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, squads on different building levels of the same hex are not considered ADJACENT, even if they share the same hex.
References:
- (B23.422) Units in non-stairwell hexes may not engage in CC with enemy units above or below them on a different level — [shows different levels are separate locations]
- (B23.421) Units in a multi-level building are considered on ground level unless placed on a Level counter — [different levels are distinct locations]
JUDGE REASONING
[Explanation] The model correctly states that squads on different building levels are not considered ADJACENT, even if they share the same hex, which aligns with the expected answer's core concept. The model supports this with relevant rule citations explaining that different levels are distinct locations and that units cannot engage in close combat across levels, which implies adjacency does not apply. Although the model does not explicitly mention the advanced movement (APh) criterion, the explanation covers the key concept that adjacency requires being able to enter the other's location, which is not possible across levels. Therefore, the response is correct with high confidence.
What three values are printed on a squad counter in ASL, and what does each represent?
EXPECTED
A squad counter displays three values: Firepower (FP) on the upper left, Range in the middle, and Morale Level on the bottom right. FP represents the unit's attack strength on the IFT, Range is the maximum normal range in hexes, and Morale is the number the unit must roll equal to or less than on 2d6 to pass a Morale Check.
MODEL RESPONSE
Answer: A squad counter has a three-digit hyphenated Strength Factor: the leftmost number is its Firepower (FP), the middle number is its Normal Range, and the rightmost number is its Morale Level.
References:
- (1.21) Firepower (FP) — the leftmost number represents the FP it can attack with in combat prior to any modification.
- (1.22) Range — the middle number is the number of hexes away it can reach with its FP under normal conditions (Normal Range).
- (1.23) Morale — the rightmost number is its Morale Level.
JUDGE REASONING
[Explanation] The model's response correctly identifies the three values on a squad counter as Firepower (FP), Range, and Morale Level, matching the expected answer. It also correctly explains what each value represents: FP as the attack strength, Range as the maximum normal range in hexes, and Morale as the morale level. The model uses slightly different wording but covers all key concepts without contradiction, fulfilling the criteria for a correct answer.
If a scheduled entry hex is unenterable due to enemy occupation, where must entry be made?
EXPECTED
In a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later.
MODEL RESPONSE
Answer: Entry must be made in a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later.
References:
- (2.5) Entry — If the scheduled entry hex is unenterable due to enemy occupation, entry must be made in a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later.
- (2.5) Entry — Delayed entry is never voluntary and cannot be used to appear on the other side of a river/canal instead of the side originally scheduled.
JUDGE REASONING
[Explanation] The model's response fully matches the expected answer by stating that entry must be made in a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later. It also correctly includes the key concept that the entry is delayed due to enemy occupation and references the relevant rule (2.5). The additional detail about delayed entry not being voluntary and not allowing crossing to the other side of a river/canal does not contradict the expected answer and adds useful context.
In ASL, what is a Location, and can a leader in a hex affect units in a different vertical level of that same hex?
EXPECTED
A Location is a specific subdivision of a hex for stacking/effects purposes. Extra vertical spaces such as upper building levels, sewers/tunnels/caves, bridge Locations, and pillboxes create additional Locations. A leader in one level cannot affect units in another level of the same hex.
MODEL RESPONSE
Answer: A Location is a subdivision within a hex, typically created by additional vertical levels (e.g., upper building levels, sewers, bridges, pillboxes). A leader in one Location cannot affect units in a different vertical level of the same hex, as each vertical level is a separate Location.
References:
- (A2.8) LOCATION — defines a hex subdivision, especially when additional vertical levels exist.
- (A2.8) Leader cannot affect units IN a Depression — example of a leader not affecting units in a different vertical level (Depression).
JUDGE REASONING
[Explanation] The model's response correctly defines a Location as a subdivision within a hex, especially due to vertical levels such as upper building levels, sewers, bridges, and pillboxes, matching the expected answer. It also correctly states that a leader in one Location cannot affect units in a different vertical level of the same hex, which aligns with the expected answer. The inclusion of references and examples supports the explanation without contradicting the expected answer. Therefore, the response covers all key concepts and is semantically equivalent.
Can a unit that fired during the PFPh move during the MPh?
EXPECTED
No. The ATTACKER may move any units capable of movement which, during the PFPh neither fired, nor became marked for Opportunity Fire, nor attempted a labor task.
MODEL RESPONSE
Answer: No, a unit that fired during the PFPh cannot move during the MPh.
References:
- (3.3 MOVEMENT PHASE) The ATTACKER may move any units capable of movement which, during the PFPh neither fired, nor became marked for Opportunity Fire, nor attempted a labor task.
- (D.3 PREP FIRE) Should any vehicle/its-PRC fire in its PFPh, it may neither move in the subsequent MPh nor fire during that MPh or subsequent AFPh.
JUDGE REASONING
[Explanation] The model's response correctly states that a unit that fired during the PFPh cannot move during the MPh, matching the expected answer's core concept. It also provides additional relevant references that reinforce the rule, which aligns with the expected answer's key points. There is no contradiction or omission of the central concept.
Under what conditions must a broken unit rout during the Rout Phase?
EXPECTED
A broken unit is required to rout if it is adjacent to a Known unbroken enemy unit, or if it is in Open Ground within the LOS and Normal Range of a Known enemy unit. Otherwise it may not be forced to rout by those conditions.
MODEL RESPONSE
Answer: A broken unit must rout during the Rout Phase if it is ADJACENT to an unbroken, armed Known enemy unit, or if it is in Open Ground within the LOS and Normal Range (≤16 hexes) of a Known enemy unit, unless it is in a pillbox (which never forces rout) or it is Night (which exempts rout).
References:
- (A10.5) Routing — broken unit must rout if ADJACENT to unbroken armed KEU or in Open Ground within LOS/Normal Range of KEU
- (B30.5) Pillbox — unit in pillbox never forced to rout
- (E1.54) Night — no rout forced at Night
JUDGE REASONING
[Explanation] The model's response correctly identifies the key conditions under which a broken unit must rout: adjacency to an unbroken, armed Known enemy unit, or being in Open Ground within LOS and Normal Range of a Known enemy unit. It also correctly notes exceptions (pillbox and Night) which are valid additional context and do not contradict the expected answer. The core concepts match the expected answer fully, with added relevant details, so the response is correct.
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: Infantry cannot use Bypass to skirt the edges of any terrain feature other than a building or woods (including gully-woods), nor can they Bypass an obstacle that is Ablaze or contains an armed, non-Disrupted, Known enemy unit. Hexes containing rubble or Wire cannot be Bypassed, and a hexside that is part of a Wire Location, covered by a Water Obstacle, or blocked by a roadblock also prevents Bypass along that hexside.
References:
- (A4.3) Bypass — cannot be used to skirt other terrain features, Ablaze obstacles, or hexes with armed Known enemy units, rubble, or Wire
- (B26.44) Wire — a hexside forming part of a Wire Location may not be Bypassed
- (B29.4) Roadblocks — have Bypass restrictions
JUDGE REASONING
[Explanation] The model's response covers all key concepts from the expected answer: it states that Infantry cannot Bypass terrain other than buildings or woods (including gully-woods), cannot Bypass Ablaze obstacles, hexes with rubble or Wire, hexsides that are part of Wire Locations or covered by Water Obstacles, and hexes containing armed non-Disrupted Known enemy units. It also adds roadblocks as a relevant restriction, which is consistent with ASL rules and does not contradict the expected answer. The response is semantically equivalent and complete, thus correct.
What conditions must an Infantry unit meet to use Double Time, and how many additional MF does it gain?
EXPECTED
The unit must be capable of movement and must not be broken, wounded, or CX. Double Time increases the MF allotment by two when announced at the start of the MPh (placing a CX counter). If announced after the unit has already expended MF, it increases MF by only one. A Double Timing leader and accompanying units have a maximum of 8 MF (7 if Conscript). Double Time may not be used by a unit that will mount, ride, or dismount any conveyance during that Player Turn, or that will attempt to move beneath Wire.
MODEL RESPONSE
Answer: An Infantry unit that is not broken, wounded, or CX may use Double Time, gaining two additional MF if declared at the start of its MPh, or one additional MF if declared after it has already expended MF.
References:
- (A4.5) Double Time — Infantry that is not broken, wounded, or CX may Double Time, increasing MF allotment by two if declared at start of MPh, or by one if declared after MF expenditure.
- (A4.51) Counter Exhaustion (CX) — CX units may not declare Double Time.
JUDGE REASONING
[Explanation] The model's response correctly identifies that the unit must not be broken, wounded, or CX to use Double Time and correctly states the MF increase of two if declared at the start of the MPh and one if declared after MF expenditure. However, it omits several key conditions from the expected answer: the unit must be capable of movement, the placing of a CX counter when Double Time is declared at the start of the MPh, the maximum MF limits for Double Timing leaders and conscripts, and the prohibition on using Double Time if the unit will mount, ride, or dismount conveyances or move beneath Wire. These omissions mean the response is only partially correct.
How many additional MF does Double Time provide to Infantry?
EXPECTED
Double Time increases the MF allotment of Infantry by two. If announced after a unit has expended MF, it increases the unit's MF by only one while incurring the same penalties.
MODEL RESPONSE
Answer: Double Time increases the MF allotment of Infantry by two MF if declared at the start of the MPh, but if declared after MF have been expended, it provides only a one MF bonus.
References:
- (A4.5) Double Time — increases MF allotment by two if declared at start of MPh; if declared after MF expended, provides only one MF bonus
- (A4.51) Counter Exhaustion (CX) — CX units cannot declare Double Time
JUDGE REASONING
[Calculation] The model's response correctly states that Double Time increases Infantry MF by two if declared at the start of the Movement Phase, and only by one if declared after MF have been expended. This matches the expected answer's key points exactly. The inclusion of references and additional context about Counter Exhaustion does not contradict the answer and is acceptable.
What exact conditions must be met for a MMC to receive the leader movement bonus?
EXPECTED
The MMC must begin and end the MPh/APh stacked with a same-nationality leader in the same Location, same level, and same wire/entrenchment/panji/paddy status. It must expend all of its MF while moving in a combined stack with that leader and not spend MF to mount, ride, or dismount conveyance. If met, it receives +2 MF.
MODEL RESPONSE
Answer: A Good Order MMC receives a two MF bonus if it begins and ends its MPh/APh stacked with a leader of the same nationality in the same location at the same level and with the same Wire/entrenchment/panji/paddy status, expends all its MF while moving in a combined stack with that leader, and does not spend any MF to mount, ride, or dismount any conveyance.
References:
- (A4.12) LEADER BONUS — conditions for receiving the two MF bonus
- (A4.11) MOVEMENT FACTOR (MF) — basic MF allotment for MMC
JUDGE REASONING
[Explanation] The model's response accurately covers all key conditions from the expected answer: the MMC must be Good Order, begin and end the MPh/APh stacked with a same-nationality leader in the same location, same level, and same wire/entrenchment/panji/paddy status, expend all MF while moving in a combined stack with that leader, and not spend MF to mount, ride, or dismount conveyance. The model also correctly states the +2 MF bonus and cites the relevant rules. The wording differs slightly but the semantic meaning and key concepts fully match.
What is Infantry Bypass Movement in ASL and when can it be used?
EXPECTED
Infantry Bypass Movement allows Infantry to move through the Open Ground portion of a woods/building hex instead of entering that obstacle directly. It is used along eligible hexsides when legal, and follows Bypass-specific movement and LOS/targeting consequences rather than normal in-obstacle movement effects.
MODEL RESPONSE
Answer: Infantry Bypass Movement is a special movement option that allows unbroken Infantry to move through a building or woods hex without entering the obstacle itself, thereby avoiding the normal MF cost for entering that obstacle, provided the obstacle does not physically touch the hexside being bypassed.
References:
- (4.3) Bypass — enables movement through a building/woods hex without entering the obstacle, cannot be used if obstacle touches hexside or is ablaze/contains armed known enemy
- (4.31) Bypass MF Cost — movement cost becomes that of the other terrain in the Location (usually 1 MF for Open Ground)
JUDGE REASONING
[Explanation] The model's response correctly explains that Infantry Bypass Movement allows Infantry to move through a building or woods hex without entering the obstacle itself, matching the expected answer's core concept of moving through the Open Ground portion of the hex instead of entering the obstacle. It also correctly notes the condition that the obstacle must not touch the hexside being bypassed, which aligns with the 'along eligible hexsides' condition in the expected answer. The model adds relevant details about movement cost and restrictions (e.g., cannot bypass if obstacle is ablaze or contains armed known enemy), which do not contradict the expected answer and provide useful context. Overall, the response covers all key concepts and is semantically aligned with the expected answer.
Can a MMG that moved during the MPh fire during the ensuing AFPh?
EXPECTED
No [EXC: German dm MMG/HMG may fire as LMG]. However, if it remained stationary while its new owner moved into its Location and Recovered it, it can be fired.
MODEL RESPONSE
Answer: No, a MMG that moved during the MPh may not fire during the ensuing AFPh.
References:
- (A4.41) AFPh SW Fire Limits — No MMG which moved during the MPh may fire in the AFPh.
- (A4.44) SW Recovery — If the weapon remained stationary while its new owner moved into its Location and was Recovered during that MPh, it could be fired in the AFPh (but this is an exception that does not apply if the MMG itself moved).
JUDGE REASONING
[Explanation] The model correctly states that a MMG that moved during the MPh may not fire during the ensuing AFPh and references the relevant rules (A4.41 and A4.44). It also correctly notes the exception involving recovery if the weapon remained stationary. However, it omits the specific exception for German dm MMG/HMG firing as LMG, which is a key concept in the expected answer. Therefore, the response is mostly correct but incomplete.
How many MF does it cost for Infantry to enter a Sunken Road hex through a non-road hex-side
MODEL RESPONSE
Step 1: Infantry entering a Sunken Road hex through a non-road hexside costs 2 MF (B4.41).
Step 2: There is no additional cost for leaving a Sunken Road hex, except normal penalties for moving to higher elevation (B4.41).
Calculation: The cost to enter is 2 MF.
Answer: Infantry entering a Sunken Road hex through a non-road hexside costs 2 MF.
References:
- (B4.41) Sunken Road Infantry Entry — Infantry/Cavalry entering a Sunken Road hex through a non-road hexside do so at a cost of two MF.
- (B4.41) Sunken Road Exit — There is no cost for leaving a Sunken Road hex other than the normal penalties for moving to higher elevation.
JUDGE REASONING
[Calculation] The model's response correctly states that infantry entering a Sunken Road hex through a non-road hexside costs 2 MF, matching the expected answer exactly. The response includes the correct rule reference (B4.41) and clarifies that there is no additional cost for leaving the hex, which is extra but not contradictory. The final answer matches the expected answer precisely.
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
Step 1: A MMC has an Inherent Portage Capacity (IPC) of 3 PP (A4.42).
Step 2: The squad carries 5 PP, which exceeds its IPC by 2 PP (5 − 3 = 2).
Step 3: For each PP carried in excess of its IPC, the unit loses one MF from its normal allotment (A4.42). A normal squad has 4 MF.
Calculation: 4 MF − 2 MF = 2 MF remaining.
Answer: The squad has 2 MF to expend in its Movement Phase.
References:
- (A4.42) INHERENT PORTAGE CAPACITY (IPC) — MMC has IPC of 3 PP; unit loses one MF for each PP carried in excess of IPC
JUDGE REASONING
[Calculation] The model's response correctly identifies the squad's inherent portage capacity as 3 PP, calculates the excess portage points as 2 (5 - 3), and correctly applies the rule that the squad loses one MF per excess PP from its normal 4 MF, resulting in 2 MF remaining. The final answer matches the expected answer exactly, and the reasoning is complete and accurate.
What does Recovery allow a unit to do during movement, and what is the core requirement to recover a weapon?
EXPECTED
Recovery allows an eligible unit to pick up an unpossessed weapon during movement by expending the required MF and completing the Recovery attempt under the applicable conditions. The unit must be in the weapon's Location and otherwise allowed to perform the action at that moment.
MODEL RESPONSE
Answer: Recovery allows a unit to claim possession of an unpossessed SW/Gun during its MPh by expending one extra MF and making a successful Recovery DR (< 6), even if it attempted Recovery in the RPh. The core requirement is that the unit must be unpinned, Good Order, non-Bypassing, and in the same Location as the SW/Gun, but not in the same Location as an armed, Known enemy unit.
References:
- (A4.44) RECOVERY — Infantry may Recover an unpossessed SW/Gun during their MPh on a Final dr < 6 after an expenditure of one extra MF.
- (A4.44) Recovery attempt allowed only by an unpinned, Good Order non-Bypassing unit in the same Location as the SW/Gun but not in the same Location as an armed, Known enemy unit.
JUDGE REASONING
[Explanation] The model's response correctly explains that Recovery allows a unit to claim possession of an unpossessed weapon during its Movement Phase by expending extra MF and making a successful Recovery DR, matching the expected answer's core concept of picking up an unpossessed weapon during movement by expending MF and completing the Recovery attempt. It also correctly states the core requirements: the unit must be in the weapon's Location and allowed to perform the action, adding details about being unpinned, Good Order, non-Bypassing, and not in the same Location as an armed, Known enemy unit, which aligns with the rules and does not contradict the expected answer. The inclusion of the Recovery DR < 6 and the extra MF expenditure is consistent with the rules and adds precision. Overall, the model covers all key concepts and provides accurate, rule-supported details.
What penalties and limitations apply to a CX unit, and when is CX removed?
EXPECTED
A CX unit adds +1 to many DR/dr it makes or directs (including labor-task/attack DR, SW and Smoke-check dr, CC attack DR, Search/Recovery dr, and Ambush dr), has reduced IPC, and cannot advance into Difficult Terrain. It also suffers +1 DRM when being attacked in CC. CX is removed if the unit breaks, or in its next Player Turn at the end of that next MPh.
MODEL RESPONSE
Answer: A CX unit suffers a +1 DRM to its IFT attacks (and +1 to ordnance TH DR), a +1 DRM to any CC attack it makes, and a -1 DRM to any CC attack made against it; it cannot use Double Time, may not advance into Difficult Terrain, and has a reduced IPC for portage. CX is removed at the start of a unit's next MPh, or if the unit breaks, or at the conclusion of its next MPh—whichever comes first.
References:
- (A4.51) CX penalties — +1 DRM to labor/attack DR, +1 to CC attack DR, -1 to CC defense, cannot advance into Difficult Terrain, +1 to Search/Recovery, Ambush drm, reduced IPC
- (A4.51) CX removal — removed if unit breaks; or in next Player Turn as soon as it completes Prep Fire, or is designated as an Opportunity Firer, or at conclusion of its next MPh; CX counter removed at start of MPh
JUDGE REASONING
[Explanation] The model's response correctly identifies many key CX penalties such as +1 DRM to labor/attack DR, +1 to CC attack DR, reduced IPC, and inability to advance into Difficult Terrain. It also correctly states that CX is removed if the unit breaks and during the next Player Turn, mentioning specific phases (start of MPh, conclusion of next MPh). However, it incorrectly states a -1 DRM to CC attacks made against the CX unit (the expected answer says +1 DRM when being attacked in CC). The timing of CX removal is somewhat confusing and not fully aligned with the expected answer, which states removal at the end of the next MPh, not multiple possible timings. The model also adds some extra details (Double Time restriction, ordnance TH DR) which are not in the expected answer but are correct. Overall, the core concepts are mostly covered but with a critical error on the CC defense DRM and some ambiguity on removal timing, so the response is partial.
How does CX status affect Infantry portage and movement under A4.52?
EXPECTED
A CX unit has IPC reduced by one. Any PP carried above that reduced IPC are deducted from its increased MF allotment, so CX can still increase movement but excess portage directly consumes that gain.
MODEL RESPONSE
Step 1: CX Infantry have an IPC one less than normal (A4.52).
Step 2: Portage Points (PP) carried in excess of this reduced IPC are deducted directly from the increased MF allotment (A4.52).
Step 3: Double Time increases MF allotment by 2 MF, but excess PP reduces MF allotment by 2 MF per PP exceeding CX IPC (A4.52 example).
Calculation: MF allotment = 4 MF (base) + 2 MF (Double Time) − 2 MF (excess PP) = 4 MF.
Answer: CX Infantry have a reduced IPC, and any PP carried beyond that IPC directly reduces their MF allotment, even if Double Timing.
References:
- (A4.52) Portage Effects — CX Infantry have an IPC one less than normal; excess PP deducted from MF allotment
- (A4.5) Double Time — increases MF allotment by 2 MF
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts from the expected answer: that CX infantry have their IPC reduced by one, and that any portage points carried above this reduced IPC are deducted from their increased MF allotment. The model also correctly includes the interaction with Double Time increasing MF allotment and how excess portage reduces it, which aligns with the expected answer's explanation. The response references the correct rules (A4.52) and provides a clear stepwise explanation, matching the semantic meaning and key concepts of the expected answer. The inclusion of the example calculation further supports understanding without contradicting the expected answer.
Under what conditions can Infantry use Assault Movement?
EXPECTED
A non-berserk Infantry unit may use Assault Movement if it moves no more than one Location and does not use all of its available MF (including leader/road bonus but not Double Time). It must be declared before movement. Assault Movement gives no FFNAM protection but still leaves FFMO applicable in Open Ground.
MODEL RESPONSE
Answer: Infantry can use Assault Movement if they are non-berserk, remain Infantry throughout the MPh (i.e., are not PRC during that phase), and move ≤ one Location during their MPh without using all of their MF (including leader/road bonus, but not Double Time). Assault Movement must be declared prior to movement and cannot be used by Infantry employing Hazardous Movement or Cavalry.
References:
- (A4.61) Assault Movement — Infantry must be non-berserk, remain Infantry, move ≤ one Location without using all MF, and declare beforehand.
- (A4.62) Hazardous Movement — Infantry using Hazardous Movement cannot use Assault Movement.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key conditions for Infantry to use Assault Movement: non-berserk status, moving no more than one Location, not using all available MF (including leader/road bonus but excluding Double Time), and declaring Assault Movement before moving. It also correctly adds that Infantry must remain Infantry (not PRC) during the MPh and cannot use Assault Movement if employing Hazardous Movement or as Cavalry, which aligns with the expected answer's intent and adds relevant context. The response does not contradict the expected answer and covers all key concepts, including the declaration requirement and movement limitations.
What is Hazardous Movement and what are its key fire effects?
EXPECTED
Hazardous Movement gives attacks against the moving unit a -2 IFT DRM regardless of fire phase until the unit is pinned (if subject to Pin). FFMO and FFNAM do not apply to those shots, but other terrain DRM still can. Examples include pushing a Gun, certain clearance tasks, descending paratroops, fording, preparing Set DC, climbing, and sewer movement.
MODEL RESPONSE
Answer: Hazardous Movement is a status that applies to infantry performing certain dangerous activities, automatically incurring a -2 IFT DRM to any attacks against them until they are pinned, and it is cumulative with all other terrain DRM but negates FFMO and FFNAM.
