not even engage in CC with enemy units above or below them on a different level (B23.422). References: - (A.8) ADJACENT — requires Accessible (directly connected) Locations, not merely adjacent hexes - (A10.51) Rout example — upper levels of an adjacent hex are "not directly connected (i.e., ADJACENT)" to a ground-floor Location - (B23.422) Units in non-stairwell hexes may not engage in CC with enemy units above/below them on a different level - (B23.721) Movement between different levels of a multi-hex building must follow the floor connections, not the shared hexside
JUDGE REASONING
[Explanation] The model's answer reaches the correct conclusion (No) and gives the correct rationale: ADJACENT requires directly accessible/connected locations (so a unit must be able to advance into the other's location in the APh), and different floor levels of adjacent hexes without internal connections/stairs are not directly connected and therefore not ADJACENT. The response only contains a minor wording slip ('they are adjacent but not ADJACENT') that is confusing but does not change the substantive, correct rule explanation.
A23.6, C7.346 recall CORRECT HUMAN OVERRIDE judge confidence 0.80
if i throw a DC in the advance fire phase against AFV how it is resolved
EXPECTED
Answer: Throwing a DC in the Advancing Fire Phase is resolved immediately on the 30‑FP IFT and attacks both the target Location and the thrower’s Location (separate DRs); a Thrown DC adds +2 DRM (+3 if thrown from a non‑stopped/motion vehicle or by Cavalry) and the thrower’s Location uses the separate +3/+4 thrown‑DC DRM when its IFT is resolved (A23.6) . When the target is an AFV, the thrown +2/+3 DRM (and the AFPh +1 DRM) apply to the DC’s Position DR used vs the AFV (not as a normal IFT TEM); AFPh also adds +1 DRM unless the thrower is an Opportunity Firer, so you resolve the Position DR per C7.346 to determine effects on the AFV and any vulnerable PRC (A23.6; A23.62; C7.346) .
MODEL RESPONSE
**Answer:** A DC Thrown at an AFV is not resolved with a normal IFT DR — you must first make a DC Position DR (C7.346), and vs an AFV the Thrown DC's +2 DRM (+3 if Thrown from a non-stopped/Motion vehicle or by Cavalry) applies to that Position DR instead of the attack DR (A23.6). Because it is the AFPh, the attack suffers an additional +1 — and vs an AFV that too is a +1 Position DRM instead of an IFT DRM (A23.62). The Position DR then determines whether the DC attacks the AFV itself (TK DR), or merely goes off nearby. --- Step 1: The AFV must be predesignated as the target of the DC attack (A23.5). Step 2: Throw the DC (a form of fire; A23.6). In the AFPh a Thrown DC normally adds +1 to the IFT DR vs both the target and Throwing Locations, but vs an AFV it suffers a +1 Position DRM instead (A23.62). Step 3: Make the Position DR (C7.346), applying the +2 Thrown DRM (+3 if Thrown from a non-stopped/Motion vehicle or Cavalry) plus the +1 AFPh DRM (A23.6, A23.62). Per Q&A (A23.5 & C7.346), the outcome depends on the Final Position DR: - Final Position DR ≤ 8: the DC is well positioned — resolve a TK DR vs the AFV (the Position DR also serves to determine the Hit Location; Q&A A22.34/C3.9). - Final Position DR 9-11: an IFT DR is made instead, which cannot harm a buttoned-up armored AFV (it can still generate Residual FP and attack Vulnerable PRC). - Final Position DR of 12: the DC is badly misplaced — the IFT attack is made at reduced effect, and only then can other units in the AFV's hex (even friendly ones, e.g., a unit in Melee there) be attacked by the blast; on a Final Position DR < 12, all other units in the AFV's hex besides the AFV and its PRC are immune (Q&A A23.5/C7.346). Step 4: If the DC hits an unarmored Target Facing, the Position DR is still made, but the attack vs the vehicle is resolved with an IFT (rather than TK) DR as if it were unarmored (A7.308) (C7.346 per Q&A). Step 5: Regardless of the result vs the AFV, the Thrower's own Location is also attacked by the DC on the 30 FP column with a +3 DRM (+4 if Thrown from a non-stopped/Motion vehicle/Cavalry), using a separate DR (A23.6). References: - (A23.6) THROWN DC — +2/+3 Thrown DRM applies to the DC Position DR vs an AFV; thrower's Location also attacked at +3/+4 on 30 FP - (A23.62) AFPh — Thrown DC incurs an extra +1; vs an AFV it is a +1 Position DRM instead - (C7.346) DC Position DR — determines whether the DC attacks the AFV via TK DR (≤ 8) or only an IFT attack (9-11 / 12); unarmored facing resolved on the IFT per A7.308 - (A23.5) Predesignation — the AFV must be predesignated as the DC's target
JUDGE REASONING
[Explanation] The model's response captures the core concepts: a thrown DC at an AFV uses a DC Position DR (C7.346) rather than a normal IFT attack DR when resolving effects on the AFV; the thrown +2/+3 DRM applies to that Position DR; the AFPh adds +1 DRM which is applied as a Position DRM vs AFV (A23.6, A23.62); the thrower's Location is resolved separately on the 30-FP column with the higher +3/+4 thrown DRM; and the Position DR outcome determines whether a TK (vehicle) result or an IFT result is used. However, it omits a key caveat from the expected answer: the +1 AFPh DRM does not apply if the thrower is an Opportunity Firer. Because that exception is part of the expected ruling, the omission makes the response incomplete rather than fully correct.
A10.41 recall CORRECT judge confidence 0.92
When may a unit voluntarily break?
EXPECTED
At the start of RtPh, a unit may voluntarily break (even if pinned) if it is within LOS and Normal Range of an armed, unbroken, Known enemy ground unit and/or adjacent to an unbroken enemy ground unit, and if breaking would not immediately cause Reduction/elimination.
MODEL RESPONSE
**Answer:** A unit may voluntarily break at the start of the RtPh — even if pinned — if it is within both the LOS and Normal Range (per A10.532) of an armed, unbroken Known enemy ground unit, and/or is ADJACENT to any unbroken enemy ground unit, so that it can rout during that RtPh (A10.41). It may not do so if breaking would cause its immediate Reduction or elimination. --- Conditions (A10.41): - Timing: only at the start of the RtPh (see also the Chapter A sequence of play, step 6.11: "Unit(s) may Voluntarily Break (A10.41)"). - Enemy proximity requirement: the unit must be within both the LOS and Normal Range (A10.532) of an armed, unbroken Known enemy ground unit, and/or ADJACENT to any unbroken enemy ground unit. - A pinned unit may still voluntarily break. - Prohibition: it may not voluntarily break if doing so would cause its immediate Reduction or elimination (e.g., a unit whose broken side would not exist). - Consequence: the unit becomes DM (units become DM when they first break, whether from fire or voluntarily breaking) and may then rout during that same RtPh (A10.62). References: - (A10.41) VOLUNTARY BREAK — the conditions and timing for voluntarily breaking at the start of the RtPh - (A10.532) Normal Range — used to measure the enemy proximity requirement - (A10.62) DM — a unit becomes DM when it first breaks, including voluntary breaks, enabling it to rout
JUDGE REASONING
[Explanation] The model's response matches the expected answer: it specifies the timing (start of RtPh), allows pinned units, requires LOS and Normal Range to an armed, unbroken, Known enemy ground unit and/or adjacency to an unbroken enemy ground unit, and disallows voluntary breaking if it would cause immediate reduction/elimination. It also correctly notes the unit becomes DM and may rout in that RtPh — extra, accurate detail consistent with the rules. Therefore the response is correct.
A9.22 calc CORRECT judge confidence 0.95
A German Squad with an MMG that has firepower of 5 leaves a fire lane. What would the fire lane residual fire power be in the adjacent hex and in the hex two hexes away?
EXPECTED
Answer: A 5 FP MMG leaves a 2 FP Fire Lane, because Fire Lane FP is one standard IFT column left of the MG’s normal FP; for 5 FP, that shifts from 5 → 4 → 2. In the adjacent hex, PBF doubles that reduced Fire Lane FP to 4 FP; in the hex two hexes away, it remains 2 FP. References: - (A7.371) Column Shifts — Fire Lane shifts use standard IFT columns; a 5 FP attack shifts to 2 FP - (A9.22) Fire Lane — Fire Lane Residual FP is one column left of the MG’s normal IFT FP; adjacent hex gets doubled by PBF - (A9.222) Residual FP — Fire Lane Residual FP functions as Residual FP, with the adjacent-hex PBF exception illustrated by example
MODEL RESPONSE
**Answer:** The Fire Lane Residual FP is 4 FP in the hex adjacent to the MMG and 2 FP in the hex two hexes away. A Fire Lane's Residual FP equals the IFT column one to the left of the MG's normal FP column (5 FP fires on the 4 column, so one column left = 2 FP), and Point Blank Fire doubles that reduced FP in the ADJACENT hex only (2 × 2 = 4 FP) (A9.22). --- Step 1: The MMG's 5 FP normally resolves on the 4 FP column of the IFT. Step 2: A Fire Lane's Residual FP is "equal to the FP column to the left of the FP column normally used by that MG's FP" (A9.22). One column left of 4 is 2, so each Fire Lane hex exerts 2 Residual FP. Step 3: The exception in A9.22 states "PBF doubles the reduced FP in the ADJACENT hex," so the hex adjacent to the MMG exerts 2 × 2 = 4 Residual FP. Calculation: Adjacent hex: 2 × 2 = 4 FP; two hexes away: 2 FP. This matches the A9.222 example, where a 5 FP MMG's Fire Lane leaves 2 Fire Lane Residual FP along the lane hexes plus 4 FP in the hex adjacent to the firer. References: - (A9.22) FIRE LANE — Fire Lane Residual FP equals the FP column to the left of the column normally used by the MG's FP; PBF doubles the reduced FP in the ADJACENT hex (TPBF is NA per A9.223) - (A9.222) Fire Lane example — a MMG Fire Lane leaving 2 Fire Lane Residual FP along the lane and 4 FP in the adjacent hex
JUDGE REASONING
[Calculation] The model's final numeric answers match the expected: adjacent hex 4 FP and two-hexes-away 2 FP. The model applied the required one-IFT-column-left shift for a fire lane (5→2) and then doubled that reduced FP for the adjacent hex via Point Blank Fire, yielding 4 FP adjacent and 2 FP at two hexes away, which agrees with the expected answer and cited rules.
A12.12 recall CORRECT judge confidence 0.95
I am setting up as Defender and Attacker enters from off board. I have concealment counters as part of the order of battle. Do I need to use these concealment counters to conceal my real units or can I keep them exclusively for dummy stacks?