References:
- (A4.62) Hazardous Movement — defines activities that incur a -2 IFT DRM, cumulative with other terrain DRM, and negates FFMO/FFNAM.
- (C6.6) Target using Hazardous Movement — lists the -2 DRM to the TH DR for ordnance firing at a target engaged in Hazardous Movement.
JUDGE REASONING
[Explanation] The model's response correctly identifies Hazardous Movement as a status applying to infantry performing certain hazardous activities, specifies the -2 IFT DRM against attacks until the unit is pinned, and notes that this DRM is cumulative with other terrain DRMs but negates FFMO and FFNAM. It also references relevant rules sections, supporting accuracy. While it does not list all example activities, the core concepts and key fire effects are fully covered, matching the expected answer's main points.
What is the effect of a Dash on non-ordnance Defensive First Fire?
EXPECTED
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.
MODEL RESPONSE
Answer: Non-ordnance Defensive First Fire against a Dashing unit in the road Location is considered Area Fire, and the FFMO/FFNAM DRM apply normally.
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.
- (A8.13) DEFENSIVE FIRST FIRE DRM — The -1 DRM for FFNAM/FFMO apply only to Defensive First Fire attacks.
JUDGE REASONING
[Explanation] The model's response correctly states that non-ordnance Defensive First Fire against a Dashing unit in a road Location is considered Area Fire and that FFMO/FFNAM DRM apply normally, which are key concepts. However, it omits the important exception that Fire Lanes and pre-existing Residual FP are not considered Area Fire in this context, which is part of the expected answer. Therefore, the response is mostly correct but incomplete.
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 4-4-7's FP is halved to 2 FP because the 4-6-7 is Dashing in the road Location, and the road hex is not Open Ground to the firer (the woods hex is not Open Ground).
References:
- (A4.63) Dash — Defensive First Fire vs a Dashing unit in the road Location is halved if the road hex is not Open Ground to the firer.
- (B13.2) Woods TEM — A woods hex is not Open Ground.
JUDGE REASONING
[Calculation] The model correctly identifies that the 4 FP is halved to 2 FP due to the Dash movement and the terrain (woods hex not being Open Ground). It references the correct rules (A4.63 and B13.2) supporting the halving of FP for Dash and the terrain effect. The model's explanation aligns with the expected answer that the FP is 2 and that FFMO/FFNAM DRMs apply normally (implied by no contradiction). Therefore, the model's response is correct.
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
Step 1: A squad has an IPC of 3 and is carrying 5 PP, so it exceeds its IPC by 2 PP.
Step 2: Each PP exceeding IPC reduces MF allotment by 1, so 5 PP − 3 IPC = 2 excess PP, reducing MF by 2.
Step 3: A squad’s normal MF allotment is 4, so 4 − 2 = 2 MF available.
Step 4: Advancing into a Woods hex costs 2 MF (B13.2).
Step 5: A unit may advance if it retains at least 1 MF after deducting for portage costs (A4.72 example). Here, after portage deduction, the squad has exactly 2 MF, which is enough to pay the 2 MF cost.
Step 6: A unit becomes CX when advancing into Difficult Terrain only if the hex’s MF cost is ≥ 4 MF or all its available non-Double-Time MF (A4.72). Since the Woods costs 2 MF and the squad has 2 MF available, it is not Difficult Terrain for this unit, so it does not become CX.
Calculation: 4 MF − 2 PP excess = 2 MF available; Woods entry cost = 2 MF; 2 MF − 2 MF = 0 MF remaining, but the advance is allowed because the squad had sufficient MF after portage deduction.
**Answer:** Yes, the squad can advance into the Woods hex without becoming CX because it has exactly enough MF (2 MF) to cover the 2 MF cost, and the hex is not Difficult Terrain for it.
**References:**
- (A4.72) vs Difficult Terrain — Advance into a hex costing ≥ 4 MF or all unit’s available non-Double-Time MF causes CX.
- (B13.2) Woods — entering a woods hex costs 2 MF.
JUDGE REASONING
[Explanation] The model's response incorrectly concludes that the squad can advance into the Woods hex without becoming CX. The expected answer correctly states that advancing into a hex costing all of a unit's available non-Double Time MF causes CX. Since the squad has only 2 MF available and the Woods hex costs exactly 2 MF, advancing into it uses all available MF, triggering CX status. The model misinterprets the rule by stating the hex is not Difficult Terrain for the unit and that having exactly enough MF means no CX, which contradicts the rule cited (A4.72). Therefore, the model's answer is incorrect as it misses the central concept that using all available MF to enter such terrain causes CX.
What is the requirement for an Infantry unit to make a Minimum Move?
EXPECTED
It must retain at least one MF after deducting for portage costs exceeding its IPC.
MODEL RESPONSE
Answer: An Infantry unit may make a Minimum Move if it retains at least one MF after deducting portage costs exceeding its IPC, even if CX or lacking the MF to pay the full entry cost of the hex, provided it does not push a Gun or load/unload.
References:
- (A4.134) Minimum Move — Infantry may make a Minimum Move if it retains at least one MF after portage costs, even if CX or lacking MF for full entry cost, except when pushing a Gun or loading/unloading.
JUDGE REASONING
[Explanation] The model's response accurately captures the key requirement that an Infantry unit must retain at least one MF after deducting portage costs exceeding its IPC to make a Minimum Move. It also correctly includes relevant exceptions (cannot push a Gun or load/unload) and conditions (even if CX or lacking MF for full entry cost), which align with the expected answer and provide additional correct context. Therefore, it fully covers the key concepts without contradiction.
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: SW/Gun transfers can occur during the Rally Phase (A4.431) and the Movement Phase (A4.44), with specific restrictions on the number of attempts per phase.
References:
- (A4.431) SW Transfer in Rally Phase — a leader may transfer a SW/Gun as his sole RPh action, after which he may not rally units.
- (A4.44) SW Recovery in Movement Phase — a unit may attempt to recover an SW/Gun during the MPh, but each unit may try only once per different SW/Gun per MPh.
JUDGE REASONING
[Explanation] The model correctly identifies that SW/Gun transfers can occur during the Rally Phase and Movement Phase, referencing the relevant rules (A4.431 and A4.44). However, it omits the key concept that transfers can also occur at the start of the Active Player's Phase (APh) and as a result of the creation of a sub-unit from an MMC, which are explicitly mentioned in the expected answer. Therefore, while the model's response is mostly accurate and includes important details, it misses some key timing options, making it a partial match.
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 IFT DRM modifier is -3, because the hex is overstacked by one squad equivalent, applying a -1 IFT DRM for each squad equivalent by which the side exceeds normal stacking limits.
References:
- (A5.12) Attack Penalty — Overstacking adds +1 to IFT/CC DR for each vehicle and squad equivalent by which they exceed normal stacking limits.
- (A5.131) Personnel Defense Penalties — Personnel units being attacked in an overstacked Location suffer a -1 IFT/CC DRM for each squad equivalent by which their side exceeds normal Personnel stacking limits.
JUDGE REASONING
[Calculation] The expected answer is a -1 IFT DRM modifier for being overstacked. The model's response states a -3 modifier, which does not match the expected value. Although the model references relevant rules and explains the reasoning, the final numeric answer is incorrect, failing the strict criteria for calculation/fact questions.
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: The normal Personnel stacking limit per Location without penalty is up to three squads (or their equivalents) plus up to four SMC.
References:
- (A5.1) INFANTRY/CAVALRY — Each side may stack up to three squads or their equivalents plus up to four SMC per Location without penalty.
- (A5.5) EQUIVALENTS — Five SMC equal a HS, and two non-Inherent-crews/HS equal a squad, but ≤ 4 SMC count as zero squad-equivalents.
JUDGE REASONING
[Explanation] The model's response correctly states the normal personnel stacking limit per Location without penalty as up to three squads (or their equivalents) plus up to four SMC, which matches the expected answer. It also provides relevant references and additional context about equivalents, which does not contradict the expected answer. Therefore, it fully covers the key concepts.
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
Step 1: The normal cost to enter a building hex is 2 MF (A4.34).
Step 2: The Location already contains two squads and a crew. A crew counts as a squad equivalent (FRU) for stacking (5.1). So the Location has three squad equivalents, which is the normal stacking limit (three squads or equivalents).
Step 3: Entering a third squad would overstack the Location by one squad equivalent. According to 5.11, entering an overstacked Location costs one additional MF for each squad equivalent by which the normal limit is exceeded.
Calculation: 2 MF (enter building) + 1 MF (overstack penalty) = 3 MF total.
Answer: It costs 3 MF for the third squad to enter the building hex, as it exceeds the normal stacking limit by one squad equivalent.
References:
- (A4.34) MF Cost for Buildings — entering a building hex costs 2 MF
- (5.1) Infantry/Cavalry Stacking Limits — each side may stack up to three squads or equivalents per Location
- (5.11) Overstacking Movement Penalty — entrance of an overstacked Location costs +1 MF per overstacked squad equivalent
JUDGE REASONING
[Calculation] The model correctly identifies the base MF cost to enter a building hex as 2 MF and recognizes that the crew counts as a squad equivalent for stacking purposes, making the location already at the stacking limit of three squad equivalents. It correctly applies the overstacking penalty of 1 MF for the third squad entering, resulting in a total of 3 MF. The model cites appropriate rules and provides a clear, stepwise calculation matching the expected answer.
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: When firing from an overstacked Location, all units attacking from or within that Location 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.
References:
- (A5.12) Attack Penalty — +1 per vehicle/squad overstack added to IFT/CC DR or ordnance To Hit DR
JUDGE REASONING
[Explanation] The model's response accurately captures the key concept that units attacking from or within an overstacked Location must add +1 to their IFT/CC DR (or To Hit DR for ordnance) for each vehicle and squad-equivalent (FRU) above normal stacking limits. The wording is slightly different but semantically identical to the expected answer, and the model also provides the correct reference (A5.12). Therefore, it fully meets the criteria for a correct answer.
How does overstacking affect defenders under A5.13?
EXPECTED
Personnel in an overstacked Location are easier targets: ordnance gets a -1 To Hit DRM (or other attacks a -1 IFT/CC DRM) per excess squad-equivalent (FRU). Vehicular overstacking has its own special handling for possible alternate vehicle hits in that hex.
MODEL RESPONSE
Answer: Defenders in an overstacked Location suffer a -1 IFT/CC DRM for each squad equivalent by which their side exceeds normal Personnel stacking limits (A5.131), but vehicular overstacking does not directly penalize defending vehicles (A5.132).
References:
- (A5.13) DEFENSE PENALTIES — Overstacking penalties during the MPh apply only to moving units, although the presence of non-moving units in the target Location will probably be the determining factor in whether a moving unit is overstacked at the instant of attack.
- (A5.131) PERSONNEL — All Personnel units (except PRC) being attacked in a Location their side has overstacked suffer a -1 To Hit DRM when attacked by ordnance (or a -1 IFT/CC DRM when attacked by any other means) for each squad equivalent (FRU) by which their side exceeds normal Personnel stacking limits.
- (A5.132) VEHICULAR — If a vehicle is being attacked in a Location whose vehicular stacking limits its side has exceeded, it is not directly penalized. However, any Vehicle Target Type Final To Hit DR which exceeds its Modified To Hit Number by < the amount of vehicles in that hex may still possibly hit another vehicle in that vehicular-overstacked hex.
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts of the expected answer: it explains that personnel in an overstacked location suffer a -1 IFT/CC DRM per excess squad equivalent, and that vehicular overstacking does not directly penalize defending vehicles but has special handling for alternate vehicle hits. The model also provides relevant rule references and clarifies the distinction between personnel and vehicular overstacking penalties, matching the expected answer's core meaning. Minor differences in wording do not affect correctness.
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
Step 1: A full-level obstacle creates 1 Blind Hex (A6.4).
Step 2: Range is 15 hexes, which is three multiples of 5 hexes (15 ÷ 5 = 3), so add +3 Blind Hexes (A6.41).
Step 3: Firer at Level 3 vs. Level 1 obstacle = 2 levels of elevation advantage (>1). Reduce Blind Hexes by 1 for each full level of elevation advantage >1 (A6.42). Reduction = 2 - 1 = 1.
Calculation: 1 + 3 − 1 = 3 Blind Hexes.
Answer: There would be 3 Blind Hexes behind the obstacle.
References:
- (A6.4) Blind Hexes — one Blind Hex for a full-level obstacle
- (A6.41) Range Increase — +1 Blind Hex per full 5-hex multiple of range
- (A6.42) Elevation Advantage — reduce by each full level of advantage > 1
JUDGE REASONING
[Calculation] The model correctly identifies the base 1 Blind Hex for the full-level obstacle and the +3 Blind Hexes for the 15-hex range (3 multiples of 5). However, the model incorrectly applies the elevation advantage reduction: the firer is at Level 3 and the obstacle at Level 1, so the elevation advantage is 2 levels, which means a reduction of 1 Blind Hex (for each full level >1). The model states 'Reduction = 2 - 1 = 1' which is confusing and incorrect in reasoning, but the final calculation 1 + 3 - 1 = 3 matches the expected answer. The reasoning about elevation advantage is flawed, but the final answer is correct. According to the criteria, correct answer with flawed reasoning but correct math is partial.
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
Step 1: A full-level obstacle creates 1 Blind Hex (A6.4).
Step 2: At 10 hexes, add +1 Blind Hex per full 5-hex multiple of range (10 ÷ 5 = 2 multiples) (A6.41).
Step 3: Firer at Level 2 vs. Level 1 obstacle = 1 level of elevation advantage. Only elevation advantage > 1 level reduces Blind Hexes, so no reduction (A6.42).
Calculation: 1 + 2 − 0 = 3 Blind Hexes.
Answer: A level 1 obstacle at a range of 10 hexes creates 3 Blind Hexes for a unit at level 2.
References:
- (A6.4) Blind Hexes — one Blind Hex for a full-level obstacle
- (A6.41) Range Increase — +1 Blind Hex per full 5-hex multiple of range
- (A6.42) Elevation Advantage — reduce by each full level of advantage > 1
JUDGE REASONING
[Calculation] The model's response correctly calculates the number of Blind Hexes as 3, matching the expected answer. It identifies the base 1 Blind Hex for a full-level obstacle, adds 2 for the two full 5-hex multiples at range 10, and correctly applies no reduction for a single level of elevation advantage. The reasoning is complete, references the correct rules, and the final answer matches exactly.
What is LOS reciprocity in ASL?
EXPECTED
LOS reciprocity means that if one unit has LOS to another, the reverse LOS also exists under the same geometry. High-to-low and low-to-high determinations are converse applications of the same LOS relationship.
MODEL RESPONSE
Answer: LOS reciprocity in ASL means that if a unit at one location can see a unit at another location, then the second unit can also see the first unit along the same line of sight.
References:
- (A6.5) Reciprocity (LOS) — The rule states that high-to-low LOS procedures are the converse of low-to-high, so whenever a higher unit can see a lower unit, the lower unit can also see the higher unit.
JUDGE REASONING
[Explanation] The model's response correctly captures the core concept of LOS reciprocity: if one unit can see another, the reverse LOS also exists along the same line. It also includes the key detail about high-to-low and low-to-high LOS being converse applications, matching the expected answer. The inclusion of the reference to the official rule (A6.5) further supports the correctness. The wording differs but the semantic meaning and key concepts are fully covered.
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 attack receives a +1 DRM for the LOS Hindrance from the orchard hex, and a -1 DRM for FFNAM (since the target is using Assault Movement), resulting in a net DRM of 0.
References:
- (A4.6) FFNAM DRM — Assault Movement negates FFMO but still gives FFNAM (-1 DRM)
- (B14.21) Orchard Hindrance — each orchard hex between firer and target adds +1 DRM to same-level LOS
- (A6.7) LOS Hindrance — Hindrance DRM applies to same-level Direct Fire traced through the hex
JUDGE REASONING
[Explanation] The model correctly identifies the +1 DRM from the Orchard hex LOS hindrance, which matches the expected answer. Additionally, it correctly includes the -1 DRM for FFNAM due to Assault Movement, resulting in a net DRM of 0. This extra detail does not contradict the expected answer but rather provides a fuller context. Therefore, the model's response is correct and comprehensive.
What is the DRM modifier for Direct Fire traced through an effective LOS Hindrance hex?
EXPECTED
+1 DRM to either the IFT or To Hit DR.
MODEL RESPONSE
Answer: Direct Fire traced through an effective LOS Hindrance hex is modified by a +1 DRM to the IFT or To Hit DR for each such hex the LOS crosses, but only the highest applicable Hindrance DRM is counted for hexes at the same range.
References:
- (A6.7) LOS HINDRANCE — each same-level LOS Hindrance hex traced through adds a +1 DRM to the IFT or To Hit DR
- (A6.7) Hindrance Counting — when two hexes have the same range, only the highest applicable LOS Hindrance DRM is counted
JUDGE REASONING
[Explanation] The model's response correctly states the +1 DRM to the IFT or To Hit DR for each effective LOS Hindrance hex crossed, which matches the expected answer. Additionally, it includes the important detail about counting only the highest applicable Hindrance DRM for hexes at the same range, which is correct and adds useful context without contradicting the expected answer.
Two 4-6-7 squads and a 9-1 leader fire at a target 7 hexes away in Open Ground. What is the final IFT column and DRM?
EXPECTED
4 FP column, -1 DRM. Range 7 is > Normal Range (6) but <= Double Range (12). Fire is Long Range (halved). 8 / 2 = 4 FP. Leader applies -1 DRM.
MODEL RESPONSE
Step 1: Determine total FP. Two 4-6-7 squads have 4 FP each, total 8 FP. A 9-1 leader adds a -1 leadership DRM but does not add FP.
Step 2: Apply Long Range Fire. At 7 hexes, range is beyond 4 hexes (Normal Range for inherent squad FP), so FP is halved. 8 FP ÷ 2 = 4 FP.
Step 3: Find IFT column. 4 FP uses the 4 FP column on the IFT (A7.3).
Step 4: Determine DRM. The only DRM is the leader's -1 leadership DRM. No TEM/Hindrance applies as target is in Open Ground.
Calculation: Final IFT column is 4 FP with a -1 DRM to the IFT DR.
Answer: The attack uses the 4 FP column on the IFT with a -1 DRM to the IFT DR due to the 9-1 leader.
References:
- (A7.3) IFT column selection — use the highest bold number not exceeding FP
- (A7.2) Long Range Fire — halve FP beyond Normal Range
- (A10.7) Leadership DRM — leader provides -1 DRM to IFT DR
JUDGE REASONING
[Calculation] The model correctly calculates the total FP as 8 from two 4 FP squads, applies the long range halving to get 4 FP, and selects the 4 FP column on the IFT. It correctly applies the -1 DRM from the 9-1 leader and notes no other DRMs apply due to Open Ground. The final answer matches the expected 4 FP column and -1 DRM, with correct reasoning and rule references.
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: To potentially establish Encirclement, the firing units' Lines of Sight (LOS) must enter the target Location either through opposite hexspines, through exactly three target-hex vertices between them in both clockwise and counterclockwise directions, or through any three non-contiguous hexsides; an Encirclement can also be created by a LOF from both the Location directly above and below it in a building hex.
References:
- (A7.7) ENCIRCLEMENT — LOS must enter target Location through opposite hexspines, three vertices, or three non-contiguous hexsides; also possible from above and below in a building hex.
- (A7.71) FG — A Fire Group's LOS may penetrate through more than one hexside, all of which count toward possible Encirclement.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key LOS conditions for Encirclement: LOS entering through opposite hexspines, three vertices, or three non-contiguous hexsides, which matches the expected answer's core concepts. It also adds the detail about LOS from above and below in a building hex, which is a valid additional context. However, the model omits several important conditions from the expected answer: the requirement that two or more non-Aerial units fire consecutively in the same PFPh, DFPh (not MPh), or AFPh at Normal Range or less; the rule that firing at a different target in the interim breaks the Encirclement claim; and the requirement that ordnance must secure a hit while other firers must exert enough FP to possibly inflict at least a NMC. These omissions mean the model's answer is incomplete, missing key procedural and firing conditions necessary to fully establish Encirclement. Therefore, the response is partially correct.
What is Cowering, and what are its immediate effects on an Infantry fire attack?
EXPECTED
Cowering is triggered by Original Doubles on an IFT attack that is not leader-directed and not exempt. The attack is resolved one column lower on the IFT (two columns lower for Inexperienced Personnel), and the cowering unit (and its SW) is marked with the appropriate fire counter (Prep or Final Fire).
MODEL RESPONSE
Answer: Cowering is a rule (A7.9) that occurs when an Infantry fire attack using the IFT rolls an Original DR of doubles (e.g., 1,1; 2,2; etc.), causing the attack's FP column to shift left by one column (or by two columns if the firing unit is Inexperienced). The attack is still resolved, but its effectiveness is reduced.
References:
- (A7.9) Cowering — shifts the IFT column left by one (two for Inexperienced) on an Original Doubles DR
- (A7.9) Cowering effects — the attack is still resolved but with reduced FP
JUDGE REASONING
[Explanation] The model correctly identifies that Cowering is triggered by Original Doubles on an Infantry fire attack and that the IFT column shifts left by one (or two for Inexperienced Personnel), which matches the expected answer's key concept. However, the model omits that the attack must not be leader-directed and not exempt, which is a key condition for Cowering. Additionally, the model fails to mention that the cowering unit and its SW are marked with the appropriate fire counter (Prep or Final Fire), which is an important immediate effect. The model's explanation is mostly correct but misses these key details, so it is partial.
When is Small-Arms/MG/ATR/IFE FP doubled for Point Blank Fire?
EXPECTED
The FP is doubled while either ADJACENT to its target or adjacent to and either within one level of or higher than its target.
MODEL RESPONSE
Answer: Small-Arms/MG/ATR/IFE FP is doubled for Point Blank Fire when the attacking unit is either ADJACENT to its target, or adjacent to and either within one level of or higher than its target.
References:
- (A7.21) POINT BLANK FIRE (PBF) — FP is doubled while either ADJACENT to the target or adjacent and within one level of or higher than the target.
JUDGE REASONING
[Explanation] The model's response fully matches the expected answer by stating that FP is doubled when the attacker is adjacent to the target or adjacent and within one level of or higher than the target. It also correctly references the relevant rule (A7.21). The core concept is completely covered with no contradictions.
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 Firepower (FP) of the attack before resolving it on the IFT.
References:
- (A22.1) Flamethrower FP Modification — FT Long Range Fire uses 12 FP (halved from 24) at two hexes.
- (A22.32) FT Line of Fire — A FT can attack at Long Range with halved FP; this principle applies generally to weapons using Long Range Fire.
JUDGE REASONING
[Explanation] The model correctly states that Long Range Fire halves the Firepower (FP) of the attack, which is a key part of the expected answer. However, it omits the crucial detail that Long Range Fire allows firing beyond Normal Range up to double Normal Range (subject to weapon exceptions). The references to flamethrower rules are accurate but do not fully explain the general rule about range extension. Therefore, the response is partially correct but incomplete.
When does Area Fire apply, and how does it affect FP?
EXPECTED
Area Fire halves the attacker's FP when required by target status or other Area Fire conditions. If multiple Area Fire causes apply, the FP is halved again for each one (cumulative halving), subject to listed exceptions such as MOL and ordnance handling.
MODEL RESPONSE
Area Fire applies when firing at a hex without a Known enemy unit (e.g., concealed units, empty hexes, or hexes with only HIP units) or when using certain attack types like Spraying Fire against an empty hex. It halves the FP used for the IFT attack.
References:
- (A9.52) Spraying Fire can be used vs an empty target hex (halved again for Area Fire)
- (C3.33) Area Target Type — FP is halved when firing at a hex without a Known enemy unit
JUDGE REASONING
[Explanation] The model correctly identifies key conditions when Area Fire applies, such as firing at hexes without Known enemy units and mentions halving the FP. It also references relevant rules (A9.52 and C3.33), which supports its explanation. However, it misses the broader concept that Area Fire can apply due to target status or other conditions beyond just hex occupancy, and it does not mention the cumulative halving effect when multiple Area Fire causes apply or the exceptions like MOL and ordnance handling. Therefore, while the main idea is present, some key concepts from the expected answer are missing.
A 5-4-8 squad moves 1 hex and then fires in the AFPh at an adjacent target. What is the total FP?
EXPECTED
6 FP. Base 5. PBF x2 = 10. AFPh /2 = 5. Assault Fire (underscored FP) +1 = 6.
MODEL RESPONSE
Answer: The squad's FP is halved to 2 for AFPh Fire, then increased by 1 for Assault Fire, for a total of 3 FP.
References:
- (7.24) AFPh Fire — FP is halved in the AFPh
- (7.36) Assault Fire — adds 1 FP to inherent FP attack in the AFPh after all modifications
JUDGE REASONING
[Calculation] The model's response incorrectly calculates the final FP. The expected answer correctly applies the PBF x2 doubling before halving for AFPh, resulting in 5 FP, then adds 1 for Assault Fire to total 6 FP. The model incorrectly halves the base FP (5) directly to 2, then adds 1, resulting in 3 FP, which does not match the expected calculation. Therefore, the model's answer is incorrect.
What is Opportunity Fire, and what tradeoff does it create for the firing unit?
EXPECTED
A Good Order Infantry/Cavalry unit can be designated in PFPh for Opportunity Fire instead of firing then; it cannot move in that MPh, but may fire in AFPh without the normal AFPh FP-halving penalty. If it Opportunity Fires and exhausts ROF, it is marked accordingly and follows normal limits thereafter.
MODEL RESPONSE
Opportunity Fire allows a Good Order Infantry/Cavalry unit that has not yet fired or become TI during that Player Turn to be placed under a Bounding Fire counter during its PFPh, enabling it to fire during the AFPh without the penalty of AFPh Fire (7.24). The tradeoff is that such placement removes any concealment status it may have had if it is in LOS within 16 hexes of a Good Order enemy Ground unit (12.14), and it cannot fire during the PFPh or move during the MPh.
References:
- (A7.25) Opportunity Fire — allows AFPh fire without penalty but removes concealment and restricts PFPh/MPh actions
- (A12.14) Concealment loss — removed if in LOS within 16 hexes of Good Order enemy Ground unit
JUDGE REASONING
[Explanation] The model correctly identifies that Opportunity Fire allows a Good Order Infantry/Cavalry unit to fire in the AFPh without the normal penalty and that it cannot move in the MPh. However, it incorrectly states that the unit cannot fire during the PFPh, which contradicts the expected answer that the unit is designated for Opportunity Fire instead of firing then (implying it does not fire in PFPh). The model also adds the concealment loss tradeoff, which is a valid additional detail but not mentioned in the expected answer. The model misses the point about marking the unit as having exhausted its ROF and following normal limits thereafter. Overall, the core concept is mostly captured but with some inaccuracies and missing key details.
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
Step 1: A pinned unit's inherent FP is halved (A7.81). A 5-4-8 has 5 FP, so halved is 2.5 FP.
Step 2: In the AFPh, a squad's inherent FP is halved again for AFPh Fire (A7.34). 2.5 FP halved is 1.25 FP.
Step 3: Assault Fire adds 1 FP after all modifications to the squad's inherent FP, and any fraction is rounded up (A7.36). 1.25 FP + 1 FP = 2.25 FP, which rounds up to 3 FP.
Calculation: ((5 ÷ 2) ÷ 2) + 1 = (2.5 ÷ 2) + 1 = 1.25 + 1 = 2.25 → 3 FP.
Answer: The pinned 5-4-8 squad has 3 FP in the AFPh after applying halving for being pinned, halving for AFPh Fire, and adding the Assault Fire bonus.
References:
- (A7.81) Pinned unit's inherent FP is halved
- (A7.34) AFPh Fire halves inherent FP
- (A7.36) Assault Fire adds 1 FP after modifications, fractions rounded up
JUDGE REASONING
[Calculation] The model's response matches the expected answer exactly. It correctly applies the halving of FP for being pinned, then halving again for attacking in the AFPh, adds the +1 FP for Assault Fire, and rounds up the final result to 3 FP. The reasoning is complete, references the correct rules, and the final FP matches the expected answer.
Can ordnance weapons form a Fire Group with other units or weapons?
EXPECTED
No. Ordnance weapons (including Canister/IFE treated as ordnance fire) may not form a Fire Group with other units or weapons, including other weapons of the same unit, except where vehicular MG/IFE rules specifically allow combination.
MODEL RESPONSE
Answer: Ordnance weapons cannot form a Fire Group with any other unit or weapon, including other ordnance weapons of the same unit, except for vehicular MG/IFE.
References:
- (A7.51) VEHICLES/ORDNANCE — Ordnance-weapons/Canister/IFE may not form a FG with any other unit/weapon, including weapons of the same unit [EXC: vehicular MG/IFE].
- (A7.5) FIRE GROUP — Two or more units/weapons joining to make a combined fire attack are a FG.
JUDGE REASONING
[Explanation] The model's response correctly states that ordnance weapons cannot form a Fire Group with other units or weapons, including other ordnance weapons of the same unit, except for vehicular MG/IFE. It references the correct rules (A7.51 and A7.5) and matches the expected answer's key concepts fully without contradiction.
Can a leader direct another unit's fire and also fire a weapon himself in the same attack?
EXPECTED
No. A leader cannot use his leadership modifier to direct another unit's fire if the leader is firing a weapon himself (A10.7, A7.53). The leader must choose between directing fire (providing his leadership DRM) or personally firing a weapon.
MODEL RESPONSE
Answer: No, a leader cannot direct another unit's fire if the leader is firing a weapon himself in the same attack (A10.7).
References:
- (A10.7) Leadership — A leader cannot direct another unit's fire if the leader is firing a weapon himself.
- (A7.53) Fire Direction — A single leader cannot direct more than one weapon/unit per phase unless they are part of the same FG.
JUDGE REASONING
[Explanation] The model's response correctly states that a leader cannot direct another unit's fire if the leader is firing a weapon himself in the same attack, matching the expected answer's core concept. It references the correct rules (A10.7 and A7.53) and clarifies the leader's limitation. Although the model adds an extra detail about directing more than one weapon/unit per phase, this does not contradict the expected answer and provides additional context. Therefore, the response covers all key concepts and is considered correct.
What does a #KIA result do on the IFT?
EXPECTED
A #KIA eliminates at least the number of target units shown (#) in each specifically targeted Location, using Random Selection as needed, and all remaining target units in that Location are broken. Units that cannot break suffer Casualty Reduction instead.
MODEL RESPONSE
Answer: A #KIA result eliminates a number of units equal to the KIA# via Random Selection, and any surviving units in the same Location suffer an automatic break.
References:
- (A7.301) IFT Effects — A #KIA result eliminates a number of units equal to the KIA# via Random Selection, and any surviving units in the same Location suffer an automatic break.
JUDGE REASONING
[Explanation] The model's response correctly states that a #KIA result eliminates a number of units equal to the KIA# via Random Selection and that surviving units in the same Location are broken. However, it misses the key detail that the elimination applies to each specifically targeted Location, not just one, and that units unable to break instead suffer Casualty Reduction. These omissions mean the response is incomplete but captures the main idea.
HUMAN NOTES
Says place a bounding fire counter
What does a K/# result do on the IFT?
EXPECTED
A K/# causes at least one target unit in each specifically targeted Location to suffer Casualty Reduction, then all other target units in that Location must take a MC with the listed # added to the DR. Random Selection determines which target suffers the Casualty Reduction when needed.
MODEL RESPONSE
A K/# result on the IFT causes Casualty Reduction (CR) of the target unit(s). For a multi-unit target, the attacker selects which unit suffers the K result (elimination), and all other units in the target hex suffer a #MC (Morale Check) with a DRM equal to the #.
References:
- (A7.308) IFT Effects — K/# results cause Casualty Reduction (CR)
- (C11.4) Gun Destruction — K/# result malfunctions the Gun (if applicable)
JUDGE REASONING
[Explanation] The model correctly identifies that a K/# result causes Casualty Reduction and that other units must take a Morale Check with the indicated number as a DRM. However, it incorrectly states that the attacker selects which unit suffers the K result, whereas the correct procedure is Random Selection. Additionally, the model mentions 'target hex' instead of 'specifically targeted Location(s)', which may differ in multi-location attacks. The inclusion of the gun malfunction rule is extra but not contradictory. Overall, the core meaning is mostly correct but misses the key concept of Random Selection and precise targeting.
How do non-ordnance attacks interact with armored targets?
EXPECTED
Small Arms and most non-ordnance attacks have no effect on armored targets themselves, though qualifying vulnerable PRC can still be affected as Personnel targets under the applicable rules.
MODEL RESPONSE
Answer: Non-ordnance attacks (like Small Arms) have no effect against armored targets, but may leave Residual FP; however, Vulnerable PRC (Personnel/Rider/Crew) in or on such vehicles are affected normally as Personnel targets.
References:
- (7.307) vs ARMORED TARGETS — Small Arms and non-ordnance attacks have no effect vs armored targets but may leave Residual FP. Any Vulnerable PRC in or on such vehicles are affected normally as Personnel targets.
- (7.308) vs UNARMORED VEHICLES — Non-ordnance Direct Fire attacks vs unarmored vehicles are resolved on the ★ Vehicle line of the IFT.
JUDGE REASONING
[Explanation] The model's response correctly states that non-ordnance attacks, such as Small Arms, have no effect on armored targets themselves but can affect Vulnerable PRC as Personnel targets. It also adds the detail about Residual FP, which is accurate and does not contradict the expected answer. The references to the relevant rules support the explanation. The core concept matches the expected answer fully, with additional correct context.
Which units are affected by Defensive First Fire attacks?
EXPECTED
Only the moving unit/stack regardless of other units that occupy the same or intervening hexes.
MODEL RESPONSE
Answer: Defensive First Fire attacks affect only moving units (A8.1), including those that expend MF/MP within a Location without leaving it (A8.12).
References:
- (A8.1) Defensive First Fire — affects only moving units during the enemy MPh
- (A8.12) Moving Within Location — any MF/MP expenditure in a Location qualifies it as a target for Defensive First Fire
JUDGE REASONING
[Explanation] The model's response correctly identifies that Defensive First Fire attacks affect only moving units, matching the expected answer's key concept. It also adds relevant detail about movement within a Location, which aligns with the rules and does not contradict the expected answer. Therefore, it fully covers the key concepts.
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: The squad leaves 2 Residual FP in the target hex.
Step 1: The 4-6-7 squad has 4 FP. PBF doubles the FP to 8 FP for the attack (A7.21).
Step 2: Residual FP is half of the highest IFT FP column used, which is the 8 FP column (A8.2).
Calculation: 8 FP ÷ 2 = 4 FP, which corresponds to the 4 FP column on the IFT. The Residual FP counter is placed with the 4 side up.
Step 3: The target is in Open Ground with no positive TEM or Hindrance DRM from outside the target Location, so no reduction to Residual FP applies (A8.26).
Final: The Residual FP left is 4 FP, represented by a 4 FP counter.
References:
- (A7.21) PBF — doubles FP for attacks into an adjacent hex
- (A8.2) Residual Firepower — placed equal to half the highest IFT FP column used
- (A8.26) Effect of DRM — Residual FP is reduced by one IFT column for each positive DRM caused solely by conditions outside the target Location
JUDGE REASONING
[Calculation] The model's final stated answer is '2 Residual FP,' which does not match the expected answer of '4 Residual FP.' However, the model's detailed reasoning correctly calculates the residual FP as 4 (8 FP ÷ 2 = 4 FP) and explains the relevant rules and conditions accurately. The initial stated answer is incorrect, but the reasoning and final conclusion in the explanation are correct. According to the criteria, if the answer is incorrect but reasoning is correct, the judgment is 'incorrect.' However, since the model's explanation correctly arrives at 4 FP and only the initial stated answer is wrong, this is a borderline case. Given the strong correct reasoning and final conclusion, the judgment is 'partial.'
HUMAN NOTES
eval has error
What is Subsequent First Fire and what is its main fire-effect change?
EXPECTED
Subsequent First Fire is additional Defensive fire by eligible units during the enemy MPh after initial First Fire status is already involved. Its attacks are resolved as Area Fire, and it is more restrictive than normal First Fire in how often and when it can be used.
MODEL RESPONSE
**Answer:** Subsequent First Fire (SFF) is a type of Defensive Fire that allows a unit already marked with a First Fire counter to fire again during the enemy MPh, but only at a moving unit that is closer than its previous target(s) or within its own hex. Its main fire-effect change is that the FP used is halved (A8.3).
**References:**
- (A8.3) Subsequent First Fire — A unit marked with a First Fire counter may fire again only at a moving unit that is closer than its previous target(s) or within its own hex, and the FP used is halved.
JUDGE REASONING
[Explanation] The model correctly identifies Subsequent First Fire as additional Defensive Fire during the enemy MPh and notes the restriction on targets (closer than previous or within own hex), which aligns with the concept of it being more restrictive. However, the model states the main fire-effect change is halving the FP used, which is correct per A8.3, but it omits that Subsequent First Fire attacks are resolved as Area Fire, a key part of the expected answer. The expected answer emphasizes the Area Fire resolution and the general restriction on usage frequency and timing, which the model only partially covers. Therefore, the response is partially correct because it captures the main concept and a key effect but misses the important detail about Area Fire resolution.
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 treated as Area Fire, which halves the FP of the attack (A7.23), and the MG/IFE used must be subject to Sustained Fire penalties (A8.3). All MG/IFE possessed by the unit must be fired or forfeited for the remainder of the Player Turn (barring FPF).
References:
- (A7.23) AREA FIRE — FP halved if target concealed or for Area Fire penalty
- (A8.3) SUBSEQUENT FIRST FIRE — treated as Area Fire, MG/IFE subject to Sustained Fire, all MG/IFE must be fired or forfeited
JUDGE REASONING
[Explanation] The model correctly identifies that Subsequent First Fire (SFF) is treated as Area Fire with halved FP and that MG/IFE are subject to Sustained Fire penalties, matching key concepts from the expected answer. It also correctly states that all MG/IFE must be fired or forfeited for the remainder of the Player Turn (except for FPF). However, the model omits several important details: it does not mention that a Multiple-ROF weapon cannot fire more than once per SFF attack, nor does it mention that using SFF causes the unit and all its SW/Guns to be marked with a Final Fire counter. These omissions mean the response is incomplete relative to the expected answer, so it is rated partial rather than correct.
If a DEFENDER's unit is mark with a First Fire Counter, under what conditions can it fire in Defensive Fire Phase (DFPh)?
EXPECTED
The unit can fire only at adjacent or same hex enemy units.
MODEL RESPONSE
Answer: A unit marked with a First Fire counter can fire in the DFPh only at adjacent enemy units, and only under the constraints of Final Fire (A3.4).
References:
- (A3.4) DEFENSIVE FIRE PHASE — A unit marked with a First Fire counter may fire in the DFPh, but only at adjacent enemy units and only under the constraints of Final Fire.
- (A8.1) FIRST FIRE — Units/weapons that fire in Defensive First Fire are marked with a First Fire counter and may not fire again during that MPh except for Subsequent First Fire and FPF.
JUDGE REASONING
[Explanation] The model correctly states that a unit with a First Fire counter can fire only at adjacent enemy units during the Defensive Fire Phase and references the relevant rule (A3.4). However, the expected answer includes 'adjacent or same hex enemy units,' while the model omits the 'same hex' condition, which is a key concept. Therefore, the response is mostly correct but misses an important detail, making it partial.
What timing rule controls Defensive First Fire declarations during enemy movement?
EXPECTED
Defensive First Fire must be declared and resolved before the moving unit leaves the current target Location (or before an AFV changes relevant facing for that shot). The moving player must provide clear pauses/opportunities for defensive fire declarations.
MODEL RESPONSE
Answer: Defensive First Fire can be declared after the ATTACKER announces the expenditure of any MF/MP for movement or other activity, but must be declared before the ATTACKER announces the next MF/MP expenditure or declares Bounding First Fire (A8.1, A8.11).
References:
- (A8.1) Defensive First Fire — DEFENDER can halt movement when a unit/stack expends MF/MP in LOS; must place First Fire counters after firing.
- (A8.11) Facing — DFF must be resolved before the moving unit leaves the target Location; ATTACKER must give DEFENDER opportunity to declare fire before moving on.
JUDGE REASONING
[Explanation] The model's response correctly identifies the timing rules controlling Defensive First Fire (DFF) declarations during enemy movement. It states that DFF can be declared after the attacker announces expenditure of movement factors but must be declared before the next movement or Bounding First Fire, aligning with the expected answer's emphasis on declaration before leaving the current target location. The references to A8.1 and A8.11 support the explanation, including the requirement for the attacker to provide clear pauses for defensive fire declarations. Although the wording differs, the core concepts and timing requirements match the expected answer.
Can a unit be Defensive First Fired without entering a new hex?
EXPECTED
Yes. Any action that expends MF/MP in the current Location can trigger Defensive First Fire, even without changing hexes, such as certain in-hex actions and status changes that cost movement points/factors.
MODEL RESPONSE
Yes, a unit can be Defensive First Fired without entering a new hex, because Defensive First Fire can be triggered by any MF/MP expenditure within a Location, including actions like changing VCA, unloading, or placing SMOKE grenades.
References:
- (A8.12) MOVING WITHIN LOCATION — Any MF/MP expenditure in a Location qualifies it as a target for Defensive First Fire, even if it does not leave the hex.
- (A8.1) FIRST FIRE — Defensive First Fire can occur when a unit expends MF/MP in the LOS of an enemy unit, regardless of whether it enters a new hex.
JUDGE REASONING
[Explanation] The model's response correctly states that Defensive First Fire can be triggered without entering a new hex, emphasizing that any MF/MP expenditure within the current Location can cause it. It provides examples consistent with the expected answer (e.g., changing VCA, unloading, placing smoke grenades) and cites relevant rules (A8.12 and A8.1) supporting the explanation. The core concept matches the expected answer fully, with no contradictions.
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 -1 DRM for FFNAM/FFMO applies only to Defensive First Fire attacks, as do all To Hit Cases of the Target Hit Determination DRM for ordnance, except for vehicle in Motion.
References:
- (8.13) 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, except for vehicle in Motion.
- (4.6) MOVEMENT MODIFIERS (FFMO/FFNAM) — Infantry moved during the MPh without using Assault (or Hazardous) Movement is subject to a -1 FFNAM DRM to all Defensive First Fire attacks against it.
JUDGE REASONING
[Explanation] The model's response correctly identifies FFNAM and FFMO as Defensive First Fire-specific DRMs, matching the expected answer. It also appropriately includes the To Hit Case J family applications related to ordnance and movement, noting the exception for vehicles in motion, which aligns with the expected answer's mention of relevant To Hit Case J applications and their normal exceptions. The references cited support the accuracy of the response. The model's explanation covers all key concepts without contradiction, thus it is judged correct.
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 attacked again in the same Location during the same MPh by other same-phase Defensive First Fire attacks, but it is attacked in its broken or pinned state.
References:
- (8.14) 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.
- (8.14) FOLLOW-UP ATTACK — A unit that survives a Defensive First Fire attack with no effect can be fired on again in that same Location during its MPh before expending additional MF/MP, but only by different attackers or if it expended at least two MF/MP in that Location.
JUDGE REASONING
[Explanation] The model's response correctly affirms that a unit pinned or broken by Defensive First Fire can be attacked again in the same Location during the same MPh. It includes the key concept that follow-up attacks can occur by other same-phase Defensive First Fire attacks and that the unit is attacked in its current broken or pinned state. Additionally, it references the conditions under which follow-up attacks can occur, such as different attackers or sufficient MF/MP expenditure, aligning well with the expected answer. The inclusion of specific rule references (8.14) further supports the correctness. The response covers all key concepts and adds relevant detail without contradiction.
What are the key restrictions and effects of a Snap Shot?
EXPECTED
A Snap Shot is a Small Arms/MG Defensive First Fire attack traced to a hexside crossed by a moving unit entering an on-board hex, even if the hex center is out of LOS. It is resolved as Area Fire; FFNAM/FFMO do not apply; ordnance and IFE/Canister cannot make Snap Shots; and a MG that must change CA cannot make one.
MODEL RESPONSE
Answer: A Snap Shot is a Small-Arms/MG Defensive First Fire attack taken at a unit crossing an entire hexside; it uses half FP as Area Fire, ignores FFNAM/FFMO DRM and most TEM of the target hex, but can be modified by wall/hedge/SMOKE/rubble hexsides crossed by the LOF.
References:
- (A8.15) Snap Shot — may be taken if LOS to entire hexside crossed; FFNAM/FFMO do not apply; TEM of target hex generally does not apply; resolved as Area Fire (half FP)
- (A8.15) Snap Shot exceptions — wall/hedge/SMOKE/rubble hexside/spine crossed by LOF on way to target hexside can modify the shot
- (A8.15) Snap Shot restrictions — cannot be taken at a unit entering the firer's hex; only one Snap Shot per unit per hexside; not allowed for ordnance, IFE/Canister, or MGs that must change CA
JUDGE REASONING
[Explanation] The model's response correctly identifies the key restrictions and effects of a Snap Shot, including that it is a Small Arms/MG Defensive First Fire attack traced to a hexside crossed by a moving unit entering an on-board hex, resolved as Area Fire with half FP, and that FFNAM/FFMO do not apply. It also correctly notes that ordnance, IFE/Canister, and MGs that must change CA cannot make Snap Shots. The model adds detail about TEM modifiers from wall/hedge/SMOKE/rubble hexsides crossed, which is accurate and does not contradict the expected answer. The response covers all key concepts from the expected answer and provides additional relevant context, so it is judged correct.