EXPECTED
Answer: No. If the scenario OB gives you a number of “?” counters, you may use any or all of them as Dummy stacks instead of placing them on real units; they are available “to act as Dummies,” and a single such counter cannot simultaneously conceal real units and unconcealed units. Also, if the attacker begins with no forces on board, your eligible non-Dummy units can still receive non-OB-designated concealment after setup, so you are not forced to spend your OB “?” on real units References: - (A12.11) Known/Dummy Enemy Unit — OB-designated “?” may be placed by themselves to act as Dummies - (A12.12) Placement — if one side begins with no forces onboard, the other side may place “?” on all eligible non-Dummy units after setup
MODEL RESPONSE
**Answer:** You may keep your OB-designated "?" counters exclusively for Dummy stacks. Because the Attacker begins with no forces on board, every one of your real (non-Dummy) units qualifies for a free, non-OB-designated "?" after setup anyway (A12.12), so nothing forces you to "spend" OB "?" on real units. --- A12.12 states that after both sides set up, each unconcealed unit that is either out of the LOS of all unbroken enemy ground units within 16 hexes, or at 17 or more hexes from all of them, may have a non-OB-designated "?" placed on it — and it explicitly notes: "if one side begins with no forces on board, the other side will be able to place [?] on all of its non-Dummy units after placing those units (before the opponent may look at the board)." Two restrictions to keep in mind: - OB-designated "?" (including those used as Dummy stacks) may initially be placed only in Terrain listed in red on the Terrain Chart/Desert Terrain Chart/PTO Terrain Chart (A12.12), and Dummy stacks can be created only during initial setup (or among OB-designated "?" reinforcements on their initial entry turn) (A12.11). - Only one non-OB-designated "?" can be placed per stack, and not on top of any previously placed "?" (A12.12). Per official Q&A on A12.11 & A12.12, a real unit set up atop a stack of OB "?" Dummies may NOT also receive a free non-OB "?". References: - (A12.12) PLACEMENT — OB "?" placed first (red-listed terrain only); units out of LOS/at 17+ hexes of all enemy units get free non-OB "?"; a side facing an off-board opponent conceals all its non-Dummy units for free - (A12.11) Dummy stacks — created from OB-designated "?" during initial setup only (or OB "?" reinforcements on entry)
JUDGE REASONING
[Explanation] The model's answer matches the expected response. It correctly states that OB-designated "?" counters may be used solely as Dummy stacks, that when the attacker starts off-board eligible real units may receive non-OB "?" after setup (so you are not forced to spend OB "?" on real units), and it notes the key restrictions: OB "?" placement limited to red-listed terrain on initial setup, Dummy stacks can only be created during initial setup (or as OB "?" reinforcements on entry), and only one non-OB "?" per stack (a stack with an OB "?" dummy cannot also receive a free non-OB "?"). These points cover the essential concepts in the expected answer.
A11.33 recall CORRECT judge confidence 0.90
What special sequential CC rule applies to prisoners?
EXPECTED
Prisoners attempting to eliminate their captor resolve all of their CC attacks first under the sequential CC rules.
MODEL RESPONSE
**Answer:** Under A11.33, prisoners attempting to eliminate their captor may resolve ALL of their CC attacks first — before the Guard's survivors or any other enemy units in the Location get to attack back. Any enemy unit eliminated by the prisoners' attacks forfeits its attack opportunity. --- A11.3 explains that Sequential CC is not simultaneous: attacks are resolved in a specific order, and any unit eliminated before it attacks forfeits its attack opportunity. A11.33 (PRISONERS) is one of the three sequential CC instances: "Prisoners attempting to eliminate their captor may resolve all of their CC attacks first (20.55)." A20.55 fills in the details of how this works: - Unless a Melee already exists in the Location, prisoners must pass a NTC before they can attack their Guard, and this attack can occur only during the CCPh and only if the Guard is broken. Once a Melee exists in the Location, prisoners may attack during the CCPh without a NTC and even if the Guard is unbroken. - Prisoners must eliminate their Guard before attacking any other units in the Location, unless they attack the Guard and other units as part of the same CC attack. - The sequential benefit: "Prisoner CC attacks are sequential in that the prisoners may make all of their CC attacks before they can be attacked in turn by the survivors and any other enemy units in that Location." Note also A11.34: if more than one sequential-combat criterion applies in the same CC (e.g., a vehicle is also present, or an Ambush occurs), the highest-numbered rule takes precedence — so the prisoner rule (11.33) outranks Ambush (11.32) and vs-Vehicle (11.31). References: - (A11.33) PRISONERS — prisoners attempting to eliminate their captor may resolve all their CC attacks first - (A11.3) SEQUENTIAL CC — attacks resolved in order; a unit eliminated before attacking forfeits its attack - (A20.55) ESCAPE — NTC requirement, Guard-first requirement, and the sequential prisoner-attack mechanic - (A11.34) Precedence — highest-numbered sequential criterion takes precedence when several apply
JUDGE REASONING
[Explanation] The model's response directly states the key rule from the expected answer: prisoners attempting to eliminate their captor resolve all of their CC attacks first (A11.33). It correctly explains the sequential effect (eliminated units forfeit their attack) and cites relevant supporting rules (A11.3, A20.55) and precedence (A11.34). The extra details provided expand on application without contradicting the expected answer, so the response is correct.
A10.51 recall CORRECT judge confidence 0.95
Can a broken unit rout towards a unit it can't see?
EXPECTED
Yes. The rout direction restrictions only apply to Known enemy units while the routing unit is in that enemy unit's LOS — a broken unit may rout toward (or even ADJACENT to) an enemy unit it cannot see/is not Known, although if an enemy unit becomes newly Known during the rout, the routing unit must re-figure a new destination from that point.
MODEL RESPONSE
**Answer:** Yes. The rout-direction prohibition in A10.51 applies only to Known enemy units and only while the routing unit is in that enemy unit's LOS — an enemy unit the router cannot see is not "Known" to it, so it does not restrict the rout path. The one catch: a unit may not move toward a Known enemy unit after leaving that unit's LOS during that same RtPh (A10.51). --- A10.51 (DIRECTION) states a routing unit "may never rout toward a Known enemy unit (even if that enemy unit is broken or disrupted), while in that enemy unit's LOS, in any way which decreases the range in hexes between the routing unit and the Known armed enemy unit... nor may it move toward such an enemy unit after leaving its LOS during that RtPh... Otherwise, a routing unit can move toward an enemy unit." Key points: - The restriction requires a Known enemy unit AND LOS. Out of LOS, the enemy unit is not Known and does not constrain rout direction. In fact, the "nearest woods/building" rout destination is figured "regardless of LOS from the routing unit" (per A10.51 Q&A: "nearest" is closest, omnisciently, whether the unit can see it or not). - If a newly-Known enemy unit appears during the rout and prevents the designated destination, a new destination is re-figured from that point (A10.51). - Official Q&A confirms the liberal reading: a broken unit may rout toward a hex where an enemy unit was in LOS at the start of the RtPh if that enemy has since routed out of LOS — routing toward a last-known (now unseen) position is legal and is not "moving toward such an enemy unit after leaving its LOS." - The A10.5 illustrative example shows the same principle from the other side: the squad in building O5 "cannot legally rout toward any of the KEUs it sees" — the restriction is framed entirely around enemy units the router sees/knows about. References: - (A10.51) DIRECTION — no routing toward a Known enemy unit while in its LOS, nor toward it after leaving its LOS that RtPh; otherwise moving toward an enemy unit is allowed; newly-Known units force a re-figured destination - (A10.51 Q&A) — "nearest" building/woods is judged regardless of the routing unit's LOS; routing toward an enemy's vacated last-known position is legal
JUDGE REASONING
[Calculation] The model's response correctly answers Yes and matches the expected answer exactly. It states the restriction only applies to Known enemy units while in that enemy's LOS, confirms a broken unit may rout toward an enemy it cannot see, and notes that if an enemy becomes newly Known during the rout the destination must be refigured. The response also correctly cites the A10.51 prohibition on moving toward a Known enemy after leaving its LOS during the same RtPh. All key points from the expected answer are present.
A11.11 calc CORRECT judge confidence 0.95
In Close Combat, two 4-6-7 squads (total 8 FP) attack one 4-6-7 squad (4 FP). What odds column on the CC Table is used?
EXPECTED
The 2-1 column. The two attacking squads combine for 4 + 4 = 8 FP versus the defender's 4 FP, giving 8:4 = 2:1, an exact 2-1 odds column on the Close Combat Table.
MODEL RESPONSE
**Answer:** The attack is resolved on the 2-1 odds column of the CCT. 8 FP vs 4 FP is exactly a 2:1 ratio, so no rounding is needed (A11.11). --- Step 1: Attacker FP: each 4-6-7 squad contributes its 4 FP, so 4 + 4 = 8 FP (A11.11). Step 2: Defender FP: the lone 4-6-7 squad = 4 FP (A11.11). Step 3: Compare attacker FP to defender FP to form the odds ratio, rounded down to the nearest odds ratio printed on the CCT (A11.11). 8-4 is exactly 2-1, a printed CCT column, so it is used directly. Calculation: 8 ÷ 4 = 2, i.e., 8-4 = 2-1 odds. A DR is then made for the attack: a Final DR less than the Kill Number under the 2-1 column eliminates the defending squad; a Final DR equal to the Kill Number is a Partial Kill (Casualty Reduction); a Final DR greater than it has no effect (A11.11). References: - (A11.11) RESOLUTION — attacking FP is compared to defending FP to form the odds, rounded down to the nearest odds ratio printed on the CCT (e.g., 12-4 rounds to 3-1, 7-4 to 3-2); Kill Number mechanics
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly: attacker 4+4 = 8 FP vs defender 4 FP equals 8:4 = 2:1, so the 2-1 column is used. The model's arithmetic and rule citation (rounding rules but not needed here) are correct.
A11.4 recall CORRECT judge confidence 0.90
How is Ambush determined in Close Combat, and what are its immediate effects?
EXPECTED
In qualifying CC situations, each side makes an Ambush-status dr with applicable drm; if one side is at least 3 lower, it gains Ambush. The ambushing side gets favorable CC modifiers and attacks first in that Location for that CC resolution context, while the ambushed side loses concealment and suffers corresponding disadvantages.
MODEL RESPONSE
**Answer:** Prior to declaring CC attacks, each player makes one dr (modified by the Ambush drm listed in A11.4, e.g., -2 Concealed, -1 Stealthy, +1 per CX/Lax/broken/pinned/berserk unit, +2 Cavalry/Vehicle/in-Pillbox, plus the best unpinned Good Order leader's leadership modifier); if either player's final dr is at least 3 less than his opponent's, he has ambushed him. The ambushing side gains a -1 DRM to its CC attacks and imposes a +1 DRM on CC attacks against it (until that CC becomes a Melee in the next Player Turn), its attacks are resolved first (Sequential CC) so only survivors strike back, and it may retain its concealment while the ambushed side immediately loses all concealment. In addition, ambushing Infantry (unless pinned/berserk/Disrupted) may decline CC entirely by withdrawing to an Accessible Location before resolution, or may withdraw automatically after all CC attacks are resolved but before Melee occurs (A11.41). --- References: - (A11.4) Ambush — each player makes a dr before CC attacks are declared; a dr at least 3 less than the opponent's earns Ambush status, giving -1 DRM to the ambusher's CC attacks and +1 DRM to attacks against it until the CC becomes a Melee - (A11.4) Ambush drm table — +2 Cavalry/Vehicle/in Pillbox; +2 above Bank counter; +1 above Panji counter; +1 per BU/Stunned AFV; +1 per CX, Lax, broken, pinned, or berserk unit; +1 ATTACKER in Jungle/Kunai/Bamboo; -1 Stealthy; -2 Concealed; leadership modifier of the best unpinned Good Order leader (unless alone or any of the force is berserk); the drm apply even if only a portion of the force qualifies - (A11.4) Concealment effects — the ambusher may keep its concealment in CC until it attacks without eliminating/capturing its target; the ambushed side loses all concealment immediately (even if the ambusher then withdraws) - (A11.4) Sequential CC — the ambushing force makes its attacks first and the enemy attacks back only with the survivors; if the ambushers do not withdraw, survivors are in Melee normally, with no further Ambush advantage and no new Ambush dr for that Location in the next CCPh - (A11.41) Ambush Withdrawal — Infantry of the ambushing force (unless pinned/berserk/Disrupted) may decline CC by immediate withdrawal into an Accessible Location prior to CC resolution, or withdraw automatically after resolving all CC attacks, but only before Melee occurs
JUDGE REASONING
[Explanation] The model's response matches the expected answer: it states that both sides roll an Ambush dr with applicable DRMs, that a roll at least 3 lower grants Ambush, that the ambusher attacks first (Sequential CC) and gains favorable DRMs (-1 to its attacks, +1 against it), and that the ambusher may retain concealment while the ambushed side immediately loses concealment. It also correctly notes the ambush-withdrawal option for infantry and lists relevant DRM sources. The only minor imprecision is the parenthetical wording implying the Melee occurs 'in the next Player Turn,' but this does not change the substantive Ambush mechanics described. Overall the model covers the key concepts and effects required.