How many Residual FP counters can exist in one Location, and how are stronger later attacks handled?
EXPECTED
Only one normal Residual FP counter can exist in a Location at a time (Fire Lane residual is separate). If a later qualifying attack would leave stronger Residual FP, it replaces the weaker counter.
MODEL RESPONSE
Answer: Only one Residual FP counter can exist in a Location at a time, but a larger Residual FP counter from a later qualifying attack can replace a smaller one.
References:
- (8.21) Residual FP Counters per Location — No more than one Residual FP counter can be placed in a Location.
- (8.21) Replacement by Larger Residual FP — A larger Residual FP counter subsequently earned from a larger qualifying IFT attack can replace a smaller Residual FP counter.
JUDGE REASONING
[Explanation] The model's response correctly states that only one Residual FP counter can exist in a Location at a time and that a larger Residual FP counter from a later qualifying attack can replace a smaller one. It also implicitly acknowledges the replacement rule for stronger later attacks. The model's answer aligns fully with the expected answer's key concepts, including the limitation on the number of counters and the replacement rule. The mention of Fire Lane residual being separate is a minor detail not included but does not contradict or omit the core concepts, so the response is considered correct.
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: The Residual FP is 4 FP, because grain Hindrance DRM reduces the Residual FP by one column per +1 DRM (8.26), and two grain hexes provide a +2 DRM, reducing the 16 FP column by two columns to the 4 FP column.
References:
- (8.26) Residual FP — Grain Hindrance DRM reduces Residual FP by one column per +1 DRM
- (B14.2) Grain Hindrance — Grain provides a +1 Hindrance DRM per hex
JUDGE REASONING
[Calculation] The model's response correctly calculates the Residual Fire Power as 4 FP by starting with 16 FP, dividing by 2 (implied by shifting one column left), and then applying two grain hindrances (+2 DRM) which shift the column two more to the left, resulting in 4 FP. The explanation matches the expected answer's key concepts and references the correct rules (8.26 and B14.2).
What is the Residual Fire Power from a 16-firepower Defensive First Fire attack that has a LOS going through two grain hexes?
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: The Residual FP is reduced by one IFT column for each positive DRM caused solely by conditions outside the target hex, so a +2 Hindrance DRM from two grain hexes reduces the 16 FP attack to 4 FP Residual.
References:
- (8.26) EFFECT OF DRM — Residual FP is reduced by one IFT column per positive DRM from outside-target-hex conditions (e.g., Hindrance)
- (8.26 EX #1) Example — Hindrance DRM reduces Residual FP; grain Hindrance is a positive DRM that reduces Residual FP
JUDGE REASONING
[Explanation] The model correctly explains that each positive DRM from outside-target-hex conditions (such as grain hindrances) reduces the residual firepower by shifting the IFT column left. It identifies the +2 DRM from two grain hexes and correctly applies this to reduce the 16 FP attack to 4 FP residual. The explanation aligns well with the expected answer's key concepts, including the division by 2 and the two-column shift for the grain hindrances. The model also cites the relevant rule (8.26) and example, reinforcing the correctness.
What is Final Protective Fire (FPF) and what prerequisite must a unit meet to use it?
EXPECTED
FPF is a Subsequent First Fire option available only to DEFENDING Infantry already marked with a Final Fire counter that wish to fire their Small Arms/MG/IFE at ADJACENT or same-hex moving ground units during the ATTACKER's MPh. All usable MG/IFE possessed by the unit must be fired and are subject to Sustained Fire penalties. FPF is a combination of Area Fire and PBF (or TPBF).
MODEL RESPONSE
Answer: Final Protective Fire (FPF) is a Subsequent First Fire option available only to defending infantry already marked with a Final Fire counter, allowing them to use Small Arms/MG/IFE to attack adjacent or same-hex moving ground units in the attacker's MPh, but the firing unit also suffers a NMC using the same DR.
References:
- (A8.31) FINAL PROTECTIVE FIRE (FPF): FPF is a Subsequent First Fire option available only to DEFENDING Infantry already marked with a Final Fire counter.
- (A8.31) Prerequisite: The unit must be marked with a Final Fire counter to use FPF.
JUDGE REASONING
[Explanation] The model correctly identifies that FPF is a Subsequent First Fire option available only to defending infantry marked with a Final Fire counter and that it targets adjacent or same-hex moving ground units during the attacker's MPh, matching the key prerequisite. However, it incorrectly adds that the firing unit suffers a NMC using the same DR, which is not part of the expected answer and is inaccurate. Additionally, the model omits that all usable MG/IFE must be fired and are subject to Sustained Fire penalties, and that FPF is a combination of Area Fire and PBF (or TPBF). Therefore, while the core concept and prerequisite are correct, some key details are missing and one incorrect detail is included, resulting in a partial rating.
What is Sustained Fire for MGs and what are its key consequences?
EXPECTED
Sustained Fire occurs when a qualifying MG fires in specified later-fire contexts (such as Subsequent First Fire/FPF or certain DFPh cases with First Fire status). Its B# is lowered by two and FP is halved as Area Fire, with important restrictions and exceptions.
MODEL RESPONSE
Answer: Sustained Fire is a form of attack used by MGs when firing as Subsequent First Fire or FPF, or during the DFPh while marked with a First Fire counter; it halves the MG's FP as Area Fire and lowers its Breakdown Number (B#) by two, resulting in a Final Fire counter being placed regardless of ROF.
References:
- (9.3) SUSTAINED FIRE — halves FP as Area Fire and lowers B# by two, places Final Fire counter
- (A.11) PERMANENT BREAKDOWN — lowering B# transforms Original B# to an X# during that use
JUDGE REASONING
[Explanation] The model's response correctly identifies the contexts in which Sustained Fire occurs (Subsequent First Fire, FPF, and DFPh with First Fire counter), the key effects of halving FP as Area Fire, lowering the B# by two, and the placement of a Final Fire counter. It also references relevant rules (9.3 and A.11) that support the explanation. The response covers all key concepts from the expected answer and adds useful detail without contradiction.
What is the maximum range a MG can fire without a leader directing the fire?
EXPECTED
16 hexes. MG fire is limited to a 16 hex maximum range unless an Infantry leader (even a 0 or + DRM leader) is directing that fire. Additionally, MG attacks at range 17+ treat unconcealed Infantry as concealed unless they are broken/berserk/overstacked. A CMG/IFE is exempt from this restriction.
MODEL RESPONSE
Answer: A MG can fire at a maximum range of 16 hexes without a leader directing the fire; beyond 16 hexes, Mandatory Fire Direction requires a leader (even a 0 or + DRM leader) to be present for the MG to fire.
References:
- (A9.4) Mandatory Fire Direction — MG fire is limited to a 16 hex maximum range unless an Infantry leader is directing that fire.
JUDGE REASONING
[Calculation] The model correctly states the maximum range of 16 hexes for MG fire without a leader and that beyond 16 hexes a leader is required, matching the key point of the expected answer. However, it omits the additional details about MG attacks at range 17+ treating unconcealed Infantry as concealed unless broken/berserk/overstacked, and the exemption for CMG/IFE. These are important nuances in the expected answer, so the response is partially correct but incomplete.
How many SW MG can a squad fire without losing its inherent FP?
EXPECTED
A squad may fire one SW MG without sacrificing inherent FP. If it fires two SW MG at normal MG FP, it forfeits its inherent FP for the current and remaining fire phases of that Player Turn.
MODEL RESPONSE
A squad may fire any one SW MG without losing its inherent FP (7.351). If it fires two SW MG (or two SW/Gun of any type), it forfeits its inherent FP until the CCPh (7.351).
References:
- (7.351) SW Usage — a squad may fire one SW/Gun without losing inherent FP
- (7.351) SW Usage — firing two SW/Gun forfeits inherent FP until CCPh
JUDGE REASONING
[Explanation] The model correctly states that a squad may fire one SW MG without losing inherent FP and that firing two SW MG forfeits inherent FP. However, it incorrectly states that the forfeiture lasts until the CCPh, whereas the expected answer specifies the forfeiture lasts for the current and remaining fire phases of that Player Turn. This is a key detail about the duration of the penalty that the model's response misses, leading to a partial rather than full correctness.
When does a SW MMG/HMG become restricted by a fixed CA during a phase?
EXPECTED
If a SW MMG/HMG fires from woods/rubble/building and retains ROF, subsequent fire in that phase is restricted to the CA of the prior shot (with the rule's specific CA definitions/exceptions). A CA marker is used and normally removed at phase end.
MODEL RESPONSE
Answer: A SW MMG/HMG in a woods, rubble, or building hex becomes restricted to a fixed CA after it fires and is entitled to another shot during that same phase (A9.21).
References:
- (A9.21) FIELD OF FIRE — A SW MMG/HMG in woods/rubble/building that fires and is entitled to another shot must continue firing only inside the CA of the prior shot for the rest of that phase.
JUDGE REASONING
[Explanation] The model's response correctly identifies the condition under which a SW MMG/HMG becomes restricted by a fixed CA during a phase: when it fires from woods, rubble, or building and is entitled to another shot in the same phase. It also correctly states that subsequent fire must be within the CA of the prior shot, referencing the correct rule (A9.21). While it does not mention the use of a CA marker or its removal at phase end, the core concept and key rule citation are present, matching the expected answer's main points.
When can a MG establish a Fire Lane, and what does that create on the map?
EXPECTED
During Defensive First Fire, an eligible Good Order SW MG manned by unpinned Infantry can declare a Fire Lane if conditions are met (including normal range and same-level constraints). After resolving the First Fire attack, a Fire Lane Residual FP counter is placed along a legal hex grain, and it exerts special residual fire along that lane.
MODEL RESPONSE
A MG can establish a Fire Lane when the defender declares a Defensive First Fire attack with a Good Order SW MG manned by unpinned infantry, provided the MG is not already marked with a First/Final Fire counter, is not restricted to Area Fire by terrain, is firing within its Normal Range at a same-level target, and is not using TPBF (A9.22). After resolving that First Fire attack, the defender places a Fire Lane Residual FP counter in a hex along the Hex Grain that includes the MG's hex and the target hex.
References:
- (A9.22) Fire Lane — MG must be Good Order, unpinned, not already fired, firing within Normal Range at same-level target without TPBF; after First Fire attack, place Fire Lane Residual FP counter along Hex Grain.
- (A9.222) Fire Lane Residual FP — exerts Residual FP in same-level Locations from the counter back to the MG, equal to one column left of the MG's normal FP.
JUDGE REASONING
[Explanation] The model's response correctly identifies the timing (Defensive First Fire), the conditions for the MG (Good Order, unpinned infantry, not already fired, normal range, same-level target, no TPBF), and the result (placing a Fire Lane Residual FP counter along the hex grain). It also correctly explains that the Fire Lane Residual FP counter exerts residual fire along that lane. The model includes relevant rule references and additional detail about residual FP, which aligns with the expected answer and adds useful context without contradiction.
What is the TEM of a wall for Indirect Fire if the wall hexside is not crossed by incoming fire?
EXPECTED
+1 TEM. The TEM of a wall/hedge hexside is lowered by one for Indirect Fire, but this TEM applies (irrespective of WA) even if that hexside is not crossed by the incoming fire.
MODEL RESPONSE
Answer: The TEM of a wall for Indirect Fire is reduced by one (to +1 for a normal wall) and applies even if the incoming fire does not cross the wall hexside, but only one wall TEM can be applied regardless of the number of wall hexsides in the target hex.
References:
- (B9.34) Indirect Fire — wall/hedge TEM is lowered by one for Indirect Fire and applies irrespective of WA even if the hexside is not crossed by incoming fire; only one wall/hedge TEM applies.
JUDGE REASONING
[Explanation] The model's response correctly states that the TEM of a wall for Indirect Fire is lowered by one (to +1 for a normal wall) and that this TEM applies even if the incoming fire does not cross the wall hexside. It also correctly notes that only one wall TEM applies regardless of the number of wall hexsides in the target hex, which is additional correct context. The reference to B9.34 supports the accuracy. The core concept matches the expected answer fully.
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 attack by the Fire Lane Residual FP against the squad would have a DRM of 0, because the Smoke Hindrance negates the FFMO DRM but does not itself apply as a DRM to the Fire Lane attack.
References:
- (A9.22) Fire Lane — SMOKE Hindrance DRM does not apply to a Fire Lane attack except to negate FFMO.
- (A4.61) Assault Movement — A unit using Assault Movement in Open Ground is subject to the -1 FFMO DRM.
- (A24.4) SMOKE Hindrance — SMOKE in a hex provides a Hindrance DRM.
JUDGE REASONING
[Explanation] The model correctly states that the DRM for the Fire Lane attack is 0, matching the expected answer. It explains that Smoke negates the FFMO DRM but does not add any DRM to the Fire Lane attack itself, which aligns with the key concepts in the expected answer. The model also references the relevant rules, supporting its explanation. Although it includes additional context about Assault Movement and Smoke Hindrance, this does not contradict the answer and helps clarify the reasoning.
What events cancel a MG's Fire Lane?
EXPECTED
A Fire Lane is cancelled if the MG malfunctions, its manning Infantry is broken/pinned/eliminated, or at the end of the current MPh. Certain close-in TPBF/reaction-fire situations that force use in the MG's own Location also require Fire Lane cancellation.
MODEL RESPONSE
Answer: A MG's Fire Lane is cancelled if the MG malfunctions or is eliminated, its manning Infantry becomes pinned/broken/eliminated, or at the end of the current Movement Phase. It may also be cancelled if an enemy unit enters the MG's Location, except for unarmored vehicles with no Passenger/Rider/Crew or armored vehicles with no Vulnerable PRC that do not end their MPh there.
References:
- (A9.22) Fire Lane Cancelled if — lists MG malfunction/elimination, manning Infantry pinned/broken/eliminated, end of current MPh, and enemy unit entering MG Location with exceptions.
- (A9.223) Cancellation — reiterates removal conditions and adds that MG malfunctions whenever its Fire Lane Residual FP attack DR is also an Original Malfunction DR.
JUDGE REASONING
[Explanation] The model's response correctly identifies all key events that cancel a MG's Fire Lane: MG malfunction, manning Infantry being pinned/broken/eliminated, and cancellation at the end of the current Movement Phase. It also includes the additional condition about enemy units entering the MG's Location with specific exceptions, which aligns with the expected answer's mention of close-in TPBF/reaction-fire situations requiring cancellation. The model's answer is comprehensive, accurate, and supported by proper rule references, matching the expected answer's core concepts and adding relevant detail without contradiction.
What is a Morale Check (MC) and what happens when a unit fails one?
EXPECTED
A Morale Check requires a unit to roll equal to or less than its morale rating with two dice (2d6) after applying any DRM. Failure of a MC (rolling greater than the modified Morale Level) results in the breaking, Reduction, or elimination of the unit.
MODEL RESPONSE
Answer: A Morale Check (MC) is a roll of two dice against a unit's printed morale rating; if the roll (after any applicable DRM) is greater than the unit's morale, the unit breaks and is inverted, while a roll equal to its morale pins it, and a roll less than its morale leaves it unaffected (A10.1). If a broken unit fails an MC, it suffers Casualty Reduction (A10.31).
References:
- (A10.1) Morale Check — A unit must roll ≤ its morale to pass; failure breaks it, a roll equal to morale pins it, and a roll less has no effect.
- (A10.31) Casualty MC — A broken unit that fails an MC suffers Casualty Reduction.
JUDGE REASONING
[Explanation] The model correctly identifies that a Morale Check involves rolling two dice against the unit's morale rating with DRM applied, and that failure results in the unit breaking or suffering reduction. However, it incorrectly states that a roll equal to the morale pins the unit and less than morale leaves it unaffected, which is not consistent with the expected answer or standard ASL rules where a roll equal to or less than morale passes the check. The model also adds extra detail about broken units failing MCs suffering casualty reduction, which is correct but not part of the expected answer. Overall, the core concept of the MC and consequences of failure are mostly captured but the explanation of the roll outcomes is inaccurate, leading to a partial rating.
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: The highest DR that will pass a 2MC for a morale 7 squad is a 5, because the DR plus the 2MC modifier must be ≤ 7 (5 + 2 = 7).
References:
- (A7.304) #MC — the specified number is added to the MC DR.
- (A10.3) Morale Check — a unit passes a MC if its DR plus any applicable modifiers is ≤ its Morale Level.
JUDGE REASONING
[Calculation] The model's response correctly identifies that the highest die roll (DR) that will pass the 2MC for a morale 7 squad is 5, matching the expected answer. The explanation that the DR plus the 2MC modifier must be less than or equal to the morale level (5 + 2 = 7) is accurate and aligns with the expected reasoning. The model also provides relevant rule references supporting the answer. Therefore, the response is fully correct.
Under what conditions must a broken unit rout during the RtPh?
EXPECTED
A broken unit not in Melee may not remain in the same Open Ground hex within the Normal Range and LOS of a Known non-Melee enemy unit/its-SW/Gun, nor may it (regardless of terrain) end a RtPh ADJACENT to or in the same Location with a Known armed, unbroken, enemy unit. Otherwise, a broken unit must rout only if in a Blaze.
MODEL RESPONSE
Answer: A broken unit must rout during the RtPh if it is ADJACENT to an unbroken, armed enemy ground unit, or if it is in Open Ground within the LOS and Normal Range of a Known, armed, non-Melee enemy unit/its SW/Gun, unless it is in a pillbox (B30.5) or it is Night (E1.54).
References:
- (A10.5) Routing — broken unit may not remain in same Open Ground hex in LOS/Normal Range of Known enemy, nor end RtPh ADJACENT to unbroken armed enemy
- (B30.5) Pillbox — unit in pillbox never forced to rout
- (E1.54) Night Rout — no rout forced at Night
JUDGE REASONING
[Explanation] The model's response correctly identifies the key conditions under which a broken unit must rout during the Rout Phase (RtPh), including adjacency to an unbroken armed enemy and being in Open Ground within LOS and Normal Range of a known non-melee enemy unit or its SW/Gun. It also correctly notes exceptions such as being in a pillbox or it being Night, which are not mentioned in the expected answer but are valid additional context. However, the model omits the condition that a broken unit must rout if in a Blaze, which is a key concept in the expected answer. Therefore, while the core meaning is mostly captured, the omission of the Blaze condition means the response is partial rather than fully correct.
Can the leadership DRM of two leaders in the same Location be combined for a single attack or rally attempt?
EXPECTED
No. Leadership modifiers are not cumulative — the modifiers of two or more leaders cannot be combined. Only one leader's DRM may be applied to any single action.
MODEL RESPONSE
Answer: No, the leadership modifiers of two or more leaders cannot be combined for a single attack or rally attempt.
References:
- (A10.7) Leadership — Leadership modifiers are not cumulative (i.e., the leadership modifiers of two or more leaders cannot be combined).
- (A10.71) Rally — If more than one unbroken friendly leader is present in a Location, the player may choose which one will influence any Rally attempts in that Location.
JUDGE REASONING
[Explanation] The model's response directly states that leadership modifiers are not cumulative and only one leader's DRM can be applied, matching the expected answer. It also provides relevant rule references that support the explanation, covering all key concepts without contradiction.
Can multiple leaders in the same Location apply their leadership modifiers to a single MC/TC DR?
EXPECTED
No, the leadership modifiers of multiple leaders in a Location are not cumulative; the owner must choose which leadership DRM to apply.
MODEL RESPONSE
Answer: No, the leadership modifiers of multiple leaders in the same Location are not cumulative; only the leadership DRM of one available unbroken leader may be applied to a single MC/TC DR.
References:
- (A10.21) LEADERSHIP DRM — The only applicable DRM to a MC/TC DR is the leadership modifier of one available unbroken leader in the same Location; the leadership modifiers of multiple leaders are not cumulative.
- (A10.7) LEADERSHIP — Leadership modifiers are not cumulative (i.e., the leadership modifiers of two or more leaders cannot be combined).
JUDGE REASONING
[Explanation] The model's response fully aligns with the expected answer by clearly stating that leadership modifiers from multiple leaders in the same Location are not cumulative and only one leader's modifier can be applied to a single MC/TC DR. It also provides relevant rule references supporting this, which matches the key concept in the expected answer.
What is a Casualty MC and when is it triggered by die roll?
EXPECTED
If an unbroken Personnel unit rolls an Original 12 during a MC, it suffers Casualty Reduction and is broken (or eliminated if not subject to breaking) after any unit Replacement which may also be required by ELR Failure (19.13). If a broken unit rolls an Original 12 during a MC, it is eliminated. See D5.341 for Inherent Crews
[EXC: A hero/berserk-leader is wounded and must add +1 to his Wound Severity dr as if already wounded (17.11); see G1.14 forJapanese squads]
MODEL RESPONSE
Answer: A Casualty MC occurs when a unit rolls an Original (unmodified) DR of 12 while taking a Morale Check (MC), causing the unit to suffer Casualty Reduction regardless of the MC's severity (e.g., 1MC, 2MC, etc.).
References:
- (A10.31) Casualty MC — A unit suffers Casualty Reduction if it rolls an Original 12 during a Morale Check.
- (A7.303) Normal Morale Check (NMC) — A unit is unaffected only if it rolls less than its morale; if it rolls a 12, it suffers Casualty Reduction.
JUDGE REASONING
[Explanation] The model correctly identifies that a Casualty MC occurs when a unit rolls an Original 12 during a Morale Check and that the unit suffers Casualty Reduction. However, it misses key details from the expected answer: the distinction between unbroken and broken units (unbroken units become broken or eliminated after replacement, broken units are eliminated), the timing after replacement and ELR failure, and the special cases for hero/berserk leaders and inherent crews. The model's answer is accurate but incomplete, lacking these important nuances.
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 its side's RtPh if it is within the Normal Range and LOS of an armed, unbroken Known enemy ground unit, and/or ADJACENT to any unbroken enemy ground unit, provided that breaking will not cause its immediate Reduction or elimination.
References:
- (A10.41) VOLUNTARY BREAK — units within LOS and Normal Range of an armed, unbroken Known enemy ground unit and/or ADJACENT to any unbroken enemy ground unit may voluntarily break at the start of the RtPh.
- (A10.41) Voluntary Break Condition — breaking is allowed only if it will not cause immediate Reduction or elimination.
JUDGE REASONING
[Explanation] The model's response accurately captures all key concepts from the expected answer: the timing (start of RtPh), conditions (within LOS and Normal Range of an armed, unbroken, Known enemy ground unit and/or adjacent to an unbroken enemy ground unit), and the restriction that breaking must not cause immediate Reduction or elimination. The inclusion of references to the ASL rules further supports the correctness. The wording differs slightly but the semantic meaning is fully preserved.
Can a routing unit rout toward a Known armed enemy unit while in that enemy unit's LOS?
EXPECTED
No. A routing unit may not rout toward a Known armed enemy unit while in that enemy unit's LOS [EXC D6.1 "...a broken Passenger may remain in its vehicle free from rout requirements even if enemy units are ADJACENT, in the same hex, or the vehicle is moving toward an enemy unit (even to OVR)]
MODEL RESPONSE
Answer: No, a routing unit may never rout toward a Known armed enemy unit while in that enemy unit's LOS, nor may it move in any way that decreases the range in hexes to that enemy unit.
References:
- (A10.51) Routing Direction — A routing unit may never rout toward a Known enemy unit while in that enemy unit's LOS, nor may it move in any way that decreases the range to that enemy unit.
- (A10.5) Routing Restrictions — A broken unit may not end its RtPh ADJACENT to a Known unbroken armed enemy unit.
JUDGE REASONING
[Explanation] The model's response correctly states that a routing unit may not rout toward a Known armed enemy unit while in that enemy unit's LOS, matching the expected answer's core concept. It also adds relevant details about not moving closer to the enemy and references the correct ASL rules (A10.51 and A10.5), which support the explanation. The model's answer aligns well with the expected answer's key points and does not contradict any part of it.
What is Low Crawl during routing, and what is its main benefit?
EXPECTED
Low Crawl is a one-Location rout that uses the unit's full MF allotment for that rout move. Its main benefit is that the unit cannot be Interdicted during that Low Crawl move, though other rout restrictions still apply.
MODEL RESPONSE
Low Crawl is a rout of one hex that uses all six MF of the routing unit, preventing Interdiction and allowing the unit to end its RtPh in an Open Ground hex in LOS and Normal Range of a Known enemy unit.
References:
- (A10.52) Low Crawl — a rout of one hex that uses all MF, prevents Interdiction, and allows ending in Open Ground under enemy LOS/Normal Range
- (A10.53) Interdiction — a routing unit entering Open Ground without Low Crawl is subject to a NMC
JUDGE REASONING
[Explanation] The model's response correctly identifies Low Crawl as a one-hex rout using all of the unit's MF, which matches the expected answer's 'one-Location rout that uses the unit's full MF allotment.' It also correctly states the main benefit that the unit cannot be Interdicted during the Low Crawl move. Additionally, the model adds relevant context about ending in Open Ground hex in LOS and Normal Range of a Known enemy unit, which does not contradict the expected answer and is consistent with the rules. Therefore, the response covers all key concepts and is semantically aligned with the expected answer.
What DRM must be added to a Rally attempt for a unit under Desperation Morale (DM), assuming no other modifiers?
MODEL RESPONSE
Answer: A unit under Desperation Morale (DM) must add a +4 DRM to its Rally attempt, in addition to any leadership, terrain, or Self-Rally modifiers.
References:
- (10.62) Desperation Morale (DM) — DM requires a unit attempting to rally to add a +4 DRM.
- (10.63) Self-Rally — Self-Rally adds a +1 DRM, but the question specifies no other modifiers, so only the +4 DM DRM applies.
JUDGE REASONING
[Calculation] The model's response correctly identifies the +4 DRM required for a Rally attempt under Desperation Morale (DM), matching the expected answer exactly. The additional context about other modifiers is accurate but does not contradict or confuse the core answer, which is the +4 DRM. Therefore, it fully meets the criteria for correctness.
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
Step 1: Self-Rally always incurs a +1 DRM (A10.63).
Step 2: Rallying in Open Ground provides no terrain DRM (A10.61).
Step 3: Not under DM means no +4 DRM (A10.62).
Step 4: The leader's broken Morale Level is 8.
Step 5: The leader's own leadership DRM never applies to himself (A10.7).
Step 6: Total DRM = +1 (Self-Rally) + 0 (terrain) + 0 (DM) = +1.
Step 7: To rally, the modified DR must be ≤ 8. Therefore, the Original DR must be ≤ 7 (since Original DR + 1 ≤ 8).
Calculation: Maximum Original DR = 7.
Answer: The leader can roll an Original DR of 7 or less to rally.
References:
- (A10.63) Self-Rally — always adds a +1 DRM
- (A10.61) Terrain Bonus — Open Ground provides no DRM
- (A10.62) Desperation Morale — DM adds +4 DRM; not under DM means no DRM
- (A10.7) Leadership — a leader's leadership DRM never applies to himself
JUDGE REASONING
[Calculation] The model correctly identifies the starting Morale Level of 8, applies the +1 DRM for self-rally, and correctly notes that no other DRMs apply (no terrain DRM for open ground, no DM DRM, and no leadership DRM to self). The model correctly calculates that the maximum original DR to succeed is 7 or less, matching the expected answer exactly. The reasoning is complete and accurate.
What limits whether a unit can Interdict a routing unit?
EXPECTED
A potential Interdictor must be able to affect the routing unit in Open Ground within allowed range and LOS under Interdiction rules. If factors such as required CA change, certain penalties, or inability to fire effectively would prevent valid fire, Interdiction cannot be claimed.
MODEL RESPONSE
Answer: A unit can Interdict a routing unit only if it is Known, unbroken, not CX, not in Melee, armed with at least one FP, and within Normal Range (or ≤ 16 hexes) of the Open Ground hex traversed by the routing unit, with no Hindrance or positive TEM protecting that hex from the Interdictor's LOS.
References:
- (A10.532) Interdictor — unit must be Known, unbroken, not CX, not in Melee, armed, and within Normal Range/16 hexes; Interdiction cannot occur if the routing unit has a positive TEM or Hindrance from the Interdictor's LOS.
- (A10.531) Open Ground — defines hexes where Interdiction can occur (no TEM/Hindrance).
- (A10.532) Weapon limitations — Guns cannot Interdict if they would need to change CA; AFVs cannot Interdict if they would need to change VCA/TCA or use penalized armament; leaders without SW cannot Interdict; units with halved FP (except mortars) cannot Interdict.
JUDGE REASONING
[Explanation] The model's response covers all key concepts from the expected answer: the Interdictor must be able to affect the routing unit in Open Ground, within allowed range and LOS, and must meet conditions such as being Known, unbroken, not CX, not in Melee, and armed with at least one FP. It also correctly includes the limitations related to required CA changes, penalties, and inability to fire effectively (e.g., halved FP, AFV VCA/TCA changes). The model provides detailed references and conditions that align well with the expected answer, making it a comprehensive and accurate explanation.
How does concealment interact with routing decisions?
EXPECTED
Concealed enemy units are not treated as Known for routing path determination until they become Known. If routing movement enters such a concealed enemy Location, concealment can be stripped per rule and rout outcomes are then resolved from that point under normal restrictions.
MODEL RESPONSE
Answer: Concealed enemy units must be ignored when determining a broken unit's rout destination, but if a routing unit attempts to enter a hex containing a concealed enemy unit, that concealed unit must become Known and repulse the routing unit, causing the routing unit to be eliminated for Failure to Rout if it ends its RtPh adjacent to a Known enemy unit.
References:
- (A10.533) Concealed units must be ignored by the routing player in determining his legal rout route.
- (A10.533) Upon entrance of the concealed unit's Location, one concealed non-Dummy unit therein must become Known (i.e., lose its concealment) in repulsing the routing unit to the last occupied hex.
JUDGE REASONING
[Explanation] The model's response correctly explains that concealed enemy units are ignored when determining rout destinations and that entering a hex with a concealed unit causes that unit to become Known and repulse the routing unit. This matches the expected answer's key concepts about concealment not affecting routing path determination until the unit becomes Known and the stripping of concealment upon entry. The model adds detail about repulse and elimination for Failure to Rout, which does not contradict the expected answer and is consistent with ASL rules, thus it is considered correct.
What is Voluntary Rout by a leader?
EXPECTED
A non-berserk, non-pinned leader may voluntarily rout by accompanying a routing friendly unit under the rule's conditions. This allows the leader to move with the routing unit during RtPh instead of remaining behind.
MODEL RESPONSE
Answer: Voluntary Rout (A10.711) allows a non-berserk, non-pinned leader stacked with a broken unit before it routs to elect to rout with that broken unit even though the leader is not broken himself.
References:
- (A10.711) Voluntary Rout — a leader may rout with a broken unit, shares its vulnerability to Interdiction, and can add his leadership DRM to its Interdiction MC
- (A10.711) Pinned leader restriction — a pinned leader cannot use Voluntary Rout
JUDGE REASONING
[Explanation] The model's response correctly identifies that a non-berserk, non-pinned leader may voluntarily rout by accompanying a routing friendly unit, specifically a broken unit, and that the leader must be stacked with that unit before it routs. It also correctly notes the restriction that pinned leaders cannot use Voluntary Rout. The response includes additional relevant details about vulnerability to Interdiction and leadership DRM, which do not contradict the expected answer but rather enhance it. Therefore, it covers all key concepts of the expected answer.
How is Ambush determined in Close Combat, and what are its immediate effects?
EXPECTED
In qualifying CC situations, each side makes an Ambush-status dr with applicable drm; if one side is at least 3 lower, it gains Ambush. The ambushing side gets favorable CC modifiers and attacks first in that Location for that CC resolution context, while the ambushed side loses concealment and suffers corresponding disadvantages.
MODEL RESPONSE
Answer: Ambush in Close Combat is determined by each player making one dr before declaring CC attacks; if either player rolls at least three less than the other, that side gains Ambush status. The ambushing side receives a -1 DRM to its CC attacks and a +1 DRM to CC attacks against it, and may retain concealment if it attacks without eliminating/capturing its target, while the ambushed side loses all concealment.
References:
- (A11.4) Ambush Status dr — each player makes one dr; Ambush occurs if one rolls at least three less than the other
- (A11.4) Ambush effects — ambushing side gets -1 DRM to its CC attacks and +1 DRM to CC attacks against it, and may retain concealment; ambushed side loses all concealment
JUDGE REASONING
[Explanation] The model correctly describes the determination of Ambush by each side making a die roll and the 3 or more difference condition. It also correctly states the ambushing side receives favorable CC modifiers (-1 DRM to its attacks, +1 DRM to attacks against it) and that the ambushed side loses concealment. However, the model incorrectly states that the ambushing side may retain concealment if it attacks without eliminating/capturing the target, which is not part of the expected answer and may be misleading. The expected answer emphasizes the ambushing side attacks first in that location, which the model omits. Therefore, the response is mostly correct but misses the key concept of attacking first and includes an unnecessary conditional about concealment retention, leading to a partial rating.
What is the Close Combat Value (CCV) of a squad, crew, HS, and SMC when attacking a vehicle?
EXPECTED
Squad: 5, Crew: 4, HS: 3, SMC: 2.
MODEL RESPONSE
Answer: The Close Combat Value (CCV) for a squad is 5, a crew is 4, a half-squad (HS) is 3, and a SMC is 2 when attacking a vehicle.
References:
- (A11.5) CC vs a Vehicle — defines the CCV for each unit type
- (A11.11) Close Combat Table — lists CCV: Squad 5, Crew 4, HS 3, SMC 2
JUDGE REASONING
[Calculation] The model's response exactly matches the expected answer for the Close Combat Values (CCV) of squad (5), crew (4), half-squad (3), and SMC (2) when attacking a vehicle. It also correctly references the relevant ASL rules sections, confirming the accuracy of the information.
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
Step 1: Attacker FP: 4-6-7 squad contributes 4 FP, 2-2-8 crew contributes 2 FP. Total = 6 FP (A11.4).
Step 2: Defender FP: 4-4-7 squad contributes 4 FP (A11.4).
Step 3: Odds = 6:4, which is rounded down to the nearest column on the CCT (A11.11). 6:4 rounds down to 1:1.
Calculation: 6:4 → 1.5:1 → rounds down to 1:1.
Answer: The odds are 1:1.
References:
- (A11.4) Close Combat FP — each unit contributes its CC FP
- (A11.11) CC Odds — round down to nearest odds ratio on CCT
JUDGE REASONING
[Calculation] The model correctly calculates the attack and defense factors (6 and 4 respectively) but incorrectly applies the odds rounding rule. The expected answer states the odds as 3:2, which is the simplified ratio of 6:4. The model incorrectly rounds 6:4 down to 1:1, which is not consistent with ASL rules for Close Combat odds. According to ASL, odds are simplified to the lowest ratio, not rounded down to 1:1 unless the ratio is below 1.5:1. Therefore, the model's final odds answer is incorrect despite correct initial calculations.
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
2:1 odds. The attacking FP (8) is compared to the defending FP (4), giving a ratio of 8:4 which rounds to 2:1. Odds are always rounded down to the nearest column on the CCT.
MODEL RESPONSE
Answer: The odds are 8:4, which rounds down to the nearest column on the CC Table, resulting in 2:1 odds.
References:
- (A11.11) Close Combat Resolution — FP are compared and the ratio is rounded down to the nearest odds column on the CCT.
- (A11.11) Example — 7 to 4 would be 3-2; 11 to 2 would be 4-1; 4 to 15 would be 1-4.
JUDGE REASONING
[Calculation] The model correctly identifies the attacking FP as 8 and the defending FP as 4, calculates the ratio as 8:4, and correctly states that the odds are rounded down to the nearest column on the CC Table, resulting in 2:1 odds. The model's explanation matches the expected answer's key points and includes relevant references, confirming the correctness.
What is Melee and what does it prevent units from doing?
EXPECTED
If opposing Infantry remain in the same Location after CC resolution, they are in Melee. Units locked in Melee generally cannot leave that Location or perform normal fire/movement actions, and can act mainly through CC/Melee procedures until the Melee is resolved or legally withdrawn from.
MODEL RESPONSE
Answer: Melee is a condition where opposing Infantry units remain in the same Location after a CCPh, locking them in combat and preventing them from leaving that Location or attacking except as part of Close Combat.
References:
- (A11.15) MELEE — Units locked in Melee may not leave that Location or attack except as part of CC.
- (A11.15) Melee Restrictions — Units locked in Melee may not Interdict routing units nor conduct any action other than CC or Withdrawal from Melee.
JUDGE REASONING
[Explanation] The model's response correctly identifies Melee as a condition where opposing Infantry remain in the same Location after a CC phase, preventing them from leaving or performing normal attacks except as part of Close Combat. It also includes the restriction on interdiction and notes withdrawal as an option, aligning well with the expected answer's key concepts. The response covers the main idea and relevant restrictions, matching the expected answer semantically and including appropriate rule references.
Can broken units attack in Close Combat?
EXPECTED
No. Broken units may never attack, but still defend with their full (unbroken side) FP. Broken units are subject to a -2 DRM when attacked in CC.
MODEL RESPONSE
Answer: Broken units may attack in Close Combat only if they are forced to do so because they are in Melee and cannot withdraw, but they suffer a -2 DRM on the CC attack.
References:
- (A11.16) Broken Units in CC — Broken units may only withdraw from Melee; if they cannot withdraw, they must attack with a -2 DRM.
- (A11.4) Close Combat — General rules for CC, including that broken units have limited options.
JUDGE REASONING
[Explanation] The expected answer states that broken units may never attack in Close Combat, only defend, and suffer a -2 DRM when attacked. The model's response correctly notes that broken units must attack with a -2 DRM if they cannot withdraw from Melee, which is a key exception to the general rule. This nuance is missing from the expected answer, making the model's answer more complete in terms of ASL rules. However, the model's answer contradicts the expected answer's blanket 'No' to attacking, so it is not fully aligned. Therefore, the model's response is partially correct as it captures the exception but differs from the expected absolute prohibition.
How does concealment affect Close Combat attacks?
EXPECTED
In CC, an attack against a concealed unit has its FP halved. Dummy stacks are removed before attack designation because they cannot reveal a strength factor. A unit in CC loses concealment if it attacks/directs a CC attack (except for successful Ambush effects) or if it suffers Casualty Reduction.
MODEL RESPONSE
Answer: Concealed units in Close Combat attack at half FP (A11.19), and if they attack they lose concealment unless they Ambush and eliminate all enemy units they attack (A11.4).
References:
- (A11.19) Concealed units attack at half FP — FP halved when attacking concealed units
- (A11.4) Ambush and concealment retention — concealed attackers retain concealment only if they Ambush and eliminate all enemy units they attack
JUDGE REASONING
[Explanation] The model correctly states that attacks against concealed units have their FP halved and that attacking units lose concealment unless they successfully Ambush and eliminate all enemy units attacked. However, it omits the detail that dummy stacks are removed before attack designation because they cannot reveal a strength factor, and it does not mention that a unit loses concealment if it suffers Casualty Reduction. These are key concepts in the expected answer, so the response is partially correct but incomplete.
What are the core mechanics for a successful Withdrawal from Melee?
EXPECTED
A withdrawing unit must enter an adjacent Accessible Location under normal APh-type accessibility constraints, cannot withdraw into a Known enemy-occupied Location, and if it survives required CC effects it leaves the Melee per Withdrawal rules.
MODEL RESPONSE
Answer: A unit must announce its intention to withdraw at the start of the CCPh before attacks are declared, cannot make CC attacks, and is subject to a -2 DRM to all CC attacks made against it during that CCPh, modified by +1 for each friendly unit in the Melee not attempting to withdraw.
References:
- (A11.2) Withdrawal from Melee — announcement before attacks, -2 DRM, modified by friendly units not withdrawing
- (A11.21) Withdrawal Mechanics — must enter an adjacent accessible Location not occupied by a Known enemy unit
JUDGE REASONING
[Explanation] The model's response covers the core mechanics of Withdrawal from Melee as expected: announcing intention before attacks, the withdrawal DRM modifiers, and the requirement to enter an adjacent accessible location not occupied by a known enemy unit. It also references the relevant rules sections, adding context about the DRM and friendly units, which aligns with the expected answer's key points. The model's answer includes all key concepts and does not contradict the expected answer, thus it is correct.
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 enter an adjacent Location accessible under normal APh conditions, which cannot be currently occupied by a Known enemy unit; if it withdraws into a concealed enemy's Location, it is eliminated automatically and the enemy forfeits concealment.
References:
- (A11.21) Withdrawal Mechanics — specifies the adjacent accessible Location and prohibition against entering a Known enemy unit's Location.
- (A11.21) Withdrawal into Concealed Enemy — results in automatic elimination of the withdrawing unit and forfeiture of enemy concealment.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a withdrawing unit must enter an adjacent accessible Location under normal Advance Phase conditions and cannot enter a Location occupied by a Known enemy unit. It also correctly states that withdrawing into a concealed enemy's Location results in automatic elimination of the withdrawing unit. However, it omits the restriction about carrying only IPC or less in PP, and it incorrectly states that the enemy forfeits concealment upon such withdrawal, which is not in the expected answer. Additionally, it does not mention that a successfully withdrawing unit retains concealment if it withdraws into a non-Open Ground Location. Therefore, while the core concepts are mostly covered, some key details are missing or incorrect.
What does Infiltration allow after an Original 2 or 12 in CC?
EXPECTED
In qualifying cases, an Original 2 or 12 can create an immediate withdrawal opportunity from CC/Melee under the rule's conditions. The option must be taken immediately when available; it cannot be delayed pending later attack outcomes.
MODEL RESPONSE
Answer: Infiltration allows an Infantry/Cavalry unit that rolls an Original 2 CC DR to withdraw from CC/Melee immediately in the same CCPh without being attacked, even if it did not eliminate defenders. Conversely, a unit attacked by an Original 12 CC DR may likewise withdraw immediately, assuming it has not been eliminated by that 12 DR.
References:
- (A11.22) INFILTRATION — allows withdrawal without being attacked after an Original 2 or 12 CC DR
JUDGE REASONING
[Explanation] The model's response correctly explains that Infiltration allows an immediate withdrawal from CC/Melee after an Original 2 or 12 CC DR, matching the expected answer's key concepts. It specifies that the withdrawal occurs immediately in the same CC phase and cannot be delayed, aligning with the expected answer's emphasis on immediacy. The model also references the relevant rule (A11.22), adding accuracy and completeness. There is no contradiction or missing central concept, so the response is judged correct.
How is Close Combat resolved when a vehicle is in the Location?
EXPECTED
CC in a Location containing a vehicle is sequential, not simultaneous. The non-vehicular side attacks first (with limits), then attacks alternate by side one at a time until all eligible attacks in that Location are resolved.
MODEL RESPONSE
Answer: When a vehicle is in the Location, Close Combat becomes sequential (A11.31), meaning attacks are declared and resolved one side at a time, starting with the non-sN player, and all attacks in that Location must be declared before any are resolved.
References:
- (A11.31) Sequential CC with a vehicle — All CC attacks in a Location containing a vehicle must be declared sequentially.
- (A11.31) Non-sN player attacks first — The player without a Close Defense Weapon (sN) declares and resolves attacks first.
JUDGE REASONING
[Explanation] The model correctly identifies that Close Combat in a Location with a vehicle is sequential and that the non-vehicular side attacks first, which aligns with the expected answer. However, it incorrectly states that all attacks must be declared before any are resolved, which contradicts the sequential resolution process. Additionally, the model's mention of 'non-sN player' and 'Close Defense Weapon (sN)' is confusing and not standard terminology, potentially causing misunderstanding. The expected answer emphasizes alternating attacks one at a time until all eligible attacks are resolved, which the model does not clearly convey. Therefore, the response is partially correct but misses some key procedural details.
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: Prisoners attempting to eliminate their captor may resolve all of their CC attacks first before the captor or other enemy units in the Location can attack them (A11.33).
References:
- (A11.33) Prisoners — prisoners may resolve all of their CC attacks first
- (A20.55) ESCAPE — prisoners may make all of their CC attacks before they can be attacked in turn
JUDGE REASONING
[Explanation] The model's response correctly identifies the key rule that prisoners attempting to eliminate their captor resolve all their CC attacks first under the sequential CC rules. It explicitly states that prisoners may resolve all their CC attacks before the captor or other enemy units can attack them, which matches the expected answer. The inclusion of the specific rule references (A11.33 and A20.55) further supports the correctness without contradicting the expected answer.
What special withdrawal option does a side that achieves Ambush in Close Combat have?
EXPECTED
Any Infantry unit (unless pinned, berserk, or Disrupted) that qualifies for Ambush may decline CC altogether by immediately withdrawing from the Location. Alternatively, the ambushing side may withdraw after resolving all CC attacks, but only before the situation becomes Melee. This allows the ambushing side to avoid CC entirely while remaining in Good Order, without having to wait for Melee to attempt a normal withdrawal.
MODEL RESPONSE
Answer: A side that achieves Ambush in Close Combat has the option to withdraw from CC immediately before combat is resolved, or automatically after resolving all CC attacks by and against it, but only before Melee occurs.
References:
- (A11.41) Ambush Withdrawal — any infantry part of a force that qualified for Ambush may withdraw into an Accessible Location prior to CC resolution or after resolving attacks, before Melee.
JUDGE REASONING
[Explanation] The model's response correctly identifies the special withdrawal options available to a side that achieves Ambush in Close Combat, including withdrawing immediately before combat resolution or after resolving all CC attacks but before Melee. It also references the correct rule (A11.41) and mentions the requirement that the unit must be part of the force that qualified for Ambush. While it does not explicitly mention the exceptions (pinned, berserk, or Disrupted) or the benefit of remaining in Good Order, the core concepts of the special withdrawal option are accurately conveyed, matching the expected answer's key points.