A8.3 recall CORRECT judge confidence 0.86
When using Subsequent First Fire (SFF), what fire resolution penalty applies and what rule governs the use of MG and IFE?
EXPECTED
SFF is always resolved as Area Fire (halved FP). If using MG or IFE, it is additionally treated as Sustained Fire with further penalties. A unit using SFF must fire all MG/IFE in its possession during the SFF attack, or forfeit their use for the remainder of that Player Turn (barring FPF). A Multiple-ROF weapon cannot fire more than once per SFF attack. Using SFF causes the unit and all its SW/Guns to be marked with a Final Fire counter.
MODEL RESPONSE
**Answer:** Subsequent First Fire is resolved as Area Fire, so the firer's FP is halved (A8.3, A7.23), and any MG/IFE used is additionally treated as Sustained Fire and penalized accordingly (A9.3). MG/IFE use is governed by A8.3 itself: a unit using SFF must fire all MG/IFE in its possession (up to its normal operation capabilities) or forfeit their use for the rest of that Player Turn (barring FPF), and a squad may not split its usable inherent FP from that of its MG/IFE unless it opts not to use the remaining FP/SW at all. --- References: - (A8.3) Subsequent First Fire — SFF is Area Fire; MG/IFE fired as SFF is "treated as Sustained Fire and penalized accordingly"; requires all possessed MG/IFE to be used or forfeited for the Player Turn, forbids splitting inherent FP from MG/IFE, limits a Multiple-ROF weapon to one shot per SFF attack, and marks the unit and all its SW/Guns with a Final Fire counter. - (A7.23) Area Fire — FP of the attack is halved for each application of the Area Fire penalty. - (A9.3) Sustained Fire — the penalty applied to MG/IFE used in SFF (SMCs with a MG/IFE cannot use SFF/FPF because they cannot use Sustained Fire; A8.312). - (A7.353) Operation capabilities — a HS that fired a SW in First Fire may use either its LMG or its inherent FP (not both) in SFF, per the related Q&A.
JUDGE REASONING
[Explanation] The model's response states that SFF is Area Fire (halved FP) and that any MG/IFE used is treated as Sustained Fire with additional penalties—matching the core points. It also correctly says a unit must fire all MG/IFE it possesses (or forfeit them for the remainder of the Player Turn, except FPF) and notes the restriction on splitting inherent FP and SW/MP use. The response's references explicitly include the limits on Multiple-ROF (one shot per SFF attack) and the Final Fire counter marking for the unit and its SW/Guns, so all key concepts from the expected answer are present and correct.
B6.2, A12.12 recall CORRECT judge confidence 0.95
Is bridge concealment terrain?
EXPECTED
Answer: A bridge is not considered concealment terrain. It is treated as inherent terrain but does not provide concealment benefits. References: - (B6.2) Bridge Terrain — inherent terrain, no concealment - (A12.12) Concealment Terrain — lists terrain types that provide concealment; bridges are not included - (37.63) Debris on bridges affects LOS but does not make the bridge concealment terrain.
MODEL RESPONSE
**Answer:** No — a bridge is not Concealment Terrain. A bridge is Inherent Terrain of its hex (B6.2), and bridges do not appear in the list of Concealment Terrain types in A12.12, so a unit on a bridge cannot gain/retain "?" there as if in Concealment Terrain. --- References: - (B6.2) Bridge — the bridge counter/depiction is Inherent Terrain of its hex, not Concealment Terrain - (A12.12) Concealment Terrain — the defined list (bamboo, bocage, broken ground, brush, cactus patch, cave, dense jungle, in-season grain, kunai, light jungle, marsh, olive grove, orchard, in-season paddy, palm trees, rubble, scrub, swamp, vineyard, woods) does not include bridges - (B6) Terrain Chart notes for Bridge — no entrenchments or HIP mines are allowed in a bridge Location, consistent with its non-Concealment status
JUDGE REASONING
[Explanation] The model's response matches the expected answer: it correctly states that a bridge is not Concealment Terrain, cites B6.2 (bridge is inherent terrain) and A12.12 (bridges are not on the concealment list), and correctly concludes units on a bridge do not receive concealment. The model omitted the specific 37.63 note about debris affecting LOS but not making the bridge concealment terrain; this is a minor omission and does not change the correctness of the answer.
A8.26 calc CORRECT judge confidence 0.95
A 16-firepower Defensive First Fire attack on a hex has a LOS that goes through two grain hexes. What is the Residual Fire Power in the attacked hex?
EXPECTED
4 FP. 16 FP divided by 2 and then shift on the IFT to the left by two columns for the grain hindrances (2 x +1).
MODEL RESPONSE
**Answer:** 4 Residual FP. The 16 FP attack would normally leave 8 Residual FP (half its FP), but the +2 Hindrance DRM from the two grain hexes reduces it by two IFT columns (8 → 6 → 4). --- Step 1: A Defensive First Fire attack leaves Residual FP equal to half its FP: 16 ÷ 2 = 8 FP (A8.2). Step 2: Each grain hex the LOS crosses is a +1 LOS Hindrance DRM, so two grain hexes = +2 DRM (A6.7). Step 3: Positive DRM from conditions outside the target hex (such as Hindrances) reduce the Residual FP left by one IFT FP column per +1 DRM; the IFT columns run ...16-12-8-6-4-2-1, so the +2 DRM drops the 8 Residual FP two columns to 4 (A8.26). Calculation: 16 ÷ 2 = 8; 8 reduced two columns (8 → 6 → 4) = 4 Residual FP. References: - (A8.26) Reduced Residual FP — each applicable positive DRM (e.g., LOS Hindrances) lowers the Residual FP by one IFT column; the rule's own example shows a 4 FP attack through a grainfield leaving 1 instead of 2 Residual FP - (A8.2) Residual FP — a First Fire attack leaves Residual FP equal to half the attacking FP in the target hex - (A6.7) LOS Hindrances — a +1 DRM is incurred for each Hindrance hex (such as grain) the LOS crosses, regardless of how small a portion of the hex is crossed
JUDGE REASONING
[Calculation] The model's answer matches the expected result (4 FP). It correctly halved 16 to 8 for Residual FP, applied the +2 LOS Hindrance DRM from two grain hexes, and shifted two IFT columns (8 → 6 → 4). The steps and rule citations align with the expected solution.
A10.51 recall CORRECT judge confidence 0.92
Can a routing unit rout toward a Known armed enemy unit while in that enemy unit's LOS?
EXPECTED
No. A routing unit may not rout toward a Known armed enemy unit while in that enemy unit's LOS [EXC D6.1 "...a broken Passenger may remain in its vehicle free from rout requirements even if enemy units are ADJACENT, in the same hex, or the vehicle is moving toward an enemy unit (even to OVR)]
MODEL RESPONSE
**Answer:** No. A routing unit may never rout toward a Known enemy unit (even if that enemy unit is broken or Disrupted) while in that enemy unit's LOS in any way which decreases the range in hexes between the routing unit and the Known armed enemy unit [EXC: D6.1] — and it may not move toward such an enemy unit even after leaving its LOS during that same RtPh (A10.51). Note that "toward" means decreasing the range in hexes: routing along a path that keeps the range the same is legal, since the unit is not moving closer. --- References: - (A10.51) DIRECTION — a routing unit may never rout toward a Known enemy unit, while in that enemy unit's LOS, in any way which decreases the range in hexes to the Known armed enemy unit, even if that enemy unit is broken or Disrupted [EXC: D6.1]; nor may it move toward such a unit after leaving its LOS during that RtPh. - (A10.51) Additionally, if ADJACENT to a Known armed enemy unit, the routing unit may not rout ADJACENT to that same enemy unit, and it may never move ADJACENT to a Known enemy unit unless doing so leaves that enemy unit's Location. - (A10.5) ROUTING — the general rout restrictions this direction rule operates within (broken units must rout away, and may not end the RtPh ADJACENT to a Known unbroken, armed enemy unit).
JUDGE REASONING
[Explanation] The model's answer exactly matches the expected ruling: it states 'No', cites the D6.1 exception, and correctly explains that 'toward' means decreasing hex-range and that routing toward a Known armed enemy while in that enemy's LOS is prohibited (including the restriction after leaving LOS during the same RtPh). The extra clarifications (broken/Disrupted, A10.51/A10.5 references) are consistent with the expected answer and do not contradict it.
A7.2 calc CORRECT judge confidence 0.95
Two 4-6-7 squads and a 9-1 leader fire at a target 7 hexes away in Open Ground. What is the final IFT column and DRM?
EXPECTED
4 FP column, -1 DRM. Range 7 is > Normal Range (6) but <= Double Range (12). Fire is Long Range (halved). 8 / 2 = 4 FP. Leader applies -1 DRM.
MODEL RESPONSE
**Answer:** The attack is resolved on the 4 FP column of the IFT with a -1 DRM. At 7 hexes the squads are beyond their 6-hex Normal Range, so their FP is halved (2 + 2 = 4 FP), and the 9-1 leader's direction of fire adds a -1 DRM; Open Ground provides no TEM. --- Step 1: Each 4-6-7 squad has 4 FP with a Normal Range of 6 hexes. The target is 7 hexes away — beyond Normal Range but within double the range — so this is Long Range Fire and each squad's FP is halved (A7.2): 4 → 2 FP each. Step 2: Combined Fire Group FP: 2 + 2 = 4 FP, which uses the 4 FP column of the IFT (A7.3 — use the highest column not exceeding your total FP). Step 3: The 9-1 leader directs the fire, applying his -1 leadership DRM (A10.7). This mirrors the rulebook example in which a 9-2 leader directing a FG's Long Range Fire applies a -2 DRM (A7.306 EX). Step 4: Open Ground has no TEM (+0), and FFMO does not apply because the target is not a moving unit being attacked by Defensive First Fire. Calculation: (4 ÷ 2) + (4 ÷ 2) = 4 FP; DRM = -1 (leadership) + 0 (Open Ground) = -1. References: - (A7.2) Long Range Fire — a unit may fire beyond its Normal Range up to double that range, but its FP is halved - (A7.3) IFT Columns — use the highest FP column that does not exceed the attack's total FP - (A7.306 EX) Rulebook example — two 4-6-7 squads firing at 7 hexes have their FP halved for Long Range Fire, with the directing leader's DRM applied to the IFT DR - (A10.7) Leadership — a leader directing a fire attack applies his leadership DRM to the IFT DR
JUDGE REASONING
[Calculation] The model's answer matches the expected result: range 7 is long (FP halved), each 4-6-7 squad becomes 2 FP, combined = 4 FP (use 4 FP IFT column), and the 9-1 leader gives a -1 DRM. The model correctly applied long-range halving, summed the FPs, applied the leader DRM, and noted Open Ground adds no TEM. No substantive errors found.