Can a unit gain concealment (the "?") while in the LOS of an enemy Dummy unit?
EXPECTED
No, concealment ("?”) gain is denied while in the LOS of an unbroken enemy ground unit (which includes Dummies).
MODEL RESPONSE
Answer: No, a unit cannot gain concealment while in the LOS of an enemy Dummy unit, because Dummy units are considered unbroken enemy ground units for the purpose of denying concealment gain.
References:
- (12.1) Concealment — Dummy units are considered unbroken enemy ground units for denial of "?" gain.
- (12.121) Concealment Loss/Gain Table — The table uses "unbroken enemy ground unit" to determine eligibility for concealment gain; Dummy stacks are included in this definition (see example in rule).
JUDGE REASONING
[Explanation] The model's response correctly states that concealment gain is denied while in the LOS of an enemy Dummy unit, explicitly noting that Dummy units count as unbroken enemy ground units for this purpose. It references relevant rules (12.1 and 12.121) supporting this, matching the expected answer's key concept. The explanation is complete and accurate without contradictions.
What is Hidden Initial Placement (HIP)?
EXPECTED
HIP is a concealment form granted by SSR that lets a player secretly record eligible units in Concealment Terrain by written record instead of placing them on map under '?'. Hidden status is treated as equivalent to concealment except where specific rules state otherwise.
MODEL RESPONSE
Answer: Hidden Initial Placement (HIP) is a form of concealment allowed by SSR where a player may secretly record the location of his units in Concealment Terrain (including TCA/VCA for AFVs and CA for 5/8" ordnance) by written side record instead of placing them on the board under a "?" counter.
References:
- (A12.3) HIDDEN INITIAL PLACEMENT (HIP) — HIP is a form of concealment where units are secretly recorded in Concealment Terrain.
- (A12.3) Hidden Status Considered Equal — Hidden status is considered the equal of concealment except as otherwise specified.
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts of the expected answer: HIP is a form of concealment granted by SSR, allows secret recording of units in Concealment Terrain by written record instead of placing '?' counters, and that hidden status is treated as equivalent to concealment except where otherwise specified. The inclusion of references and additional details about terrain types does not contradict the expected answer and adds clarity.
Name three specific situations that cause a concealed unit to lose its concealment.
EXPECTED
A concealed unit loses concealment when: (1) it fires, (2) it fails a MC or breaks, (3) it moves into the LOS of a Good Order enemy ground unit in a manner that would normally cause concealment loss (such as moving in Open Ground within 16 hexes). The specific situations are listed in the Concealment Loss Table. Note that the LOS must be from a Good Order (not just unbroken) enemy ground unit.
MODEL RESPONSE
A concealed unit loses its concealment if it uses Non-Assault Movement in the LOS of a Good Order enemy ground unit within 16 hexes, if it directs fire or fires in a fire phase while in such LOS, or if an enemy infantry/cavalry unit attempts to enter its Location during the MPh/RtPh.
References:
- (A12.14) Concealment Loss — Non-Assault Movement, firing, or enemy entry attempt cause loss if in LOS of Good Order enemy within 16 hexes
- (A12.141) Actions causing loss — includes directing fire, firing, and enemy attempting to enter Location
JUDGE REASONING
[Explanation] The model correctly identifies that firing and movement in the LOS of a Good Order enemy within 16 hexes cause concealment loss, which aligns with the expected answer's key concepts. It also mentions enemy attempts to enter the unit's location, which is a valid concealment loss situation but was not explicitly listed in the expected answer. However, the model omits the concealment loss due to failing a morale check or breaking, which is a key concept in the expected answer. Therefore, the response is partially correct as it covers some but not all of the specific situations causing concealment loss.
Can a revealed hidden unit regain hidden status later?
EXPECTED
No. Once revealed, a hidden unit may not regain hidden status (except specific cave-related exceptions), though it may still regain normal concealment if otherwise eligible.
MODEL RESPONSE
Answer: No, a revealed hidden unit may never regain hidden status, although it can gain concealed status.
References:
- (12.31) Once revealed, a hidden unit may never regain hidden status — [states the prohibition]
- (12.3) Hidden Status is considered the equal of concealment except as otherwise specified — [context for the general rule]
JUDGE REASONING
[Explanation] The model's response correctly states that a revealed hidden unit may never regain hidden status, matching the key concept in the expected answer. It also notes that the unit can regain concealed status, which aligns with the expected answer's mention of regaining normal concealment. The references to the relevant rules support the correctness. The model does not contradict any part of the expected answer and covers the main points fully.
Can a hidden unit move and remain hidden?
EXPECTED
No. A hidden unit that wants to move or advance must first be placed onboard as concealed (not hidden). Once revealed from HIP for movement, normal concealment rules apply and hidden status is not preserved through that movement.
MODEL RESPONSE
Answer: No, a hidden unit cannot move and remain hidden; it must first be placed on the board concealed beneath a "?" counter before moving.
References:
- (A12.32) Hidden units may not move or advance and remain hidden — they must be placed on the mapboard beneath a "?" first.
- (A12.3) Hidden Initial Placement (HIP) — hidden status is considered equal to concealment except as otherwise specified.
JUDGE REASONING
[Explanation] The model's response correctly states that a hidden unit cannot move and remain hidden and must be placed on the board concealed (beneath a "?" counter) before moving. It references the correct rules (A12.32 and A12.3) and aligns with the expected answer's key concepts that hidden status is lost upon movement and normal concealment rules then apply. The model's explanation captures the essential meaning without contradiction.
When do hidden Fortifications lose HIP status?
EXPECTED
Hidden Fortifications can lose HIP when trigger conditions are met, including LOS/proximity/use conditions specified by the rule. Fortifications in non-concealment terrain are treated with additional vulnerability to LOS-based revelation.
MODEL RESPONSE
Answer: Hidden Fortifications lose HIP status when their protective TEM is used, a non-Dummy enemy unit enters their Location (or fails to enter due to the Fortification), or extra MF/MP are expended to enter/exit them in the LOS of a Good Order enemy unit.
References:
- (A12.33) Fortifications in Concealment Terrain may always set up hidden and remain hidden until use of its protective TEM is claimed, or a unit therein loses its concealment, or a Good Order enemy ground unit gains a LOS to its Location and is within 16 hexes.
- (E1.16) Fortifications set up hidden at night regardless of terrain and remain hidden until their protective TEM is used, a non-Dummy enemy unit enters the Location that contains it, or extra MF/MP are used to enter/exit it in the LOS of a Good Order enemy unit.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key trigger conditions for hidden Fortifications losing HIP status, including use of protective TEM, enemy unit entering the location, and LOS/proximity conditions involving Good Order enemy units. It also references the relevant rules (A12.33 and E1.16) that support these points. While the expected answer is more general, the model's answer provides detailed and accurate conditions consistent with the expected concepts, thus covering all key concepts and adding useful detail without contradiction.
What happens when a vehicle enters a concealed enemy Personnel Location and overrun/PAATC interactions apply?
EXPECTED
Concealed Personnel in that Location must either reveal voluntarily or resolve the required PAATC process under A12.41 conditions. Depending on result and vehicle status, overrun handling and concealment outcomes are then resolved per rule.
MODEL RESPONSE
Answer: When a vehicle enters a concealed enemy Personnel Location, the concealed units must either voluntarily drop concealment or take a combined PAATC; if they fail the PAATC, they become pinned and revealed, but if they pass, they remain concealed and can only be attacked as Area Fire if the vehicle conducts an Overrun.
References:
- (A12.41) Concealed Personnel in the Location must either drop Concealment or take one combined PAATC using the lowest Morale in the stack — if they pass, they retain Concealment; if they fail, they lose Concealment and become Pinned.
- (A12.41) If the PAATC is passed, those concealed units remain concealed and thus can be OVR only as Area Fire; if no OVR is made, the vehicle is still subject to attack (including CC Reaction Fire) by any concealed unit(s) in the normal manner.
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts from the expected answer: concealed personnel must either voluntarily reveal or resolve the PAATC process under A12.41; the outcome of the PAATC determines whether they remain concealed or become pinned and revealed; and the overrun handling and attack options depend on the PAATC result and vehicle status. The model also correctly references the relevant rule and explains the consequences for overrun and area fire. Minor differences in wording do not affect the correctness.
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 automatically gains concealment without a die roll, because it is out of LOS of all unbroken enemy ground units and within 16 hexes of an unbroken enemy ground unit but not in Concealment Terrain (Case K of the Concealment Table).
References:
- (12.122) Concealment dr — A unit within 16 hexes of an unbroken enemy ground unit, not in Concealment Terrain, and out of LOS of all unbroken enemy ground units must make a Concealment dr (roll ≤ 5) to gain "?".
- (12.121) Concealment Table — Case K applies to a unit within 16 hexes of an unbroken enemy ground unit, not in Concealment Terrain, and out of LOS of all such enemy units; such a unit requires a successful Concealment dr to gain "?".
JUDGE REASONING
[Explanation] The model's response incorrectly states that the half squad automatically gains concealment without a die roll, which contradicts the expected answer and the ASL rules cited. The expected answer correctly notes that a die roll of three or less is required after applying a +2 DRM due to the half squad's US number, resulting in a required roll ≤ 5. The model's references to the rules are accurate but misapplied in the conclusion, missing the key concept that a die roll is necessary. Therefore, the model's answer misses the central concept of needing a die roll and the correct target number.
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 it must make a Concealment dr (roll ≤ 5) because it falls under Case K of the Concealment Table.
References:
- (A12.122) CONCEALMENT dr — Lists the two instances requiring a dr: 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 (Case K).
- (A12.121) CONCEALMENT LOSS/GAIN TABLE — The Concealment Table (Case K) determines if a unit can gain "?"; the table takes precedence.
JUDGE REASONING
[Explanation] The model correctly identifies that the German MMC must make a Concealment die roll under Case K of the Concealment Table and references the correct rules (A12.122 and A12.121). However, it incorrectly states the required roll as ≤5 instead of the expected ≤2 after DRM. The expected answer specifies the roll must be ≤2 after applying a +3 DRM for a US squad number of 3, which is a key detail missing or misstated in the model's response. Therefore, while the model captures the general procedure and rule references, it misses the critical detail about the required die roll threshold, making the answer only partially correct.
What does Searching do, and what is the cost to attempt it?
EXPECTED
Searching is a Good Order MMC action performed by expending 1 additional MF when ending movement; it can reveal concealed/hidden enemy elements in Accessible hexes per the Search dr outcome. Regardless of result, the searching unit or moving stack becomes TI for the rest of that Player Turn.
MODEL RESPONSE
Searching reveals concealed enemy units and minefields in accessible hexes by expending one additional MF in the hex where the search ends, and the searching unit(s) become TI for the remainder of the Player Turn.
References:
- (A12.152) Searching — reveals concealed units/minefields in accessible hexes, costs 1 MF, makes searching unit TI
- (A12.152) Searching dr modifiers — includes modifiers for Stealthy, HS equivalents, leader, Lax/CX, and vs Japanese
JUDGE REASONING
[Explanation] The model's response correctly identifies that Searching reveals concealed enemy units and minefields in accessible hexes, requires expending 1 additional MF at the hex where the search ends, and causes the searching unit(s) to become TI for the remainder of the Player Turn. It aligns well with the expected answer's key concepts: the action is performed by expending 1 additional MF when ending movement, reveals concealed/hidden enemy elements in accessible hexes, and results in the searching unit becoming TI. The model also references the correct rule section (A12.152) and includes relevant details about the search die roll modifiers, which is acceptable extra context. Therefore, the response is semantically complete and accurate.
What types of units are eligible to set up using HIP (Hidden Initial Placement)?
EXPECTED
HIP is available to the scenario Defender's Infantry units, Guns, and fortifications as specified by the scenario's SSR or special rules. HIP units are not placed on the map at setup; their positions are secretly recorded. HIP is revealed when the unit fires, is discovered by enemy Search, or an enemy unit enters its Location.
MODEL RESPONSE
Answer: HIP is allowed for units specified by SSR, or for certain nationalities and unit types under specific conditions, such as Japanese Infantry in daytime scenarios (≤10% of MMC squad-equivalents), Emplaced Guns and their crews, Fortifications in Concealment Terrain, and Cave Complexes and their contents.
References:
- (G1.631) Japanese HIP — Japanese player may use HIP for ≤10% of MMC squad-equivalents in daytime, ≤25% at night
- (A12.34) Gun, Emplaced — Emplaced Guns and their manning Infantry may set up HIP
- (A12.33) Fortifications — Fortifications in Concealment Terrain may always set up hidden
- (G11.3) Cave Complexes — Cave Complexes and their contents always set up hidden
JUDGE REASONING
[Explanation] The model's response correctly identifies the types of units eligible for HIP, including Infantry (with nationality and percentage restrictions), Emplaced Guns and their crews, Fortifications in Concealment Terrain, and Cave Complexes. It references relevant rules and special conditions, aligning well with the expected answer's core concepts about HIP eligibility and scenario-specific SSRs. Although the model adds more detail about specific nationalities and conditions, this extra context does not contradict the expected answer and enhances understanding.
What must a squad roll to eliminate the enemy Sniper during a Sniper Check?
EXPECTED
4 or less. A squad has a -2 drm applied to the ≤2 to eliminate the Sniper.
MODEL RESPONSE
Answer: The squad must roll a Sniper Check Final DR of ≤ 2 to eliminate the enemy Sniper.
References:
- (14.4) SNIPER CHECK — states that eligible units "will do so on a Sniper Check Final DR of ≤ 2."
- (14.4) SNIPER CHECK DRM — lists the DRM that apply to the Sniper Check DR.
JUDGE REASONING
[Calculation] The expected answer clearly states that the squad must roll 4 or less due to a -2 DRM applied to the base ≤2 roll, effectively making the target number 4 or less. The model's response correctly identifies the base roll as ≤2 but omits the crucial detail about the -2 DRM that modifies the roll to 4 or less. While the model references the relevant rules and the base roll, it fails to explicitly state the final adjusted roll needed to eliminate the Sniper, which is the key concept in the expected answer.
If a Sniper's initially selected target hex has no eligible target, how is the alternate target hex chosen?
EXPECTED
The attack shifts to the closest hex that does contain an eligible target or the enemy sniper counter. If multiple hexes are equally close, the one with the lowest in-hex TEM is chosen (down to 0, with specific exclusions such as Height Advantage and Factory-only bonuses as stated by the rule). If still tied, the sniper player chooses.
MODEL RESPONSE
Answer: The alternate target hex is the hex closest (in hexes) to the initial target hex that contains an eligible target or the enemy Sniper counter; if multiple hexes are equidistant, the hex with the lowest in-hex TEM/SMOKE DRM applicable to any eligible target is chosen.
References:
- (A14.21) Alternate Target — if the target hex contains neither an eligible target nor the enemy Sniper counter, the Sniper is moved to the closest hex that does contain one/both
- (A14.21) Equidistant hexes — if multiple hexes are equidistant, the hex with the lowest in-hex TEM/SMOKE DRM (minimum zero) applicable to any eligible target is selected
JUDGE REASONING
[Explanation] The model's response correctly explains that the alternate target hex is the closest hex containing an eligible target or enemy sniper counter, matching the expected answer. It also correctly states that if multiple hexes are equidistant, the hex with the lowest in-hex TEM/SMOKE DRM is chosen, which aligns with the expected answer's mention of lowest in-hex TEM. The model omits the final tiebreaker step where the sniper player chooses if still tied, but this is a minor omission and does not contradict the core explanation. Overall, the key concepts are covered accurately.
Which units are ineligible as Sniper targets under A14.22?
EXPECTED
Ineligible targets include AFV without Vulnerable PRC, units in subterranean/interior-building Locations (with cave exceptions), prisoners, hidden units, friendly units, and aerial units. An unarmored vehicle with no PRC can be treated as ineligible at the sniper player's option.
MODEL RESPONSE
Answer: Units that are ineligible as Sniper targets include AFV with no Vulnerable PRC, units in subterranean locations (except Caves), prisoners, hidden/friendly/Aerial units, and unarmored vehicles with no PRC (which can optionally be considered ineligible).
References:
- (A14.22) NON-TARGETS — lists ineligible Sniper targets (AFV with no Vulnerable PRC, subterranean units, prisoners, hidden/friendly/Aerial units)
- (A14.22) Enemy AFV are Vulnerable to Sniper attack if they are CE and/or occupy a Partially Armored AFV or unarmored vehicle.
- (A14.22) An unarmored vehicle with no PRC can be considered an ineligible target at the Option of the Sniper player.
JUDGE REASONING
[Explanation] The model's response correctly identifies all key categories of units ineligible as Sniper targets under A14.22, including AFV without Vulnerable PRC, subterranean locations with the cave exception, prisoners, hidden units, friendly units, aerial units, and the optional treatment of unarmored vehicles with no PRC. The response also references the relevant rule sections, supporting its accuracy. Minor wording differences do not affect the semantic correctness.
How are concealed stacks handled during Sniper target randomization?
EXPECTED
If both concealed and unconcealed eligible targets exist, each concealed stack counts as one possible target for Random Selection. If a concealed stack is selected, the opposing player states how many eligible targets it contains. If none, it is a dummy and is removed; if one, that unit is selected; if two or more, Random Selection is made among those eligible targets.
MODEL RESPONSE
Answer: A concealed stack is treated as one possible target for Random Selection, regardless of the number of units it contains; if selected, the opponent must declare the number of eligible units in the stack before further randomization.
References:
- (14.23) CONCEALED TARGETS — treat a concealed stack as one possible target for Random Selection.
- (14.23) CONCEALED TARGETS — if a concealed stack is chosen, the opponent declares the number of eligible units it contains for further randomization.
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts of the expected answer: concealed stacks count as one possible target regardless of unit count, and if selected, the opponent declares the number of eligible units for further randomization. The model also correctly notes the handling of multiple eligible units within the stack. The response is concise but semantically matches the expected answer, including the essential procedural steps. The inclusion of references further supports correctness.
When is Heat of Battle invoked?
EXPECTED
A Heat of Battle DR follows any Original MC or Rally (not Self-Rally) DR of 2.
MODEL RESPONSE
Heat of Battle is invoked after any Original MC or Rally (not Self-Rally) DR of 2, and is not applied to units that are unarmed, Cavalry, PRC, Heroes, crews, participants in a Human Wave attack, ready berserk units, Climbing/Swimming/Wading units, or units in boats/on parachute counters.
References:
- (A15.1) HEAT OF BATTLE — follows any Original MC or Rally DR of 2, with exclusions for certain unit types
JUDGE REASONING
[Explanation] The model's response correctly identifies that Heat of Battle is invoked after any Original MC or Rally (not Self-Rally) DR of 2, matching the expected answer. Additionally, it provides valid exclusions for certain unit types, which is accurate and adds useful context without contradicting the expected answer. Therefore, it fully covers the key concept and more.
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: A Final Heat of Battle DR of 8 results in Battle Hardening for a Finnish squad, even if it is Broken, as Battle Hardening can affect broken units.
References:
- (15.3) Battle Hardening — A Final Heat of Battle DR of 5-8 results in Battle Hardening, which can improve a unit's class even if broken.
- (25.7) Finnish — Finnish Personnel are subject to Heat of Battle rules.
JUDGE REASONING
[Explanation] The model correctly identifies that a final Heat of Battle DR of 8 results in Battle Hardening for a Finnish squad, including when broken, and references relevant rules. However, it omits the key calculation details of the modifiers: the -1 for being Finnish and +1 for being broken, which are essential to understanding how the final DR of 8 is reached. Thus, while the main concept is correct, the explanation is incomplete compared to the expected answer.
A unit rolls a 2 on a 1MC. Does it check for Heat of Battle?
EXPECTED
Yes. A Heat of Battle DR follows any Original MC DR of 2.
MODEL RESPONSE
Answer: No, a unit does not check for Heat of Battle because the Original Morale Check DR was a 2, but the unit passed the MC (rolling ≤ its morale). Heat of Battle is triggered only by an Original MC or Rally DR of 2 that results in a failure (i.e., the unit breaks or pins).
References:
- (A15.1) Heat of Battle — follows any Original MC or Rally (not Self-Rally) DR of 2, but the unit must be subject to Heat of Battle and the DR of 2 must occur during the resolution.
- (A7.303) Normal Morale Check — a unit is unaffected if it rolls less than its morale; a roll equal to its morale pins it, and a roll greater breaks it. A roll of 2 that is less than the unit's morale is a pass, so no failure occurs to trigger Heat of Battle.
JUDGE REASONING
[Explanation] The expected answer states that a Heat of Battle DR follows any Original MC DR of 2, implying that a roll of 2 on a 1MC triggers Heat of Battle regardless of pass or fail. The model's response incorrectly adds the condition that the unit must fail the MC (break or pin) for Heat of Battle to be checked, which contradicts the expected answer and ASL rules. According to ASL (A15.1), Heat of Battle is triggered by any Original MC DR of 2, not only failures. Therefore, the model's answer is incorrect.
How is a Hero created?
EXPECTED
A Hero is created randomly as a Heat of Battle result from a qualifying Final Heat of Battle DR. The Hero comes from other Personnel types (including broken units), and creation follows the Heat of Battle procedure and restrictions.
MODEL RESPONSE
Answer: A Hero is created randomly from other Personnel types (even if broken) during the course of play by a subsequent Final Heat Of Battle DR ≤ 6 (A15.21). Japanese squads/HS may also create "suicide" Tank-Hunter (T-H) Heroes via a specific attempt when conditions are met (G1.421).
References:
- (A15.21) Hero Creation — created from Personnel via a Final Heat Of Battle DR ≤ 6
- (G1.421) T-H Heroes — Japanese MMC may attempt to create a T-H Hero under specific conditions vs an enemy AFV
JUDGE REASONING
[Explanation] The model's response correctly identifies that a Hero is created randomly from other Personnel types, including broken units, via a Final Heat of Battle DR ≤ 6, which aligns with the expected answer's mention of a qualifying Final Heat of Battle DR and creation from other Personnel types. It also correctly references the Heat of Battle procedure and restrictions. The additional detail about Japanese T-H Heroes is accurate and does not contradict the expected answer, thus not penalized. Overall, the core concepts are fully covered.
How is a Hero created in ASL, and what specific DR result triggers Hero creation?
EXPECTED
A Hero (1-4-9 SMC) is randomly created from other Personnel types (even if broken) by a subsequent Final Heat of Battle DR of 6 or less. A Final Heat of Battle DR of 5 or 6 results in both Hero Creation and Battle Hardening of the original unit. A Hero never breaks or goes berserk, is immune to Cowering and enforced Pin results, and is always considered Stealthy.
MODEL RESPONSE
Answer: A Hero is created by a Final Heat of Battle DR of ≤ 6, which triggers Hero Creation (15.21) and can occur after an Original MC or Rally DR of 2.