A12.122 calc CORRECT judge confidence 0.92
Can a German MMC that is within 16 hexes of an unbroken enemy ground unit, is not in Concealment Terrain, and is out of the LOS of all unbroken enemy ground units gain Concealment?
EXPECTED
Yes, by rolling <=2 (after drm) on Concealment dr [dr must be <=5 with a +3 drm for US# of 3 for an MMC].
MODEL RESPONSE
**Answer:** Yes, but not automatically — this is exactly the first case of A12.122 (Case K of the Concealment Table). The MMC must make a Concealment dr and gains "?" only if its Final dr is ≤ 5. --- Step 1: A unit within 16 hexes of an unbroken enemy ground unit, not in Concealment Terrain, and out of the LOS of all unbroken enemy ground units is one of the two instances requiring a Concealment dr (A12.122, first bullet — Case K). Step 2: The unit receives "?" only on a Concealment Final dr ≤ 5 (A12.122). Step 3: The dr is modified by cumulative drm (A12.122): +X (US# of the unit — +3 for a German squad, +2 for a HS/crew), +Z (leadership of the best leader in the Location, unless alone), +1 Lax, -Y (TEM/Hindrance DRM of the Location), -1 Stealthy. Calculation: For an unmodified German squad (US# 3), Original dr + 3 ≤ 5 means it needs an Original dr of 2 or less to gain "?". References: - (A12.122) CONCEALMENT dr — a unit within 16 hexes of an unbroken enemy ground unit, not in Concealment Terrain, and out of all unbroken enemy LOS must roll ≤ 5 on a Concealment Final dr to gain "?" (Case K) - (A12.122 EX) Rulebook example — a squad in Open Ground, out of enemy LOS but within 16 hexes, applies Case K: dr + US# (+3) - leadership must be ≤ 5 - (A12.12) Concealment Terrain — units not in Concealment Terrain cannot gain "?" automatically; being out of LOS beyond 16 hexes would be automatic, but within 16 hexes it requires the dr
JUDGE REASONING
[Calculation] The model's answer states the unit must make a Concealment die roll with a Final DR ≤5 to gain '?', and correctly lists the +3 US# DRM for a German MMC, yielding a required raw die roll of 2 or less (DR + 3 ≤ 5 → raw DR ≤ 2). This matches the expected answer. The model also correctly mentions other applicable DRMs and cites A12.122. No substantive errors or contradictions were found.
A7.21 recall CORRECT judge confidence 0.92
If a Level-1 squad firing down a stairwell at an enemy squad that is in the same hex on the ground floor is entitled to TPBF (double FP), while the squad firing up is only entitled to PBF, is that correct?
EXPECTED
No—the premise is wrong both ways. Firing between two different Locations of the same hex (Level 1 down a stairwell to the ground floor, or up the other way) is PBF, not TPBF: both the down-shooter and the up-shooter get their FP doubled for PBF, because A7.21 doubles Small-Arms/MG/ATR/IFE FP when ADJACENT, or adjacent and either within one level of or higher than the target. TPBF (the additional benefit) applies only when firing within the same Location, or when firing at vulnerable PRC on an AFV from a higher elevation. So neither stairwell shot is TPBF; both are ordinary PBF.
MODEL RESPONSE
**Answer:** No, that is not correct. TPBF (tripled FP, not doubled) applies only to fire vs units in the same Location (A7.21), and a Level 1 unit and a ground-level unit in the same building hex occupy different Locations. Since the two squads are within one level of each other, BOTH the squad firing down and the squad firing up are entitled to PBF (doubled FP) — neither gets TPBF. --- Under A7.21, Point Blank Fire doubles a unit's Small-Arms/MG/ATR/IFE FP "while either ADJACENT to its target or adjacent to and either within one level of or higher than its target." A ground-floor unit firing at a unit one level above it is within one level of its target, so it also qualifies for PBF. The asymmetry the question describes only kicks in at a difference of two or more levels: per the design note to A7.21 (footnote 8), a unit two or more levels beneath an enemy Location does not qualify for PBF, while the higher unit firing down still does (dropping grenades is easier than throwing them up). TPBF is the tripling of FP, and it is reserved for "those rare instances when fire attacks are allowed vs units in the same Location as the attacker or vs PRC in the same hex" (A7.21, A7.211). Different levels of the same building hex are separate Locations, so same-hex-but-different-level fire is PBF, not TPBF. References: - (A7.21) POINT BLANK FIRE — FP is doubled while adjacent to the target, or adjacent and within one level of or higher than the target; FP is tripled (TPBF) only vs units in the same Location/PRC in the same hex - (A7.21 footnote 8) Design note — a unit two or more levels beneath an enemy Location does not qualify for PBF, while the higher unit firing down does; within one level both qualify - (A7.211) TPBF vs PRC — TPBF applies to fire within an enemy-occupied Location, not between different levels
JUDGE REASONING
[Explanation] The model's response matches the expected answer: both shots between different Locations (Level 1 stairwell vs ground floor) are PBF (double FP), not TPBF. The response correctly states that TPBF (tripled FP) applies only when firing within the same Location (or vs PRC in the same hex), notes the 'within one level' rule and the two-level asymmetry from the design note, and cites A7.21/A7.211. Coverage of the key concepts is complete and accurate.
A11.5 calc CORRECT judge confidence 0.95
A 4-6-7 squad and a 2-2-8 crew attack a 4-4-7 squad in Close Combat. What are the odds?
EXPECTED
3:2. Attack Strength: 4 + 2 = 6. Defense Strength = 4 (from the 4-4-7). 6:4 factors down to 3:2
MODEL RESPONSE
**Answer:** The attack is resolved at 3-2 odds. The attackers total 6 FP (4 + 2) against the defender's 4 FP, and 6-4 corresponds exactly to the 3-2 odds ratio on the CC Table. --- Step 1: Attacker FP — the 4-6-7 squad contributes 4 FP and the 2-2-8 crew contributes 2 FP, for a total of 6 FP (A11.11). Step 2: Defender FP — the 4-4-7 squad has 4 FP (A11.11). Step 3: Compare attacker FP to defender FP to get the odds, rounding down to the nearest odds ratio printed on the CCT if it is not an exact match (A11.11 — e.g., 7 to 4 would be 3-2). Calculation: 6 FP vs 4 FP = 6-4, which reduces exactly to 3-2. References: - (A11.11) RESOLUTION — the FP of attacking units is compared to the FP of the enemy units being attacked to produce the odds, rounded down to the nearest odds ratio printed on the CCT (EX: 7 to 4 = 3-2) - (A11.1) Close Combat — CC attacks occur during the CCPh, resolved on the CCT by odds column and Kill Number
JUDGE REASONING
[Calculation] The model's response matches the expected answer exactly: attacker FP = 4 + 2 = 6, defender FP = 4, so 6:4 reduces to 3:2. The model applied the correct FP summation and reduction and cited the appropriate rule about determining odds.
A23.5 recall CORRECT judge confidence 0.90
A squad throws a DC at an enemy AFV in the adjacent hex, which also has a friendly AFV. What, if any, attack is there on the friendly AFV?
EXPECTED
Answer: There is no attack on the friendly AFV just because it is in the same target hex. A DC attack vs an AFV must be predesignated against that AFV, and a DC can affect an AFV only if it is the primary target; if the enemy AFV was designated, the other AFV in that hex is not attacked, though any unarmored targets in the Location could still be affected as applicable. References: - (A23.5) DC vs AFV — a DC attack can affect an AFV only if that AFV is the predesignated primary target. - (A23.6) Thrown DC — a Thrown DC attacks the target Location, but the AFV exception in A23.5 controls which AFV, if any, is actually attacked. - (C7.346) DC Position DR / collateral results — if the designated AFV attack is poorly positioned, only specific collateral attack or area fire vs non-armored units may result; this still does not create an attack on another non-designated AFV.
MODEL RESPONSE
**Answer:** None. A DC can affect an AFV only if it is the predesignated primary target of the attack (A23.5), so the friendly AFV is not attacked by the DC. As long as the DC's Position DR vs the enemy AFV succeeds (Final DR < 12), everything in the hex other than the targeted AFV and its PRC is immune to the blast. --- To attack the enemy AFV, the throwing squad must predesignate it: "a DC can affect an AFV only if it is the primary target of that DC attack" (A23.5). The attack is then resolved on the C7.34 HE & Flame To Kill Table using the DC column, after a special DC Position DR (C7.346). Per official Q&A on A23.5/C7.346, when a Thrown/Placed DC's Position DR vs an enemy AFV is < 12, all other units in the AFV's hex (aside from that AFV and its PRC) are immune to the DC's blast — this protects the friendly AFV (and anything else in the hex). Other units in the target Location would be attacked only if the Final Position DR is ≥ 12 (the DC ends up poorly positioned and instead attacks the Location on the IFT); even then, that IFT attack could affect only unarmored targets and Vulnerable PRC — never the friendly AFV itself, since it was not the primary target (A23.5). Note that a Thrown DC also attacks the thrower's own Location with a +3 DRM (A23.6), but that concerns the squad's hex, not the friendly AFV in the target hex. References: - (A23.5) DC vs AFV — a DC must be predesignated against an AFV and can affect an AFV only if it is the primary target; resolved on the C7.34 TK Table after a DC Position DR (C7.346) - (A23.5/C7.346 Q&A) With a Position DR < 12, all other units in the AFV's hex (aside from the target AFV and its PRC) are immune to the DC blast; other units are attacked only on a Final Position DR ≥ 12 - (A23.6) THROWN DC — a Thrown DC normally attacks both the target and the thrower's Locations, with the +2/+3 Thrown DRM applied to the Position DR when the target is an AFV
JUDGE REASONING
[Explanation] The question is an Explanation/Procedure type. The model's response states the correct core points from the expected answer: a DC can affect an AFV only if that AFV was predesignated (A23.5), a friendly AFV in the same hex is not attacked merely by being in the hex, unarmored units might be affected only if the DC Position DR results in a poorly positioned DC (Final/Position DR ≥ 12) and a thrown DC also has effects on the thrower's Location. These cover the key concepts in the expected answer. The model adds some DRM wording (a minor internal +2/+3 vs +3 wording inconsistency) that is not central to the expected conclusion, so the response is judged correct.
A4.3 recall CORRECT judge confidence 0.95
What types of terrain or situations prevent Infantry from using Bypass movement?
EXPECTED
Infantry may not Bypass if: (1) the obstacle physically touches the hexside being Bypassed, (2) the hex contains rubble or Wire, (3) a hexside forms part of a Wire Location or is covered by a Water Obstacle, (4) the obstacle is Ablaze, or (5) the obstacle contains an armed non-Disrupted Known enemy unit. Bypass cannot be used to skirt the edge of any terrain feature other than a building or woods (e.g., gully-woods is excluded).
MODEL RESPONSE
**Answer:** Bypass is only for unbroken Infantry moving around a building or woods obstacle, and it is prohibited whenever: the obstacle depiction physically touches the hexside being Bypassed; the terrain is anything other than building/woods (including gully-woods); the obstacle is Ablaze or contains an armed, non-Disrupted Known enemy unit; the hex contains rubble or Wire; the hexside is part of a Wire Location or covered by a Water Obstacle; or a roadblock imposes its own Bypass restrictions (A4.3). --- The specific prohibitions in A4.3: - **Obstacle touches the hexside:** Bypass works only along a hexside the building/woods symbol does not physically touch; if there is any question whether the depiction touches the hexside, Bypass is blocked along that hexside. Walls and hedges count as extensions of hexsides, so a wall/hedge depiction touching the building/woods depiction also blocks Bypass (A4.3). - **Wrong terrain type:** Bypass cannot be used to skirt the edges of any terrain feature other than a building or woods — this includes gully-woods (A4.3). - **Ablaze or enemy-occupied obstacle:** An obstacle that is Ablaze, or that contains an armed non-Disrupted (A19.12) Known enemy unit, may not be Bypassed (A4.3). - **Rubble/Wire hexes:** Hexes containing rubble or Wire cannot be Bypassed at all (A4.3). - **Wire/Water Obstacle hexsides:** A hexside forming part of a Wire Location, or covered by a Water Obstacle, may not be Bypassed on either side of the hexside (A4.3, B26.44). - **Roadblocks:** Roadblocks also have Bypass restrictions (B29.4). - **Broken units:** Bypass enables *unbroken* Infantry to move through a building/woods hex, so broken Infantry cannot use it (A4.3). Note what does NOT prevent Bypass: SMOKE merely adds to the MF cost of transit through the hex, and mines do not prohibit Bypass in a mined woods/building hex (though Bypassing does not prevent the mine attack) (A4.3). References: - (A4.3) BYPASS — core rule listing all Bypass prohibitions and allowances - (A19.12) Disruption — defines the non-Disrupted enemy that blocks Bypass - (B26.44) Wire/Water Obstacle hexsides — no Bypass on either side - (B29.4) Roadblocks — additional Bypass restrictions
JUDGE REASONING
[Explanation] The model's response includes all key prohibitions listed in the expected answer: obstacle touching the hexside, hex containing rubble or Wire, a hexside being part of a Wire Location or covered by a Water Obstacle, an Ablaze obstacle, and an obstacle containing an armed non-Disrupted Known enemy unit. It also correctly states that Bypass is only for unbroken infantry around buildings or woods and that Bypass cannot be used to skirt terrain other than building/woods (gully-woods excluded). The response adds accurate, non-contradictory details (walls/hedges as extensions, roadblock restrictions, and notes on smoke/mines) which do not conflict with the expected answer.
B19.4 calc CORRECT judge confidence 0.95
What is the movement point (MP) cost for a fully-tracked vehicle to move from a gully hex (level -1) into an adjacent open-ground hex (level 0)? Is it 3 MP or 5 MP?
EXPECTED
5 MP. Per B19.4 there is no special cost for leaving a gully other than the elevation-change cost (doubling of MF, or +4 MP) for moving to a higher elevation. A gully is a level -1 Depression and the Open Ground hex is level 0, so a fully-tracked vehicle pays the base 1 MP to enter the hex plus +4 MP for the one-level rise = 5 MP. (The Abrupt Elevation Change exception, B10.5, does not apply to a single-level change.)
MODEL RESPONSE
**Answer:** It is 5 MP. A fully-tracked vehicle leaving a gully (level -1) into an adjacent Open Ground hex (level 0) pays the 1 MP Open Ground COT plus a 4 MP increase for moving to a higher elevation (B19.4), for a total of 1 + 4 = 5 MP. --- Step 1: Entering the Open Ground hex costs the normal COT of 1 MP for a fully-tracked vehicle. Step 2: There is no cost for leaving a gully hex itself, but moving to a higher elevation increases the cost by four MP for vehicles (B19.4) — for vehicles it is a flat +4 MP increase, not a doubling (doubling applies to Infantry MF). Calculation: 1 MP (Open Ground COT) + 4 MP (higher elevation) = 5 MP. This matches the standard vehicular elevation-change accounting shown in the rulebook example: "1 [Open Ground] +4 [move to higher elevation] = 5" MP (D2.21 EX). The 3 MP answer would only be correct if leaving the gully were a doubling of the 1 MP COT plus something similar — but the MF-doubling mechanic applies to Infantry, not to vehicle MP. References: - (B19.4) Gully movement costs — no cost to leave a gully except the doubling of MF (or the increase of four MP) when moving to a higher elevation - (B19.2) A gully is a level -1 Depression hex, so the adjacent level 0 hex is higher elevation - (D2.21 EX) Vehicle elevation-change arithmetic — 1 (Open Ground) + 4 (higher elevation) = 5 MP
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly. It correctly states the vehicle pays 1 MP for Open Ground plus +4 MP for the one-level elevation rise (per B19.4), totaling 5 MP, and correctly notes the MF-doubling applies to infantry, not vehicles. The cited rules and arithmetic align with the expected explanation.
A15.42 recall CORRECT HUMAN OVERRIDE judge confidence 0.78
What is the Morale Level of a berserk unit, and what happens when it fails a Morale Check?
EXPECTED
Berserk units have a base Morale Level of 10 which is never lowered. If a berserk unit fails a MC, it suffers Casualty Reduction rather than breaking. Berserk units never break, cower, or become pinned, and never take PAATC, LLMC, or LLTC. They automatically lose CX, TI, Concealment, and pinned status upon going berserk, and never receive leadership benefits.
MODEL RESPONSE
**Answer:** A berserk unit assumes a base Morale Level of 10, and if it fails a Morale Check it is not broken — instead it suffers Casualty Reduction (A15.42). --- Key points from A15.42: - **Morale Level:** Berserk units assume a base Morale Level of 10, and a berserk unit never has its Morale Level lowered by any cause. - **Failed MC:** A berserk unit that fails a MC is not broken, but suffers Casualty Reduction instead (e.g., a squad would be reduced to a half-squad). - **Other immunities:** A berserk unit never takes a PAATC or a LLMC/LLTC, and never breaks, cowers, or becomes pinned except due to PF/ATMM Checks (C13.31, C13.7), Minimum Move (A4.134), Wounds (A17.2), or Collapsed huts (G5.5). - **Status effects:** Going berserk automatically removes any CX, TI, Concealment, or pinned status, and a broken unit that goes berserk is automatically rallied (A15.4). However, a berserk unit never receives the leadership benefit of a friendly leader. References: - (A15.42) Berserk Morale — base Morale Level of 10; failed MC causes Casualty Reduction, not breaking - (A15.4) BERSERK — marking with a BERSERK counter; broken units that go berserk are automatically rallied
JUDGE REASONING
[Explanation] The model correctly states the core points: berserk units have a base Morale Level of 10 that is never lowered; a failed MC results in Casualty Reduction rather than breaking; they do not take PAATC, LLMC, or LLTC; they lose CX, TI, Concealment, and pinned status when going berserk; and they do not receive leader benefits. However, the response adds exceptions (saying they 'never break... except due to PF/ATMM Checks, Minimum Move, Wounds, or Collapsed huts') that contradict the expected answer's unqualified statement that berserk units never break, cower, or become pinned. The extra note that a broken unit that goes berserk is automatically rallied is additional correct context but does not offset the contradictory exceptions, so the response is only partially correct.
A6.7 calc CORRECT judge confidence 0.90
If a defender's unit, while making an Assault Movement Move, is attacked by Defensive First Fire from a squad where the LOS goes through an Orchard hex, what is the DRM modifier to the attack?
EXPECTED
The DRM modifier is +1 from the Orchard.
MODEL RESPONSE
**Answer:** The net DRM is +1 — a +1 LOS Hindrance for the in-season orchard hex the LOS passes through (B14.21), with no -1 FFNAM (negated because the unit is using Assault Movement, A4.61) and no -1 FFMO (a LOS Hindrance always negates FFMO, A6.7). --- Step 1: An orchard does not block same-level LOS, but it Hinders it, adding a +1 DRM for every orchard hex the LOS is traced through (B14.21). One orchard hex = +1. Step 2: FFNAM (-1): the -1 DRM for Non-Assault Movement applies only to units NOT using Assault Movement — the rulebook examples explicitly key FFNAM to a "Non-Assault Moving" unit (B14.21 EX; see A4.61 for Assault Movement). Since the defender's unit is Assault Moving, FFNAM does not apply. Step 3: FFMO (-1): the presence of a LOS Hindrance always negates FFMO (and Interdiction) (A6.7). So even if the target were in Open Ground, the orchard Hindrance eliminates the FFMO DRM. Calculation: +1 (orchard Hindrance) + 0 (no FFNAM) + 0 (no FFMO) = +1 DRM. Caveats: this assumes an in-season orchard; if out of season, the +1 Hindrance applies only if the orchard hex is adjacent to the ground-level firer or target (B14.2). Any TEM of the target's own hex would be cumulative on top of the +1. References: - (B14.21) Same Level Hindrance — +1 DRM per orchard hex the LOS passes through - (A6.7) LOS Hindrance — +1 DRM per Hindrance hex; a Hindrance always negates Interdiction and FFMO - (A4.61) Assault Movement — moving unit is not subject to the FFNAM -1 DRM - (A8.13) Defensive First Fire DRM — FFNAM/FFMO apply only to Defensive First Fire attacks
JUDGE REASONING
[Calculation] The model's response gives the final DRM as +1, which exactly matches the expected answer. Its reasoning correctly cites the +1 Orchard LOS Hindrance, notes FFNAM does not apply to an Assault-Moving defender, and correctly states that a LOS Hindrance negates the FFMO modifier. The model also adds appropriate caveats (in-season orchard, additional TEMs), so the answer is correct.
A17.3 recall CORRECT judge confidence 0.95
What is the morale and DRM modifier for a 9-1 leader that has been wounded?
EXPECTED
Answer: A wounded 9-1 leader becomes an 8-0: his Morale Level is reduced by one from 9 to 8, and his leadership DRM is reduced by one from -1 to 0. Wounds reduce both morale and leadership by one, and a leader never loses more than one morale level and one leadership DRM due to wounds. References: - (A17.3) Wounds Effects — a wounded man loses one Morale Level and one leadership modifier; thus 9-1 becomes 8-0. - (A17.1) Occurrence — wounded leaders are marked with a Wound counter.