References:
- (15.1) Heat of Battle — Heat of Battle DR follows any Original MC or Rally (not Self-Rally) DR of 2.
- (15.21) Hero Creation — A hero is randomly created from other Personnel types during play by a subsequent Final Heat Of Battle DR ≤ 6.
JUDGE REASONING
[Explanation] The model correctly identifies that a Hero is created by a Final Heat of Battle DR of 6 or less and references the relevant rules (15.21 and 15.1). However, it misses key details from the expected answer: it does not mention that a DR of 5 or 6 results in both Hero Creation and Battle Hardening, nor does it describe the Hero's special characteristics (never breaks or goes berserk, immune to Cowering and enforced Pin results, always Stealthy). The model also incorrectly states that Hero Creation can occur after an Original MC or Rally DR of 2, which is misleading since the Heat of Battle DR follows those DRs but Hero Creation is specifically tied to the Final Heat of Battle DR. Therefore, the response is partially correct but incomplete.
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: A Hero firing an MG uses it at full FP and adds +1 to its To Hit or IFT DR, but this is negated by the Hero's own -1 DRM, resulting in a net 0 DR modifier.
References:
- (A15.23) Hero Weapons Use — A hero uses a MG (at full FP) by adding +1 to its To Hit or IFT DR, which is negated by the heroic DRM.
JUDGE REASONING
[Explanation] The model's response correctly explains that the +1 to To Hit or IFT DR from firing the MG is negated by the Hero's -1 DRM, resulting in a net zero DR modifier. It matches the expected answer's key concepts and reasoning, including the offsetting modifiers and the final net effect.
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 that a hero (or any Fire Group he is part of) may apply to its IFT/CC resolution DR, provided the hero is firing at Normal Range of either his inherent FP or his weapon counter (A15.24). This DRM is cumulative with leadership DRMs and other heroes in the same attack.
References:
- (A15.24) Heroic DRM — A hero/any FG he is part of may deduct one from its IFT/CC resolution DR if firing at Normal Range.
- (A15.23) Weapons Use — A hero forfeits his inherent FP when using a SW and uses MGs with a +1 DRM (negated by heroic DRM).
JUDGE REASONING
[Explanation] The model correctly identifies the Heroic DRM as a -1 DRM applied to eligible attacks involving a hero or a Fire Group he is part of, and notes it applies at Normal Range, which aligns with the expected answer's mention of range/weapon limits. It also correctly states that the DRM is cumulative with leadership and other heroes, matching the stacking aspect. However, the model omits the explicit mention that the Heroic DRM does not apply in situations explicitly excluded by the rule, such as FT/DC attacks, which is a key concept in the expected answer. Additionally, the model's reference to A15.23 about forfeiting inherent FP and MGs with +1 DRM is extra context but not directly relevant to the core question. Overall, the response captures the main idea but misses the explicit exclusions, so it is partial.
How does Berserk status change morale and break/pin behavior?
EXPECTED
Berserk units use a base morale of 10, do not break normally, and on failed MC suffer Casualty Reduction instead. They ignore many normal morale-control effects (including cowering and most pinning) subject to listed exceptions.
MODEL RESPONSE
Answer: Berserk units assume a base Morale Level of 10, never have their Morale Level lowered, and never break, cower, or become pinned except due to specific exceptions like PF/ATMM Checks, Minimum Move, Wounds, or Collapsed huts.
References:
- (A15.42) MORALE — Berserk units assume a base Morale Level of 10 and never break, cower, or become pinned except due to specific exceptions.
- (A15.42) Berserk units never take a PAATC, LLMC, or LLTC, and automatically lose any CX, TI, Concealment, or pinned status.
JUDGE REASONING
[Explanation] The model's response correctly states that Berserk units use a base morale of 10, do not break normally, and ignore many normal morale effects such as cowering and pinning except for specific exceptions. It also mentions that they never have their morale lowered and references relevant rules (A15.42). While the model does not explicitly mention the casualty reduction on failed MC, it covers the core concepts of morale and break/pin behavior changes for Berserk units as expected. The minor omission does not detract from the overall correctness.
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 (15.42), and if it fails a Morale Check it is not broken but suffers Casualty Reduction.
References:
- (15.42) 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.
JUDGE REASONING
[Explanation] The model correctly states the base Morale Level of 10 and that failing a Morale Check results in Casualty Reduction rather than breaking, which are key points. However, it omits several important details from the expected answer: that the Morale Level is never lowered, that berserk units never break, cower, or become pinned, never take PAATC, LLMC, or LLTC, and that they automatically lose CX, TI, Concealment, and pinned status upon going berserk and never receive leadership benefits. These omissions mean the response is incomplete but not incorrect.
What movement restrictions apply to a wounded SMC in ASL?
EXPECTED
A wounded SMC is reduced to 3 MF (even if berserk or during RtPh), with 4 MF while carried by any conveyance. IPC is reduced to zero, meaning wounded leaders cannot carry any SW. A wounded SMC cannot Double Time. A SMC wounded after already expending more than 3 MF is immediately pinned. A Good Order wounded man not portaging a SW may be carried by any Good Order MMC at a cost of 5 PP. A wounded leader's 2 MF bonus for accompaniment still applies.
MODEL RESPONSE
Answer: A wounded SMC is reduced to three MF (even if berserk), has an IPC of zero, and cannot use Double Time; however, if mounted on any form of conveyance, it is considered to have 4 MF.
References:
- (A17.2) Wounded SMC Movement — reduced to three MF, IPC zero, no Double Time, but 4 MF if on a conveyance
- (A4.11) MF Allotment — SMC normally has six MF, but reduced to four if mounting/riding/dismounting a conveyance; wounded SMC increased to four MF if mounting/riding/dismounting a conveyance
JUDGE REASONING
[Explanation] The model's response correctly states that a wounded SMC is reduced to 3 MF, has an IPC of zero, cannot use Double Time, and has 4 MF if on a conveyance, which matches key points of the expected answer. However, it omits several important details: the immediate pinning if wounded after expending more than 3 MF, the carrying rules for wounded men (including the 5 PP cost and that only Good Order MMCs can carry), and the wounded leader's 2 MF accompaniment bonus. These omissions mean the response is not fully complete, so it is rated partial rather than correct.
Can a broken MMC attempt a rally without a leader present?
EXPECTED
Yes. One MMC may attempt Self-Rally as the first MMC Rally attempt of its own Player Turn. The unit attempting Self-Rally must add a +1 DRM.
MODEL RESPONSE
Answer: Yes, a broken MMC can attempt to rally without a leader present if it has Self-Rally capability or if it is the first MMC rally attempt of its own Player Turn (as a Self-Rally attempt for Field Promotion).
References:
- (A10.63) Self-Rally — All Personnel units whose Morale Level on the broken side is encased in a square have Self-Rally capability; one MMC may attempt Self-Rally as the first MMC attempt of its own Player Turn.
- (A18.11) Self-Rally/Field Promotion — The first MMC Rally attempt of a player’s own RPh may be performed as Self-Rally regardless of Self-Rally capability, provided there is no Good Order leader in that Location.
JUDGE REASONING
[Explanation] The model's response correctly states that a broken MMC can attempt to rally without a leader present by using Self-Rally capability or as the first MMC rally attempt of its own Player Turn. It references the correct rules (A10.63 and A18.11) and includes the key concept that the first MMC rally attempt can be a Self-Rally even without a leader. Although it adds some extra context about Self-Rally capability and Field Promotion, this does not contradict the expected answer and aligns well with the core concept. The model's answer matches the expected answer's key points and is therefore correct.
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 broken status that occurs when an unbroken squad/HS/6+1 leader fails a Morale Check by more than its ELR but cannot be Replaced by a lower quality unit (A19.12). A Disrupted unit cannot Self-Rally, cannot use Low Crawl, does not prevent enemy movement into or through its hex, and has limited routing options—it routs only if in a Blaze Location, Open Ground within enemy LOS/Normal Range, or a Water Obstacle (A19.12).
References:
- (A19.12) DISRUPTION — defines when Disruption occurs and its main penalties (no Self-Rally, limited routing, no Low Crawl, enemy movement allowed)
- (A19.12) DISRUPTION — also states Disrupted units surrender if ADJACENT to or in same Location with an armed enemy unit unless rallied first
JUDGE REASONING
[Explanation] The model correctly identifies that Disruption occurs when an unbroken squad/HS/6+1 leader fails a Morale Check by more than its ELR and cannot be Replaced by a lower quality unit, and that a Disrupted unit cannot Self-Rally. It also correctly notes the surrender condition when adjacent to or in the same Location as an armed enemy unit unless rallied first. However, the model adds some penalties (no Low Crawl, allowing enemy movement through hex, limited routing options) that are not mentioned in the expected answer, and it omits key details such as the exception for No Quarter, the fact that non-6+1 leaders become Disrupted only by Heat of Battle, and the list of units that are never Disrupted. Therefore, while the core concept is captured, some key elements are missing or not addressed, making the response partial.
What is the Victory Point value of a captured prisoner at the end of a scenario?
EXPECTED
Every unit which surrenders or is captured and still under guard at the end of a scenario is worth double its normal Victory Condition value.
MODEL RESPONSE
Answer: At scenario end, a captured prisoner is worth double its normal VP value to its captor.
References:
- (A26.222) Captured units at scenario end — captured units are worth double their normal VP at scenario end.
- (A26.211) Infantry VP value — each squad or crew is worth two VP, each HS is worth one VP.
JUDGE REASONING
[Explanation] The model's response correctly states that captured prisoners are worth double their normal Victory Point value at scenario end, matching the expected answer's key concept. It also provides relevant rule references and clarifies the normal VP values, which aligns well with the expected explanation without contradicting it.
During the RtPh, a broken Infantry unit is both ADJACENT to Known, Good Order, armed enemy Infantry/Cavalry and unable to rout away from it or only able to rout while being subject to Interdiction or
resorting to Low Crawl -- what happens?
EXPECTED
Assuming No Quarter hasn't been invoked, the broken Infantry unit will surrender
MODEL RESPONSE
Answer: The broken Infantry unit must surrender to that enemy unit, becoming its prisoner after first abandoning all its SW.
References:
- (A20.21) Surrender in RtPh — broken Infantry ADJACENT to Known, Good Order, armed enemy Infantry/Cavalry and unable to rout away without Interdiction or Low Crawl must surrender.
- (A10.5) Failure to Rout — a broken unit may not end its RtPh ADJACENT to an unbroken, armed Known enemy unit or it will be eliminated.
JUDGE REASONING
[Explanation] The model's response correctly identifies that the broken Infantry unit must surrender if adjacent to a known, good order, armed enemy Infantry/Cavalry and unable to rout away without interdiction or low crawl, matching the expected answer. It also adds the detail about abandoning all SW and cites the relevant rules (A20.21 and A10.5), which aligns with the expected concept and adds useful context without contradiction.
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
Step 1: Attacker FP: Two 4-4-7 squads each have 4 FP for CC, total = 8 FP (A11.4).
Step 2: Defender FP: One 4-6-7 squad has 4 FP for CC (A11.4).
Step 3: Odds: 8:4 = 2:1 (rounded down to nearest column on CCT).
Step 4: Capture attempt adds a +1 DRM (20.22), but vs Inexperienced Personnel this is instead a -1 DRM (20.22 EXC). Since the 4-6-7 is First Line (not Inexperienced), the DRM is +1.
Step 5: Original CC DR = 5, modified by +1 → Final DR = 6.
Step 6: At 2:1 odds, the Kill Number is 5 (A11.11). A Final DR equal to the Kill Number (6 = 5?) No—Final DR 6 > Kill Number 5, so no effect. However, a Final DR equal to the Kill Number is a Partial Kill (one unit Casualty Reduced). Since Final DR 6 > 5, the attack has no effect.
Calculation: 5 (Original DR) + 1 (capture DRM) = 6 Final DR; 6 > 5 (Kill Number) → no effect.
Answer: The attack has no effect because the Final DR of 6 exceeds the 2:1 Kill Number of 5.
References:
- (A11.4) Close Combat FP — each unit contributes its CC FP
- (A11.11) CC Resolution — odds and Kill Number on CCT
- (20.22) Capture Attempt — +1 DRM (or -1 vs Inexperienced)
JUDGE REASONING
[Calculation] The model correctly calculates the odds ratio and applies the +1 DRM for the capture attempt, resulting in a final DR of 6. However, it incorrectly interprets the CC Table results. According to the expected answer and ASL rules, at 2:1 odds, a DR of 6 results in elimination (or capture in this case), not 'no effect.' The model states that a DR of 6 is greater than the Kill Number of 5 and thus no effect, which is incorrect. The expected answer correctly states that the capture DRM shifts the DR to 6, which results in capture. Therefore, despite correct calculations, the final conclusion is wrong, making the model's response incorrect.
A full squad can guard how many full-squad prisoners?
EXPECTED
5. A single Guard unit can guard prisoners with a total US# up to five times its own US#.
MODEL RESPONSE
Answer: A single Guard unit can guard prisoners with a total US# up to five times its own US# (20.51). Since a full squad has a US# of 3, it can guard prisoners with a total US# of up to 15, which is equivalent to five full-squad prisoners (each with a US# of 3).
References:
- (20.51) STACKING — A single Guard unit can guard prisoners with a total US# up to five times its own US#.
- (20.51) STACKING — A Guard can automatically exchange two prisoner HS/crew for an Unarmed squad and vice versa.
JUDGE REASONING
[Calculation] The model's response correctly states the rule from 20.51 that a single Guard unit can guard prisoners with a total US# up to five times its own US#. It correctly calculates that a full squad with US# 3 can guard prisoners totaling US# 15, which corresponds to five full-squad prisoners (each US# 3). The answer matches the expected answer both in value and explanation, and includes relevant references.
What restrictions apply to using captured enemy SW?
EXPECTED
Captured SW has its B# and X# decreased by two due to lack of familiarity with the equipment (A21.11). Additionally, captured weapons must reduce any Multiple ROF capability by one (A21.12). Captured ordnance must use the red To Hit Numbers and add a +2 DRM to all To Hit attempts. Possession of enemy SW can occur only by Recovery (A4.44).
MODEL RESPONSE
Answer: Captured enemy SW may be used by their new owner, but they suffer penalties: their Breakdown Number (B#/X#) is reduced by two, any Multiple ROF capability is reduced by one, and all attacks by captured ordnance must use the red To Hit numbers and add a +2 DRM to all To Hit attempts.
References:
- (A21.11) Captured SW/Gun malfunction — Breakdown Number reduced by two
- (A21.12) Captured weapons performance — Multiple ROF reduced by one, red TH# and +2 DRM for ordnance
JUDGE REASONING
[Explanation] The model's response correctly identifies the key penalties for captured enemy SW: B#/X# reduced by two, Multiple ROF reduced by one, and the use of red To Hit numbers with a +2 DRM for ordnance, matching the expected answer's core concepts from A21.11 and A21.12. However, it omits the important restriction that possession of enemy SW can only occur by Recovery (A4.44), which is a key part of the expected answer. Therefore, the response is mostly correct but incomplete.
When can a vehicle be captured?
EXPECTED
A vehicle can be captured only in the CCPh, and an AFV can be captured only if Abandoned.
MODEL RESPONSE
Answer: A vehicle can be captured only in the Close Combat Phase (CCPh) if it is Abandoned, or by a CC attack capture attempt even if it is manned.
References:
- (A11.52) Vehicle Capture — a vehicle can be captured only in the CCPh
- (D5.42) Abandoned AFV Capture — an Abandoned AFV can be captured automatically by any Infantry unit in the same location at the end of a CCPh, or by a CC attack capture attempt
JUDGE REASONING
[Explanation] The model correctly states that a vehicle can be captured only in the Close Combat Phase (CCPh), which matches the expected answer. It also correctly notes that an Abandoned AFV can be captured automatically by infantry in the same location at the end of the CCPh, aligning with the expected answer that an AFV can be captured only if Abandoned. However, the model adds that a vehicle can be captured by a CC attack capture attempt even if it is manned, which is an additional detail not mentioned in the expected answer. This extra detail is correct according to the rules but goes beyond the expected answer. Since the core concepts are covered but with some additional correct context, the response is partial rather than fully correct.
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 16 FP.
References:
- (A22) Flamethrower — SW depiction shows FP and range
- (A22.32) FT can attack an adjacent hex at full FP or a Location two hexes away with Long Range Fire
JUDGE REASONING
[Calculation] The expected answer states the Flamethrower has a Firepower (FP) factor of 24 and a Normal Range of one hex. The model correctly identifies the Normal Range as one hex but incorrectly states the FP as 16 instead of 24. Since the FP value is a key numeric fact and does not match the expected answer, the response is incorrect.
When is a Flamethrower (FT) removed from play due to running out of fuel?
EXPECTED
If the Original resolution DR for any FT attack by Infantry is >= 10.
MODEL RESPONSE
Answer: A Flamethrower is removed from play if the Original resolution DR for any FT attack is ≥ 10, indicating it has run out of fuel (A22.5).
References:
- (A22.5) MALFUNCTION — FT removed if Original DR ≥ 10 after resolving attack
JUDGE REASONING
[Explanation] The model's response correctly states that a Flamethrower is removed from play if the Original resolution DR for any FT attack is ≥ 10, matching the expected answer. It also correctly references the relevant rule (A22.5) and clarifies that this indicates running out of fuel. The core concept and condition are fully covered without contradiction.
What is the Firepower bonus for using a Molotov Cocktail (MOL) in a PBF/TPBF attack?
EXPECTED
Using a MOL in a PBF/TPBF attack entitles the firer to add four FP to that attack.
MODEL RESPONSE
Answer: Using a Molotov Cocktail (MOL) in a PBF/TPBF attack adds four Firepower (FP) to that attack, and this 4 FP bonus is never modified.
References:
- (A22.611) vs Unarmored Targets — Using a MOL in a PBF/TPBF attack entitles the firer to add four FP to that attack.
- (A22.6) Molotov Cocktails — The MOL 4 FP bonus is always added after any modification of FP; i.e., it is not subject to modification.
JUDGE REASONING
[Explanation] The model's response correctly states that using a Molotov Cocktail in a PBF/TPBF attack adds four FP to the attack, matching the expected answer. It also correctly adds that this 4 FP bonus is never modified, which is accurate and consistent with the rules cited. The inclusion of references and additional context does not contradict the expected answer but rather supports it, so the response is fully correct.
What is the Firepower of a Demolition Charge (DC) exploding in a target Location?
EXPECTED
30 FP factors on the IFT [EXC: Set DC; 23.7].
MODEL RESPONSE
Answer: A Demolition Charge (DC) explodes with 30 Firepower (FP) on the IFT, except for a Set DC which has 36 FP.
References:
- (A23.1) Demolition Charge FP — A DC explodes with 30 FP on the IFT [EXC: Set DC; 23.7].
- (A23.7) Set DC — A Set DC has 36 FP.
JUDGE REASONING
[Calculation] The model's response correctly states that a Demolition Charge (DC) explodes with 30 Firepower on the IFT, matching the expected answer. However, it adds that a Set DC has 36 FP, which is not part of the expected answer and slightly contradicts the exception cited (23.7) which actually states the Set DC has 36 FP, not 30. The expected answer only mentions the 30 FP and the exception, but the model's inclusion of the Set DC FP value is extra information. Since the core answer matches but includes additional detail, it is considered partial rather than fully correct.
Can a unit Place a DC if it fired during the PFPh?
EXPECTED
No. A unit cannot Place a DC if it fired during the PFPh or was pinned prior to Placement during that MPh.
MODEL RESPONSE
Answer: No, a unit cannot Place a Demolition Charge (DC) if it fired during the Prep Fire Phase (PFPh).
References:
- (A23.3) DC Placement — The act of Placing a DC is considered movement expended in the Placement Hex, and a unit cannot Place a DC if it fired during the PFPh.
- (A23.3) DC Placement Restrictions — The unit cannot Place a DC if it fired during the PFPh or was pinned prior to Placement during the MPh.
JUDGE REASONING
[Explanation] The model's response correctly states that a unit cannot place a DC if it fired during the PFPh, matching the expected answer. It also includes the additional correct detail that a unit cannot place a DC if it was pinned prior to placement during the MPh, which aligns with the expected answer and does not contradict it. The references to the relevant rules support the correctness of the response.
When does an operably Placed DC detonate?
EXPECTED
A DC operably Placed during the MPh detonates during the AFPh on any Original DR < 12 (or 10 for a captured DC).
MODEL RESPONSE
Answer: An operably Placed DC detonates during the AFPh (Advancing Fire Phase) on any DR < 12 (or < 10 for a captured DC), provided it was Placed during the MPh.
References:
- (A23.1) DC Detonation — An operably Placed DC detonates during the AFPh.
- (A23.1) Malfunction — A DR of 12 (or ≥10 if captured) means it malfunctions and is removed without detonation.
JUDGE REASONING
[Explanation] The model's response correctly states that an operably Placed DC detonates during the AFPh on any DR less than 12 (or less than 10 for a captured DC), and that it must have been Placed during the MPh. It also references the relevant rule (A23.1) and includes the malfunction condition, which aligns with the expected answer. The core concepts and conditions match perfectly.
If the is a mild breeze, can smoke still be placed?
EXPECTED
If there is a mild breeze, SMOKE cannot be placed in the three hexes adjacent to the placing unit in an upwind direction.
MODEL RESPONSE
Yes, smoke can still be placed in a mild breeze, but placement is restricted in the three adjacent hexes upwind from the placing unit.
Answer: Smoke grenades can be placed during a mild breeze, but they cannot be placed in the three hexes adjacent to the placing unit in an upwind direction.
References:
- (A24.1) Infantry Usage — Placement in an ADJACENT hex is permissible if there is no wind; if there is a mild breeze, SMOKE cannot be placed in the three hexes adjacent to the placing unit in an upwind direction.
JUDGE REASONING
[Explanation] The model's response correctly states that smoke can be placed during a mild breeze but not in the three hexes adjacent to the placing unit in the upwind direction. This matches the expected answer's key concept about placement restrictions due to mild breeze. The model also provides a relevant rule reference, reinforcing the correctness.
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 IFT attack would receive a DRM of +1 for the SMOKE Hindrance (A24.8) and no TEM from the wall because the moving unit is claiming Wall Advantage, which denies it in-hex TEM (B9.31).
References:
- (B9.31) Wall Advantage TEM — A unit claiming WA receives wall/hedge TEM but not in-hex TEM.
- (A24.8) SMOKE Hindrance — LOS traced out of a SMOKE Location adds +1 Hindrance DRM.
JUDGE REASONING
[Explanation] The model's response incorrectly states the DRM values and the application of Wall Advantage. The expected answer clearly states the final DRM as +3, composed of +2 for SMOKE, +2 for Wall Advantage, and -1 for First Fire Non-Assault Movement. The model claims only +1 for SMOKE and denies any TEM from the wall, which contradicts the expected +2 for SMOKE and +2 for Wall Advantage. Additionally, the model does not mention the -1 DRM for First Fire Non-Assault Movement. Therefore, the model's response misses key DRM values and the correct application of Wall Advantage and movement DRM, making it incorrect.