MODEL RESPONSE
**Answer:** A wounded 9-1 leader has both his Morale Level and his leadership modifier reduced by one: he becomes morale 8 with a 0 leadership DRM (A17.3). --- Step 1: A wounded man has his Morale Level reduced by one (A17.3): 9 becomes 8. Step 2: His leadership modifier is also reduced by one, i.e., made one worse (a modifier of 0 becomes +1, +1 becomes +2, etc.) (A17.3): the -1 becomes 0. Calculation: Morale 9 − 1 = 8; leadership DRM -1 + 1 = 0. Additional notes from A17.3: the leader is otherwise unimpaired — he may fire a SW or use a radio normally, and other units in his hex do not take a LLMC/LLTC due to his wound. A SMC never loses more than one Morale Level and one Leadership DRM due to wounds, even if wounded several times. He is also reduced to three MF and cannot Double Time (A17.2), and must be marked with a Wound counter (A17.1). References: - (A17.3) Wound Effects — Morale Level and leadership modifier each reduced by one; never more than one level/DRM lost to wounds - (A17.2) Wound Movement — wounded man reduced to 3 MF, IPC of zero, no Double Time - (A17.1) Wound Occurrence — wounded leader marked with a Wound counter - (A17.11) Wound Severity — immediate dr; 5+ (with applicable drm) is mortal and treated as KIA
JUDGE REASONING
[Calculation] The model's response states that a wounded 9-1 becomes morale 8 with a 0 leadership DRM (9→8, -1→0), which exactly matches the expected answer (A17.3). The extra details (wound counter, reduced MF/no Double Time, wound severity) are accurate and do not contradict the expected answer.
A19.12 recall CORRECT judge confidence 0.90
What is Disruption in ASL, and what penalties does a Disrupted unit face?
EXPECTED
Disruption occurs when an unbroken squad, HS, or 6+1 leader fails a MC by more than its ELR and cannot be Replaced by a lower quality unit. A Disrupted unit cannot Self-Rally. Unless rallied by a leader first, a Disrupted unit will surrender at the start of any RtPh it begins adjacent to or in the same Location as a Good Order armed Known enemy Personnel unit not in Melee (exception: No Quarter). Non-6+1 leaders become Disrupted only by Heat of Battle. Partisans, Commissars, Gurkhas, U.S. Marines, Japanese (and SS vs Russians), Fanatic units, and PRC are never Disrupted.
MODEL RESPONSE
**Answer:** Disruption is a special form of broken status that occurs when an unbroken squad/HS/6+1 leader which cannot be Replaced by a lower-quality unit fails a MC by more than its ELR (A19.12). A Disrupted unit may not Self-Rally, may not use Low Crawl, generally may not rout, and — unless rallied by a leader first — will surrender at the start of any RtPh it begins ADJACENT to (or during any phase it occupies the same Location as) a Good Order armed Known enemy Personnel unit. --- The full set of penalties for a Disrupted unit: - **No Self-Rally:** A Disrupted unit may not Self-Rally; it must be rallied by a leader (A19.12). - **Surrender:** Unless rallied first, it surrenders at the start of any RtPh it begins ADJACENT to, or during any phase it occupies the same Location as, a Good Order armed Known enemy Personnel unit not in Melee [EXC: No Quarter, A20.3] (A19.12). - **Restricted rout:** Disrupted infantry do not rout unless in a Blaze Location (B25.4), Open Ground (per A10.531), or a Water Obstacle hex (per B21.43), or if the only armed enemy units ADJACENT are in-Melee/berserk/vehicular (A19.12). - **No Low Crawl:** A Disrupted unit may not use Low Crawl [EXC: Night, E1.54] (A19.12). - **No blocking effect:** Disrupted units do not prevent enemy movement into or through their hex (A4.14), though they still prevent friendly rout toward or through them (A10.51) (A19.12). - **Melee:** Disrupted units in Melee may not Withdraw; unless captured, they are eliminated at the end of the CCPh if still in Melee (A19.12). - **Duration:** Disrupted Personnel remain Disrupted until rallied or captured (A19.12). Note the national exceptions: Partisans, Commissars, Gurkhas, U.S. Marines, Japanese (and SS when opposed by Russians), Fanatic units, and PRC are never Disrupted — only broken. Non-6+1 leaders become Disrupted only via Heat of Battle (A15.5) (A19.12). References: - (A19.12) DISRUPTION — definition, trigger (MC failure > ELR when Replacement is impossible), and all penalties - (A19.11) ELR IMMUNITY — crews, Commissars, Heroes, unarmed/Conscript and already-broken units are never Replaced due to ELR failure - (A15.5) Heat of Battle — the only way non-6+1 leaders become Disrupted - (A20.3) No Quarter — exception to the Disrupted surrender requirement
JUDGE REASONING
[Explanation] The model's response matches the expected answer's key points: definition/trigger of Disruption (unbroken squad/HS/6+1 leader fails MC by more than ELR and cannot be Replaced), inability to Self‑Rally, surrender behavior at the start of an RtPh when adjacent to or in the same Location as Good Order armed Known enemy Personnel (with No Quarter exception), non‑6+1 leaders only disrupted via Heat of Battle, and the listed national exceptions (Partisans, Commissars, Gurkhas, U.S. Marines, Japanese, SS vs Russians, Fanatic units, PRC). The model also correctly adds other legitimate penalties/constraints from A19.12 (no Low Crawl except night exception, restrictions on routing, lack of blocking effect, melee rules, and duration until rallied or captured). These extras are accurate and do not contradict the expected answer. Therefore the response is correct.
A22.1 recall CORRECT judge confidence 0.95
What is the Normal Range and Firepower of a standard Flamethrower (FT)?
EXPECTED
Normal Range of one hex and a FP factor of 24.
MODEL RESPONSE
**Answer:** A standard infantry Flamethrower (FT) has a Normal Range of 1 hex and a Firepower of 24 FP (A22.1). It can also attack a target two hexes away as Long Range Fire with its FP halved to 12 (A22.32). --- References: - (A22.1) Flamethrower — the standard FT SW; Normal Range 1 hex, 24 FP - (A22.32) FT Range/Long Range Fire — a FT can attack an adjacent hex at full FP or a target two hexes away using halved FP; the official Q&A example ("a FT firing at an unarmored target two levels higher/lower uses 12 FP at normal range and 6 FP at long range") shows the 24 FP base halved once for elevation and again for long range - (Q&A J87) Confirms the baseline: the scenario's modified fire-extinguisher FTs have "a 1 hex range and 12 FP, which is half of a normal FT" — i.e., a normal FT is 24 FP - (D1.8) Vehicular FT notation — FT FP is printed in red; its FP is underlined if its normal range differs, otherwise its normal range is 1 hex
JUDGE REASONING
[Calculation] The model's answer gives Normal Range = 1 hex and Firepower = 24 FP, which exactly matches the expected answer. The extra detail about a two-hex (long-range) attack halving FP to 12 is also correct per A22.32 and does not contradict the expected answer.
B28.41 calc CORRECT judge confidence 0.95
When an Infantry unit enters an A-P minefield hex with a strength of 8 factors, how is the attack resolved?
EXPECTED
The minefield attack is resolved on the IFT using the minefield's strength (8 FP) as the attack column. No TEM applies to minefield attacks. The attack is announced as per A12.11. A concealed unit entering a minefield is attacked at full (not half) strength. The minefield strength is not reduced after the attack.
MODEL RESPONSE
**Answer:** The owning player announces a minefield attack and resolves it immediately on the 8 FP column of the IFT with no DRM — no TEM, no FFMO/FFNAM, and no FP modifiers apply to a minefield attack (B28.41, B28.3). The only exception is Deep Snow, where the attack would be halved with a +1 DRM. --- Step 1: Entry of a minefield hex triggers an attack: whenever a unit enters/leaves a minefield hex, the owning player must announce a minefield attack vs the unit (as per A12.11) on the IFT (B28.41). Step 2: The minefield's strength is its IFT FP: an 8-factor A-P minefield attacks on the 8 FP column (B28.1, B28.41). The factors are revealed only when necessary to verify the IFT result. Step 3: Apply modifiers: there is no TEM (including FFMO/FFNAM) or FP modifier to a minefield attack [EXC: in Deep Snow, A-P minefield attacks are resolved with half FP and a +1 DRM] (B28.3). Calculation: 8 factors = 8 FP column, 0 DRM. Notes: the attack affects only moving/routing/advancing units (and those withdrawing from CC) — other units in the Location are not affected, and a concealed unit is attacked at full (not half) strength (B28.411). The minefield is not reduced in strength by resolving the attack (B28.1), and the unit is considered to be in the minefield hex when the attack is resolved (B28.412). References: - (B28.41) Minefield Attack — entry/exit triggers an IFT attack announced by the owning player - (B28.3) Minefield TEM/DRM — no TEM or FP modifier applies [EXC: Deep Snow half FP, +1 DRM] - (B28.1) A-P Minefield Strength — built with 6, 8, or 12 factors; not reduced by resolving attacks - (B28.411) Who Is Affected — only moving/routing/advancing/withdrawing units; concealed units attacked at full strength - (B28.412) Location of Attack — the unit is in the attacking minefield hex when the attack is resolved
JUDGE REASONING
[Explanation] The model's response includes all key points from the expected answer: the minefield attack is announced (A12.11), resolved on the IFT using the minefield's FP (8 FP column), no TEM/FP modifiers apply, concealed units are attacked at full strength, and the minefield strength is not reduced after the attack. The model also correctly gives the valid Deep Snow exception and notes which units are affected and that the unit is considered in the minefield hex—these are accurate additional details and do not contradict the expected answer.
A4.42 calc CORRECT judge confidence 0.92
A squad carrying 5 portage points has how many Movement Factors (MF)?
EXPECTED
2 MF. A squad normally has 4 MF, but for each PP over it's capacity of 3, the squad losses a MF.
MODEL RESPONSE
**Answer:** The squad has 2 MF. A squad's IPC is 3 PP, so carrying 5 PP puts it 2 PP over its capacity, costing 2 of its normal 4 MF (4 − 2 = 2 MF) (A4.42). --- Step 1: A MMC has an Inherent Portage Capacity (IPC) of three PP; it may carry up to 3 PP at no MF cost (A4.42). Step 2: An Infantry unit loses one MF for each PP carried in excess of its IPC (A4.42). Excess = 5 PP − 3 IPC = 2 PP. Step 3: A squad's base movement allotment is 4 MF (A4.1); subtract 1 MF per excess PP. Calculation: 4 − (5 − 3) = 2 MF. This matches the rulebook example: "A Russian squad carrying five PP has only two MF" (A4.42 EX). Note that a squad accompanied throughout its MPh by a leader could add the leader's IPC of 1 PP, reducing the excess to 1 and leaving 3 MF (A4.42). References: - (A4.42) INHERENT PORTAGE CAPACITY (IPC) — MMC IPC = 3 PP, SMC IPC = 1 PP; lose 1 MF per PP over IPC; includes the five-PP squad example - (A4.1) Infantry movement allotment — a squad has 4 MF - (A4.4) Portage — carrying SW/supplies costs MF per their Portage Point value
JUDGE REASONING
[Calculation] The model's answer matches the expected answer exactly: base MF 4 minus 2 excess PP (5 carried − 3 IPC) = 2 MF. The response cites the correct rules (A4.42, A4.1), shows the correct arithmetic, and the extra note about a leader's IPC is accurate and non-contradictory.
A5.1 calc CORRECT judge confidence 0.92
What is the IFT DRM modifier of an attack on a hex that contains four squads?
EXPECTED
-1 IFT DRM for being overstacked.
MODEL RESPONSE
**Answer:** The attack receives a -1 IFT DRM. Four squads exceed the three-squad stacking limit by one squad equivalent, so the overstacked Personnel suffer a -1 IFT/CC DRM (or -1 To Hit DRM vs ordnance) when attacked (A5.1, A5.131). --- Step 1: Stacking limit: each side may stack up to three squads or their equivalents (plus up to four SMC) per Location without penalty (A5.1). Step 2: Overstack amount: 4 squads − 3 squad limit = overstacked by 1 squad equivalent (FRU). Step 3: Defense penalty: Personnel being attacked in a Location their side has overstacked suffer a -1 IFT/CC DRM (or -1 To Hit DRM vs ordnance) for each squad equivalent (FRU) of overstacking (A5.131). Calculation: 4 − 3 = 1 squad equivalent over → 1 × (-1) = -1 IFT DRM. Note: during the MPh, overstacking defense penalties apply only to moving units, though non-moving units in the Location count toward whether a moving unit is overstacked at the instant of attack (A5.13). The overstacked side's own units would also add +1 to their attack DRs when firing from that Location (A5.12). References: - (A5.1) INFANTRY/CAVALRY Stacking Limits — three squads or equivalents plus four SMC per Location without penalty - (A5.131) PERSONNEL Defense Penalty — -1 IFT/CC (or To Hit) DRM per squad equivalent of overstacking - (A5.13) DEFENSE PENALTIES — MPh overstacking penalties apply only to moving units - (A5.12) ATTACK PENALTY — overstacked units add +1 to their own IFT/CC/To Hit DRs
JUDGE REASONING
[Calculation] The model's answer gives -1 IFT DRM, which exactly matches the expected answer. The response correctly explains that 4 squads exceed the 3-squad stacking limit by one squad-equivalent, and applies the -1 IFT/CC DRM per overstacked FRU. The extra contextual notes do not contradict the expected result.
A15.1 calc CORRECT judge confidence 0.95
What is the result of a Heat of Battle DR of an 8 when the squad is a Finnish squad that is Broken?
EXPECTED
Battle Hardening. DR of 8; -1 for being Finnish, +1 for being broken, results in modified DR of 8, which falls within the 5-8 value for Battle Hardening.
MODEL RESPONSE
**Answer:** The result is Battle Hardening (A15.3). The Finnish squad's -1 DRM and the Broken +1 DRM cancel out, leaving a Final Heat of Battle DR of 8, which falls in the 5-8 "Battle Hardening" band — the broken squad is exchanged for an unbroken, unpinned squad of the next higher quality (and if it is already an elite MMC, it instead becomes Fanatic). --- Step 1: Original Heat of Battle DR = 8 (A15.1). Step 2: Apply the cumulative DRM: -1 for Finnish, +1 for Broken (A15.1). Net DRM = 0. Step 3: Final DR of 8 falls in the 5-8 range on the Heat of Battle table = Battle Hardening (A15.1, A15.3). Step 4: Battle Hardening improves the unit in Class (even if broken), exchanging it for an unbroken, unpinned unit of the same size but the next higher quality; none of its Strength Factor numbers can decrease, and Battle Hardening can be refused (A15.3). An already-elite MMC that Battle Hardens instead becomes Fanatic (A15.3, A10.8). Calculation: 8 − 1 (Finnish) + 1 (Broken) = 8 → Battle Hardening. References: - (A15.1) HEAT OF BATTLE — DRM table: -1 Elite, British, Finnish (each); +1 Broken, Inexperienced (each); Final DR 5-8 = Battle Hardening - (A15.3) BATTLE HARDENING — the unit (even if broken) is exchanged for an unbroken, unpinned unit of the next higher quality; already-elite MMC becomes Fanatic; can be refused
JUDGE REASONING
[Calculation] The model correctly applied the DRMs: 8 -1 (Finnish) +1 (Broken) = 8, which falls in the 5–8 Heat of Battle band = Battle Hardening. The extra details about exchanging for an unbroken/unpinned higher-quality unit, elite->Fanatic, and that Battle Hardening may be refused align with the cited ASL rules and do not contradict the expected answer.
A18.11 recall CORRECT judge confidence 0.95
Does leader creation apply to crews
EXPECTED
Answer: Yes—Leader Creation does apply to crews, because A18.11/A18.12 use the term MMC, and a crew is an MMC. The rulebook’s VP section also explicitly contemplates Leader Creation changing VP values and separately defines crews as Infantry/PRC, which is consistent with crews being eligible unless a nationality/SSR says Leader Creation is NA. References: - (A18.11) Self-Rally Leader Creation — the first MMC Self-Rally can generate Leader Creation on an Original 2. - (A18.12) CCPh Leader Creation — any attacking MMC rolling an Original 2 in CC can trigger Leader Creation. - (A1 / unit classification) Crew = MMC — crews are a type of multi-man counter, so they fall under “MMC.” - (A26.21/.211) Victory Point Value — VP can change due to Leader Creation, and crews are listed among Infantry/PRC units.
MODEL RESPONSE
**Answer:** Yes. Leader creation (Field Promotion) applies to any MMC — and a crew is a MMC — so a crew that rolls an Original 2 DR on a Self-Rally attempt (A18.11) or while attacking in CC (A18.12) can generate a leader. Note the contrast with Heat of Battle: crews are explicitly excluded from Heat of Battle DRs (A15.1), but no such exclusion exists for Field Promotions. --- References: - (A18.1) FIELD PROMOTIONS — Leader creation during play may occur in either of two ways - (A18.11) SELF-RALLY — "The first MMC Rally attempt of a player's own RPh may be performed as Self-Rally... If this Self-Rally attempt results in an Original 2 DR, the MMC is rallied and... may roll on the Leader Creation Table with a +1 drm for having been broken" — the rule keys off "MMC," which includes crews - (A18.12) CCPh — "Anytime a MMC attacking in CC rolls an Original 2 DR, the player makes an immediate dr on the Leader Creation Table" - (A18.2) LEADER CREATION TABLE — quality of leader is based on a dr plus cumulative drm for nationality, unit type, and status; NA to Finns or Japanese - (A15.1) HEAT OF BATTLE — by contrast, "crews (including both inherent and Temporary Crews; 21.22)... are not subject to Heat of Battle"; leader creation carries no equivalent crew exclusion
JUDGE REASONING
[Explanation] This is an Explanation/Procedure question. The model's answer matches the expected answer: it states that Leader Creation (Field Promotions) applies to crews because crews are MMCs, cites A18.11 (Self-Rally) and A18.12 (CC) as triggers on an Original 2, and correctly notes there is no exclusion for crews similar to the Heat of Battle exclusion (A15.1). It therefore includes all key concepts from the expected answer.
23.922 recall CORRECT judge confidence 0.85
If an Infantry unit is prevented from entering a Fortified Building Location because of presence of an enemy unit in that hex, can it move elsewhere if it has remaining MFs?
EXPECTED
No. An Infantry unit which attempts to move or advance into a Fortified Building Location occupied by such a squad loses that MPh or APh capability for that turn and must remain in its present hex during that phase.
MODEL RESPONSE
**Answer:** No. An Infantry unit that attempts to move (or advance) into a Fortified Building Location occupied by an unpinned, Good Order, armed enemy squad (or its equivalent) loses that MPh or APh capability for that turn and must remain in its present hex during that phase — it may not use any remaining MF to move elsewhere (B23.922). --- References: - (B23.922) ENTRY — "An Infantry unit which attempts to move or advance into a Fortified Building Location occupied by such a squad loses that MPh or APh capability for that turn and must remain in its present hex during that phase." - (B23.922) The MF expended (not lost) in the unsuccessful entry attempt are considered expended in its present hex for purposes of Residual FP (A12.15), Defensive First Fire, Subsequent First Fire, or FPF; once all such fire is completed, the unit's MPh is over and it is no longer a target for such attacks. Loss-of-concealment rules (A12.15) still apply even though the Fortified Location cannot be entered. - (B23.9221) BREACH — the only exception to the entry prohibition itself: a Breached hexside allows entry in the same manner as any building hex.
JUDGE REASONING
[Calculation] The model's final answer matches the expected answer: it correctly states 'No' and quotes the effect from B23.922 that the unit loses its MPh/APh for the turn and must remain in its present hex. The additional qualifiers and references given do not contradict the expected outcome and support the correct ruling.
A7.22 recall CORRECT HUMAN OVERRIDE judge confidence 0.78
How does Long Range Fire modify an attack?
EXPECTED
A unit can fire beyond Normal Range out to and including double Normal Range (subject to weapon exceptions), but it attacks at half FP.
MODEL RESPONSE
**Answer:** Long Range Fire halves the firing unit's FP (A7.22). A unit firing at a target beyond its printed Normal Range attacks with half FP, and fractions are retained — e.g., a pinned 3-3-7 HS at Long Range fires with 3 ÷ 2 (pinned) ÷ 2 (Long Range) = 3/4 FP, which is added to any FG total before dropping fractions. --- References: - (A7.22) Long Range Fire — FP is halved when firing beyond Normal Range; this halving is cumulative with other halvings (e.g., pinning), and fractions are retained when combining FP in a Fire Group (a 3-3-7 HS pinned and at Long Range contributes 3/4 FP) - (A9.4) Mandatory MG Long Range — MG-specific long range usage - (A22.1) FT FP MODIFICATION — a FT (Normal Range 1 hex, 24 FP) may attack at Long Range (two hexes) with 12 FP; FT Long Range Fire is always limited to one hex beyond its Normal Range - (A22.32) FT LOF — a FT cannot attack at Long Range if the LOS is obstructed - (C7.344) FT/MOL — a FT's Basic TK# is also halved if it is firing at Long Range
JUDGE REASONING
[Explanation] The model correctly states the core effect that Long Range Fire halves the firing unit's FP (and correctly notes fractions are retained and cumulative with other halvings). However it omits the crucial range limitation — that Long Range Fire applies to firing beyond Normal Range up to and including double Normal Range (subject to weapon-specific exceptions). Because that key part of the expected answer is missing, the response is partial.
A8.14 recall CORRECT judge confidence 0.92
After a unit is pinned or broken by Defensive First Fire, can it be attacked again in that same Location during the same MPh?
EXPECTED
Yes. It can be attacked again in that same Location by other qualifying Defensive First Fire attacks, and if conditions allow (such as sufficient MF/MP expenditure or different attackers), additional First Fire resolution can occur with the unit's current status and applicable DRM.
MODEL RESPONSE
**Answer:** Yes. A unit broken or pinned by Defensive First Fire can be fired on again in its current Location by other same-phase Defensive First Fire attacks, but it is attacked in its broken or pinned state (A8.14) — so, for example, the -1 FFNAM/FFMO DRM no longer apply to a pinned target (though a unit that breaks while subject to FFNAM/FFMO remains subject to those DRM in that Location until its MPh ends). --- References: - (A8.14) FOLLOW-UP ATTACK — "A unit broken or pinned by Defensive First Fire can be fired on again in its current Location by other same-phase Defensive First Fire attacks, but is attacked in its broken or pinned state." - (A8.14) A moving unit subject to FFNAM/FFMO which breaks is still subject to those DRM in that Location for subsequent Defensive First Fire attacks until its MPh ends, even if previously pinned; a broken unit's MPh ends as soon as another unit moves. - (A7.8/pin effects excerpt) Pinned Infantry is not subject to any further FFNAM/FFMO DRM during that Player Turn; however, if a pinned unit is subsequently broken during Defensive First Fire, it loses its pinned status and becomes subject to FFNAM/FFMO DRM (if applicable) for further Defensive First Fire attacks in its MPh. - (A8.14) A unit that survives a Defensive First Fire attack with no effect can also be fired on again in that same Location before expending additional MF/MP, but only by different attackers or if it expended at least two MF/MP there (see A9.2).
JUDGE REASONING
[Calculation] The model's answer correctly states 'Yes' and includes the necessary qualifications: a unit pinned or broken by Defensive First Fire can be fired on again in that Location by other same-phase Defensive First Fire attacks, the unit is attacked in its current (pinned/broken) state, and the applicable DRM/conditions (FFNAM/FFMO, MF/MP expenditure, different attackers) are handled as per the cited rules. The response matches the expected answer and supporting rule citations.
A6.4 calc CORRECT judge confidence 0.95
A unit on Level 3 is firing at an enemy where there is a 1 level obstacle 15 hexes away. How many blind hexes would there be behind the obstacle.
EXPECTED
3 Blind hexes. 1 [Normal Blind Hex] + 3 [extra Blind Hexes] -1 [full-level elevation advantage > one level over obstacle]
MODEL RESPONSE
**Answer:** 3 Blind Hexes — 1 for the full-level obstacle, +3 for the 15-hex range, −1 for the firer's elevation advantage (1 + 3 − 1 = 3). --- Step 1: A full-level obstacle creates a number of Blind Hexes directly behind it equal to its full-level height: a Level 1 obstacle creates 1 Blind Hex (A6.4). Step 2: For every full multiple of five hexes (FRD) to the obstacle, add one Blind Hex: 15 ÷ 5 = 3, so +3 Blind Hexes (A6.41). Step 3: For every full-level elevation advantage > one level over the obstacle, subtract one Blind Hex (to a minimum of one). The firer at Level 3 has a 2-level advantage over the Level 1 obstacle, so it subtracts 1 (only the advantage beyond the first level counts) (A6.42). Calculation: 1 + 3 − 1 = 3 Blind Hexes. This assumes the hexes behind the obstacle are at ground level (Level 0); if they were lower or higher than the obstacle's hex, the elevation difference would be added to or subtracted from the Blind Hex count (A6.43). References: - (A6.4) Blind Hexes — an obstacle creates Blind Hexes behind it equal to its full-level height - (A6.41) Range Increase — +1 Blind Hex per full five-hex multiple of the distance to the obstacle - (A6.42) Elevation Advantage — −1 Blind Hex per full-level advantage > one level, minimum of one - (A6.43) Hex Elevation Adjustment — elevation difference of the hexes behind the obstacle can change the count
JUDGE REASONING
[Calculation] The model's response matches the expected answer exactly: 1 blind for the Level 1 obstacle +3 for 15 hexes (one per full 5-hex increment) −1 for the firer's two-level elevation advantage beyond the first = 3 blind hexes. The steps and assumptions (hexes behind obstacle at ground level) align with the expected solution and cited rules.
B13.41 recall CORRECT HUMAN OVERRIDE judge confidence 0.85
Can vehicles enter a woods hex without using a road, and what is required?
EXPECTED
Any vehicle may enter a woods hex without using a road or VBM by expending all of its movement capability (other than for starting, stopping, towing, and even if using Minimum Move) and then making a Bog DR. Motorcycles are an exception and must be pushed instead. All MP penalties for entering a hex containing a wreck or vehicle and for changing VCA across a non-road hexside are doubled while in a woods hex.
MODEL RESPONSE
**Answer:** Yes. Any vehicle may enter a woods hex without using a road (or VBM) by expending all of its remaining movement capability to enter that hex and then making a Bog DR (B13.41) [EXC: Motorcycles, which must be pushed]. This is even possible while moving in Reverse. --- Key points: - The vehicle must spend its entire movement capability (aside from starting, stopping, and towing costs) to enter the woods hex, then take a Bog DR (B13.41). All other MP penalties (e.g., for another vehicle in the hex, or VCA changes across a non-road hexside) are waived while in a woods hex. - A fully-tracked vehicle has an additional option: it may enter a woods hex (by other than Bypass, Trail Break, or Road) for part of its MP allotment, but it must check for Bog (D8.21) with an unfavorable DRM (B13.42). - When a fully-tracked AFV enters woods this way, a Trail Break (TB) counter is placed; thereafter any fully-tracked vehicle may use that TB to traverse those hexsides at half its MP allotment without threat of Bog (B13.421). - A vehicle that enters a woods hex via a road must still take a Bog check if it exits the hex via a non-road hexside, since it is then entering the woods portion of the hex (B13.421). References: - (B13.41) Vehicles in Woods — entry without road/VBM requires expending all movement capability plus a Bog DR; Motorcycles excepted - (B13.42) Fully-Tracked — alternative entry method with a Bog check (D8.21) - (B13.421) Trail Breaks — TB counters let fully-tracked vehicles cross those hexsides at half MP with no Bog threat
JUDGE REASONING
[Explanation] The model correctly conveys the central rule: a vehicle may enter a woods hex without using a road/VBM only by expending its entire movement allowance (except for starting/stopping/towing/minimum-move exceptions) and then making a Bog DR, and it correctly notes the motorcycle exception and the fully-tracked/Trail Break alternative. However, the model incorrectly states that "all other MP penalties... are waived while in a woods hex." The expected/correct rule is that those MP penalties (e.g., for entering a hex containing a wreck/vehicle and for changing VCA across a non-road hexside) are doubled while in a woods hex, not waived. This contradiction is a substantive error, so the response is partial rather than correct.
A7.36 calc CORRECT judge confidence 0.95
A 5-4-8 squad has Assault Fire and is pinned. It is attacking in the APh. What is its FP?
EXPECTED
3 FP. Start with 5 FP, divide by 2 for being pinned, which results in 2.5. Then divide by 2 for being APh, which results in 1.25. Add +1 for Assault Fire, which results in 2.25. Round up to the nearest whole value, which is 3FP.
MODEL RESPONSE
**Answer:** 3 FP. The squad's 5 FP is halved for Advancing Fire and halved again for being pinned (= 1¼), then the Assault Fire bonus adds +1 after all modification (= 2¼), and the fraction is rounded up to 3 FP (A7.36). --- Step 1: Base inherent FP of the 5-4-8 squad = 5 FP. Step 2: Fire in the AFPh is halved: 5 ÷ 2 = 2½ (per the A7.36 example, "÷ 2 [AFPh]"). Step 3: A pinned firer's FP is halved (cumulatively): 2½ ÷ 2 = 1¼ (A7.8). Step 4: Assault Fire adds one FP to the squad's Small Arms attack after all modification to its inherent FP; the bonus is explicitly still applicable to pinned firers in the AFPh (A7.36): 1¼ + 1 = 2¼. Step 5: Any remaining fraction is then rounded up (FRU) (A7.36). Calculation: ((5 ÷ 2) ÷ 2) + 1 = 2¼, FRU = 3 FP. Note: the Assault Fire bonus applies only to the squad's inherent FP in the AFPh — it would not apply to Opportunity Fire or Long Range Fire (A7.36). References: - (A7.36) Assault Fire — +1 FP after all modification, then FRU; still applicable to pinned firers in the AFPh - (A7.8) Pin — a pinned unit's FP is halved (cumulative with other halvings)
JUDGE REASONING
[Calculation] The model's response arrives at 3 FP using the same numeric steps as the expected answer: start 5 FP, halve for APh and halve for pinned (order irrelevant) to get 1.25, add +1 for Assault Fire = 2.25, then round up = 3 FP. The explanation matches the expected result and reasoning; minor wording differences do not change the correctness.
A11.41 recall CORRECT judge confidence 0.95
What special withdrawal option does a side that achieves Ambush in Close Combat have?
EXPECTED
Any Infantry unit (unless pinned, berserk, or Disrupted) that qualifies for Ambush may decline CC altogether by immediately withdrawing from the Location. Alternatively, the ambushing side may withdraw after resolving all CC attacks, but only before the situation becomes Melee. This allows the ambushing side to avoid CC entirely while remaining in Good Order, without having to wait for Melee to attempt a normal withdrawal.
MODEL RESPONSE
**Answer:** Ambush Withdrawal (A11.41): any Infantry of the Ambushing side (unless pinned, berserk, or Disrupted) may either decline CC altogether by immediately withdrawing into an Accessible Location before CC resolution, or withdraw from CC automatically after all CC attacks by and against it are resolved — but only before Melee occurs. --- Key points: - The option belongs only to a force that has qualified for Ambush by winning the Ambush dr (A11.4); the ambushing side also makes its CC attacks first, and the ambushed side loses all concealment. - Two forms of withdrawal (A11.41): 1. Decline CC entirely, prior to any CC resolution, by immediate withdrawal into an Accessible Location; or 2. Fight the first round of CC (attacks made first, with the favorable Ambush DRM), then withdraw automatically after resolving all CC attacks by and against it — this must happen before Melee occurs. - Pinned, berserk, or Disrupted Infantry may not use Ambush Withdrawal (A11.41); the withdrawal can be back the way the ambushers came or "forward" past the enemy, and some units may withdraw while others stay to fight. - If the ambushers do not withdraw, the CC becomes a Melee and Ambush status is not resolved again for that Location. References: - (A11.41) Ambush Withdrawal — decline CC by immediate withdrawal, or withdraw automatically after the first round of CC attacks, before Melee - (A11.4) Ambush — ambushing side attacks first; ambushed side loses all concealment
JUDGE REASONING
[Explanation] The model's response matches the expected answer: it correctly states that eligible ambushing Infantry (not pinned, berserk, or Disrupted) may either immediately decline CC by withdrawing into an accessible Location or withdraw after resolving the CC attacks but before Melee. It also includes the key constraints (ambush qualification, ambushers attack first, ambushed lose concealment) and notes that withdrawal can be selective and ends Ambush status if not used, so it covers the required concepts.
B19.4 recall CORRECT judge confidence 0.90
How many MF does it cost for Infantry to enter a gully-woods hex?
EXPECTED
4 MF. Movement costs for entry INTO a gully hex containing other terrain types are cumulative. It costs 2 MF for the gully plus 2 MF for the woods, totaling 4 MF.
MODEL RESPONSE
**Answer:** 4 MF. Entry costs into a gully hex containing other terrain are cumulative: 2 MF for the gully plus 2 MF for the woods = 4 MF (B19.4). --- Step 1: Infantry move INTO a gully hex at a cost of 2 MF, whether or not the move is made through a gully hexside (B19.4). Step 2: Woods cost Infantry 2 MF to enter (B13.4). Step 3: Movement costs for entry INTO a gully hex containing other terrain types are cumulative — B19.4 gives exactly this example: "it costs four MF to enter a gully-woods hex." Calculation: 2 (gully) + 2 (woods) = 4 MF. Note: there is no extra cost for leaving a gully hex other than the doubling of MF when moving to a higher elevation (B19.4), and a combination gully-woods hex is still a one-level obstacle for LOS purposes (B19.21). References: - (B19.4) Gully Movement — 2 MF to move INTO a gully hex; costs are cumulative with other terrain (4 MF for gully-woods) - (B13.4) Woods — Infantry enter a woods hex at a cost of 2 MF - (B19.21) Gully-Woods — the combination hex remains a one-level obstacle
JUDGE REASONING
[Calculation] The model's answer matches the expected value (4 MF) and shows the correct cumulative calculation (2 MF for gully + 2 MF for woods = 4 MF). It cites the appropriate rules (B19.4, B13.4) and includes the same example given in the expected answer.