When is White Dispersed SMOKE removed from play?
EXPECTED
White Dispersed SMOKE is removed at the start of the owning players next PFPh.
MODEL RESPONSE
Answer: White Dispersed SMOKE is removed at the start of the owning player's next PFPh (A24.4).
References:
- (A24.4) White Dispersed SMOKE — removed at start of placing player's next PFPh
JUDGE REASONING
[Explanation] The model's response matches the expected answer exactly, stating that White Dispersed SMOKE is removed at the start of the owning player's next PFPh. It also correctly references the relevant rule (A24.4), reinforcing the accuracy. There are no missing key concepts or contradictions.
When does a +3 White Smoke (5/8 inch counter) get reduce and to which counter?
EXPECTED
At the start of the owning player's next PFPh, the +3 White Smoke is reduce to +2 Dispersed White Smoke, by flipping the counter.
MODEL RESPONSE
Answer: A +3 White Smoke counter is reduced to a White Dispersed Smoke counter at the start of the placing player's next PFPh (A24.4). If already dispersed, it is removed instead.
References:
- (A24.4) White Smoke counter — flips to Dispersed side at start of placing player's next PFPh
- (A24.4) White Dispersed Smoke counter — removed at start of placing player's next PFPh if already dispersed
JUDGE REASONING
[Explanation] The model's response correctly states that the +3 White Smoke counter is reduced at the start of the placing player's next PFPh, matching the expected timing. It also correctly identifies that the counter is flipped to the Dispersed White Smoke side, which corresponds to the +2 Dispersed White Smoke counter mentioned in the expected answer. Additionally, the model includes the extra detail that if already dispersed, the counter is removed, which does not contradict the expected answer. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.
When is +2 White Dispersed SMOKE (5/8 inch counter) get removed from the board?
EXPECTED
White Dispersed SMOKE is removed at the start of the owning player’s next PFPh.
MODEL RESPONSE
Answer: White Dispersed SMOKE counters are removed at the start of the owning player's next Prep Fire Phase (PFPh).
References:
- (A24.4) SMOKE Duration — White Dispersed SMOKE is removed at the start of the owning player's next PFPh.
JUDGE REASONING
[Explanation] The model's response matches the expected answer exactly in meaning, stating that White Dispersed SMOKE is removed at the start of the owning player's next Prep Fire Phase (PFPh). It also provides a correct reference to the rule (A24.4), reinforcing the accuracy. There is no missing or incorrect information.
Does an enemy MMC under DM prevent the other player's ground unit from gaining control of a hex or building?
EXPECTED
Yes, an MMC under DM is considered an armed enemy ground unit, which prevents the opposing player's MMC from gaining control.
MODEL RESPONSE
Answer: Yes, an armed enemy MMC under DM (Demoralized) prevents the opponent from gaining Control of a hex or building, because DM status does not remove the unit's "armed" status or its presence as an enemy ground unit.
References:
- (A26.11) Gaining Control — Control is gained only when there is no armed enemy ground unit (including SMC) in the Location/Hex/Building.
- (A26.1) Control Table — Footnote A states Control is gained if the MMC entered or Mopped Up while there is no armed enemy ground unit in that Building/Hex/Location.
JUDGE REASONING
[Explanation] The model's response correctly states that an MMC under DM is still considered an armed enemy ground unit and thus prevents the opposing player from gaining control of the hex or building. It references the relevant rules (A26.11 and A26.1) that support this interpretation, matching the expected answer's key concept that DM status does not negate the unit's armed status or presence. The response fully covers the expected answer's core idea without contradiction.
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, though it may gain Control of a Location or hex under specific conditions.
References:
- (A26.11) Gaining Control — states a vehicle (or its PRC) can never gain Control of a building
- (A26.12) Vehicular Control — an armed, non-bypassing vehicle can temporarily gain Control of the Location it occupies if devoid of armed enemy units, but this does not extend to building Control
JUDGE REASONING
[Explanation] The model's response correctly states that a vehicle or its PRC can never gain Control of a building, matching the expected answer. It also correctly adds that a vehicle may gain Control of the Location or hex if devoid of armed enemy units, which aligns with the expected answer's mention of gaining Control of the Location/hex under that condition. The references to the relevant rules support the accuracy. The response covers all key concepts without contradiction.
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: Captured units/equipment are worth double their normal VP value to their captor at the end of the scenario, except captured Chinese Guns/vehicles which are quadrupled.
References:
- (26.222) Captured units/equipment — during play are worth normal VP; at scenario end are worth double VP to captor
- (G18.44) Captured Chinese equipment — VP value is quadrupled at game end
JUDGE REASONING
[Explanation] The model's response fully matches the expected answer by stating that captured units/equipment are worth double their normal VP to the captor at scenario end, and that captured Chinese guns/vehicles are quadrupled. It also correctly references the relevant rules, covering all key concepts without contradiction.
What is Open Ground in ASL and does it provide any TEM to units occupying it?
EXPECTED
Open Ground is any hex devoid of other printed terrain features which would affect fire or LOS into that hex (e.g., a hex covered uniformly in light green). Open Ground provides no TEM (0 TEM). Units in Open Ground are subject to the -1 FFMO DRM when fired upon while moving.
MODEL RESPONSE
Answer: Open Ground is terrain with no inherent terrain features (like woods, buildings, etc.) and provides no Terrain Effects Modifier (TEM) to units occupying it.
References:
- (A4.2) Open Ground — Terrain with no inherent terrain features; no TEM.
- (B13.2) Woods — Contrasting terrain type that provides TEM, unlike Open Ground.
JUDGE REASONING
[Explanation] The model correctly identifies Open Ground as terrain without inherent terrain features and that it provides no TEM, matching the key concepts of the expected answer. However, it omits the example of light green hexes and the important detail that units in Open Ground suffer a -1 FFMO DRM when fired upon while moving. Thus, it covers the main idea but misses a key concept.
What is the TEM for a shellhole?
EXPECTED
+1 TEM. A shellhole provides a +1 TEM to Infantry occupying it.
MODEL RESPONSE
Answer: A shellhole provides a conditional TEM of +1, which applies only to Infantry units that are not Manhandling a Gun/Boat and is not cumulative with any other possible TEM.
References:
- (B2.3) Shellhole TEM — conditional +1 TEM for Infantry not manhandling a Gun/Boat, not cumulative with other TEM
JUDGE REASONING
[Explanation] The model's response correctly identifies the +1 TEM provided by a shellhole to Infantry, matching the expected answer. It also adds accurate conditional details about the TEM applying only to Infantry not manhandling a Gun/Boat and that it is not cumulative with other TEMs, which aligns with the referenced rule B2.3. These additional details do not contradict the expected answer but rather enhance it, so the response is considered correct.
If Infantry enters a shellhole by spending 2 MF, is it subject to FFMO (or Interdiction in the RtPh)?
EXPECTED
No. If a unit enters a shellhole hex, it is considered in the shellhole hex and is not subject to FFMO.
MODEL RESPONSE
Answer: No, if Infantry expends 2 MF to enter a shellhole hex, it is considered in the shellhole and is not subject to FFMO or Interdiction.
References:
- (B2.4) Shellhole Entry — Infantry may enter a shellhole hex at a cost of one or two MF. If it expends two MF, it is considered in a shellhole and not subject to FFMO penalties (or Interdiction in the RtPh).
JUDGE REASONING
[Explanation] The model's response correctly states that Infantry entering a shellhole by spending 2 MF is considered in the shellhole and not subject to FFMO or Interdiction, matching the expected answer. It also provides the relevant rule reference (B2.4) and explains the MF cost and its effect, covering all key concepts without contradiction.
When does a unit on a road use road-vs-other-terrain TEM logic?
EXPECTED
In a road/non-Open-Ground combination hex, a unit moving via road rate can be treated as subject to FFMO/Interdiction logic instead of other terrain TEM unless LOS is traced through qualifying non-Open-Ground terrain between firer and target points.
MODEL RESPONSE
Answer: A unit on a road uses road-vs-other-terrain TEM logic when it is moving and the LOS to it does not cross the terrain depiction (e.g., woods symbol), and the unit entered the hex at the road movement rate, regardless of relative elevation.
References:
- (B13.31) Woods-road hex TEM — A moving unit in a combination woods-road hex is not eligible for the +1 woods TEM during Defensive First Fire if LOS does not cross a green woods symbol and the unit entered at road rate.
- (A4.132) FFMO/Interdiction — Subject to FFMO/Interdiction if LOS does not cross terrain depiction and unit entered at road rate.
JUDGE REASONING
[Explanation] The model's response correctly identifies the conditions under which a unit on a road uses road-vs-other-terrain TEM logic, specifically referencing movement at road rate and LOS not crossing the terrain depiction, which aligns with the expected answer's key concepts about road/non-Open-Ground hex combinations and LOS requirements. The inclusion of references to B13.31 and A4.132 supports the explanation and matches the expected answer's emphasis on FFMO/Interdiction logic instead of other terrain TEM. Minor differences in wording do not affect the semantic correctness.
How can Infantry earn an extra MF during their MPh by using roads?
EXPECTED
Infantry who cross only road hexsides throughout their MPh are entitled to one extra MF (for a total of 5 MF for a normal squad), provided the infantry:
- Did NOT encounter mines, burning wrecks, wire, mud, roadblocks, debris, Panji Covered hexsides, smoke, or deep snow in those road hexes.
- Is not not be pushing guns.
MODEL RESPONSE
Infantry can earn one extra MF during their MPh if they cross only road hexsides throughout their MPh and do not encounter mines, burning wrecks, Wire, mud, rubble, roadblocks, debris, Panji Covered hexsides, SMOKE, or Deep Snow in those road hexes, and are not Searching or pushing Guns.
References:
- (3.4) Infantry may cross any road hexside at a cost of one MF (two MF if moving to higher elevation) — The road bonus grants one extra MF if all hexsides crossed are road hexsides and no prohibited terrain/conditions are encountered.
- (3.43) Road-Negating Terrain — The road bonus is not allowed if Infantry expend extra MF to derive protection of shellholes/woods, choose non-Open-Ground cover of an orchard over road Open Ground, or if the road is covered by rubble/debris.
JUDGE REASONING
[Explanation] The model's response correctly identifies that infantry earn an extra MF if they cross only road hexsides and do not encounter prohibited terrain or conditions such as mines, burning wrecks, wire, mud, rubble, roadblocks, debris, Panji Covered hexsides, smoke, or deep snow. It also correctly states that infantry must not be pushing guns. However, the model incorrectly adds 'are not Searching' as a condition, which is not mentioned in the expected answer and is not a requirement for the road bonus. Additionally, the model includes references and some extra context about elevation and road-negating terrain, which is acceptable. Overall, the core concepts are mostly covered but the incorrect addition of 'not Searching' means it is not fully correct.
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: Hidden mines and entrenchments may not be placed in paved road hexes.
References:
- (3.5) Hidden mines [EXC: in debris] and entrenchments may not be placed in a paved road hex due to the urban nature of the terrain.
- (27.1) Foxholes may be placed in any terrain except paved, Sunken or Elevated Road, bridge, runway, marsh, crag, stream, Water Obstacle, rubble or building.
JUDGE REASONING
[Explanation] The model correctly states that hidden mines and entrenchments may not be placed in paved road hexes, aligning with the expected answer's main point. However, it omits the important exception that hidden mines can be placed in debris within paved road hexes, which is explicitly mentioned in the expected answer and the cited rule (3.5). The model's response is mostly accurate but incomplete due to missing this key exception.
If Infantry expends extra MF to derive the protection of shellholes/woods, can they claim the extra-MF road bonus?
MODEL RESPONSE
Answer: No, Infantry cannot claim the extra-MF road bonus if they expend extra MF to derive the protection of shellholes or woods during that MPh.
References:
- (B3.43) ROAD-NEGATING TERRAIN — Infantry may not claim the extra-MF road bonus during a MPh in which they expend extra MF to derive protection of shellholes/woods.
- (B2.4) Shellholes — Infantry may enter a shellhole hex at a cost of one or two MF; if it expends two MF, it is considered in a shellhole and not subject to FFMO.
JUDGE REASONING
[Explanation] The model's response directly answers the question with 'No' and provides the correct reasoning referencing the relevant rules (B3.43 and B2.4). It clearly states that infantry cannot claim the extra-MF road bonus if they expend extra MF for protection from shellholes or woods, matching the expected answer fully and adding appropriate context without contradiction.
What LOS and elevation characteristics define a Sunken Road hex?
EXPECTED
A Sunken Road is a -1 level Depression hex, so a unit in it is one level lower than normal. A unit in a Sunken Road cannot see another Depression hex unless LOS is traced through connected Sunken Road hexes clear of the bordering dark contour lines.
MODEL RESPONSE
A Sunken Road hex is a -1 level Depression hex, and units in it cannot see other Depression hexes unless LOS passes through other Sunken Road hexes without crossing the dark brown contour lines.
References:
- (B4.2) Sunken Road as Depression — Sunken Road is a -1 level Depression hex; unit IN it is one level lower.
- (B4.2) LOS restrictions — Unit IN Sunken Road cannot see any other Depression hex unless LOS traces through other Sunken Road hexes clear of the dark brown contour lines.
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts of the expected answer: that a Sunken Road hex is a -1 level Depression hex, units inside are one level lower, and LOS to other Depression hexes is only possible if traced through connected Sunken Road hexes without crossing the dark contour lines. The wording differs slightly but the semantic meaning and key details fully match the expected answer.
How is a Sunken Road treated for TEM and Interdiction if LOS INTO it exists?
EXPECTED
If LOS INTO it exists, a Sunken Road is treated as Open Ground for TEM and Interdiction purposes.
MODEL RESPONSE
Answer: A Sunken Road is considered Open Ground for TEM and Interdiction purposes, provided a LOS into it exists.
References:
- (B4.3) Sunken Road TEM/Interdiction — Provided a LOS into it exists, a Sunken Road is considered Open Ground for TEM and Interdiction purposes.
JUDGE REASONING
[Explanation] The model's response fully matches the expected answer by stating that a Sunken Road is treated as Open Ground for TEM and Interdiction if LOS into it exists. It also correctly references the relevant rule (B4.3), confirming the accuracy and completeness of the explanation.
What is the Infantry/Cavalry movement cost to enter and leave a Sunken Road through non-road hexsides?
EXPECTED
Entering a Sunken Road through a non-road hexside costs 2 MF for Infantry/Cavalry. Leaving has no extra special surcharge beyond normal movement rules, including normal higher-elevation penalties when applicable.
MODEL RESPONSE
Answer: Entering a Sunken Road hex through a non-road hexside costs 2 MF, and leaving it incurs no additional MF cost beyond the normal penalties for moving to higher elevation.
References:
- (4.41) Infantry/Cavalry entering a Sunken Road hex through a non-road hexside do so at a cost of two MF.
- (4.41) There is no cost for leaving a Sunken Road hex other than the normal penalties for moving to higher elevation.
JUDGE REASONING
[Explanation] The model's response correctly states that entering a Sunken Road hex through a non-road hexside costs 2 MF for Infantry/Cavalry and that leaving the Sunken Road hex has no additional cost beyond normal movement penalties such as higher elevation. It matches all key concepts in the expected answer and includes proper references, with no contradictions or missing elements.
How does an Elevated Road affect LOS?
EXPECTED
An Elevated Road is a one-level LOS obstacle, including its contour boundaries. Units on it are effectively one level higher (as on level-1 hill terrain), and LOS interactions are constrained by those contour lines and crest-like effects.
MODEL RESPONSE
An Elevated Road is a one-level obstacle to LOS, and its bordering contour lines are equivalent to hill Crest Lines, blocking LOS to units at lower levels if the LOS crosses those lines.
**Answer:** An Elevated Road acts as a one-level LOS obstacle, and its contour lines are Crest Lines; a unit at a lower level cannot see through an Elevated Road hex to another unit at the same lower level if the LOS crosses the contour lines or road depiction.
**References:**
- (B5.2) Elevated Road LOS — An Elevated Road is a one-level obstacle to LOS.
- (B5.21) Elevated Road Crest Lines — The contour lines are equivalent to hill Crest Lines, blocking LOS to lower-level units if crossed.
JUDGE REASONING
[Explanation] The model's response correctly identifies that an Elevated Road is a one-level LOS obstacle and that its contour lines act like hill Crest Lines, blocking LOS to units at lower levels if the LOS crosses those lines. This matches the expected answer's key concepts about the Elevated Road being effectively one level higher and the LOS constraints imposed by contour boundaries and crest-like effects. The model also references the relevant rules, reinforcing accuracy. The response covers all key points without contradiction.
Can vehicles claim Hull Down on an Elevated Road hex?
EXPECTED
No. Even though Elevated Road contour lines act as crest-like LOS features, vehicles may not claim HD status on an Elevated Road hex.
MODEL RESPONSE
Answer: No, vehicles cannot claim Hull Down status on an Elevated Road hex.
References:
- (B5.21) Elevated Road and Hull Down — states "vehicles cannot claim HD status on an Elevated Road hex."
- (Index reference) HD (Hull Down): D4.2 [Elevated Road NA: B5.21] — confirms Hull Down is not available on Elevated Roads.
JUDGE REASONING
[Explanation] The model's response directly answers the question with a clear 'No' and supports it with specific rule references (B5.21 and D4.2) that confirm vehicles cannot claim Hull Down on Elevated Road hexes. This matches the expected answer's key concept that Elevated Roads do not allow Hull Down status despite their crest-like LOS features.
How do bridges affect LOS between units on and under the bridge?
EXPECTED
A bridge blocks LOS between units on the bridge and units beneath it. Otherwise a non-pontoon bridge can hinder certain LOS traced through it (unless LOS is traced only through road depiction as specified), while pontoon handling differs by rule.
MODEL RESPONSE
Answer: A bridge blocks LOS between units on the bridge and units beneath the bridge in the same hex, but otherwise does not block LOS. However, a non-pontoon bridge Hinders (+1 DRM) any LOS drawn through it between units at the same level as the bridge or when only one unit is below the bridge level, unless the LOS is traced only through the road depiction of the bridge.
References:
- (B6.2) Bridge LOS — blocks LOS between on-bridge and under-bridge units; non-pontoon bridges add Hindrance unless LOS follows road depiction
- (B6.2) Bridge Hindrance — non-pontoon bridges Hinder LOS between units at the same level or when only one is below bridge level
JUDGE REASONING
[Explanation] The model's response correctly states that a bridge blocks LOS between units on the bridge and units beneath it in the same hex, matching the expected answer's key concept. It also accurately explains that non-pontoon bridges hinder LOS traced through them unless the LOS is traced only through the road depiction, aligning with the expected answer's mention of hindrance and pontoon handling differences. The model includes relevant rule references and does not contradict the expected answer, covering all key concepts fully.
How is Direct Fire against a target on a bridge treated when traced only through the road depiction?
EXPECTED
Direct Fire (and Direct Fire Interdiction) against a bridge target traced only through the bridge road depiction is treated as occurring in Open Ground for those purposes, subject to other LOS/Hindrance effects elsewhere on the LOS.
MODEL RESPONSE
Answer: Direct Fire against a target on a bridge is treated as Open Ground (no TEM or Hindrance) if the LOS enters the bridge hex only through the road depiction.
References:
- (B6.3) Direct Fire against a target on a bridge — treated as Open Ground if LOS enters only through the road depiction
- (B1.15) Bridges considered Open Ground — if LOS enters only through the road depiction
JUDGE REASONING
[Explanation] The model's response correctly states that Direct Fire against a bridge target traced only through the road depiction is treated as Open Ground, matching the expected answer. It also references the relevant rules (B6.3 and B1.15), reinforcing the correctness. The response captures the key concept that the bridge road depiction negates TEM or Hindrance for Direct Fire purposes, consistent with the expected answer.
What TEM does a non-pontoon bridge provide against Direct Fire and Indirect Fire?
EXPECTED
Direct Fire against targets on a non-pontoon bridge which enters the bridge other than across the road depiction has a TEM of +1, regardless of bridge construction type. Direct Fire traced only through the road depiction of that bridge hex is considered Open Ground (no TEM). Indirect Fire against a non-pontoon bridge or targets on or beneath it also has a TEM of +1, which negates Interdiction.
MODEL RESPONSE
Answer: A non-pontoon bridge provides a +1 TEM against Direct Fire (B6.31) and a +1 TEM against Indirect Fire (B6.32), regardless of bridge construction type.
References:
- (B6.31) Direct Fire against targets on a non-pontoon bridge — +1 TEM regardless of bridge construction type
- (B6.32) Indirect Fire against a non-pontoon bridge/targets on or beneath the bridge — +1 TEM regardless of LOF
JUDGE REASONING
[Explanation] The model's response correctly states the +1 TEM against both Direct Fire and Indirect Fire for non-pontoon bridges, matching the expected answer's key concepts. It references the correct rules (B6.31 and B6.32) and notes the TEM applies regardless of bridge construction type. While it does not explicitly mention the exception for Direct Fire traced only through the road depiction being Open Ground (no TEM), this detail is a nuance that does not contradict the core answer. Overall, the model covers the essential points accurately.
When do wooden bridge collapse checks occur, and what happens on a failed check?
EXPECTED
A collapse check is made the first time total vehicle/wreck tonnage on a wooden bridge exceeds its current weight limit, and again only when a new recorded limit is exceeded. If the Final Bridge Collapse DR is 12 or more, the bridge Location collapses and counters on/under it are eliminated; if less than 12, the bridge remains and the tested load becomes the new limit.
MODEL RESPONSE
Answer: A wooden bridge collapse check occurs the first time the total weight of vehicles/wrecks on it exceeds ten tons, and if the Final Bridge Collapse DR is ≥ 12, the entire bridge Location collapses, eliminating all units on and beneath it and placing rubble per rule 6.331.
References:
- (6.42) Wooden Bridge Collapse — Check triggered when total weight > 10 tons; DR modified by +1 per 5-ton increment over limit; DR ≥ 12 causes collapse.
- (6.331) Bridge Destruction — Non-pontoon bridge destruction results in rubble placement at the level below it.
JUDGE REASONING
[Explanation] The model correctly identifies that the collapse check occurs when the total weight of vehicles/wrecks on the wooden bridge exceeds a certain limit and that a DR of 12 or more causes the bridge location to collapse, eliminating units on and beneath it. However, it incorrectly states the initial weight limit as a fixed 10 tons rather than the current weight limit which can change as new limits are recorded. It also omits that collapse checks occur again only when a new recorded limit is exceeded. Additionally, the model does not mention that if the DR is less than 12, the bridge remains and the tested load becomes the new limit. The reference to rubble placement is correct but not part of the expected answer. Overall, the core concept is present but some key details are missing or misstated.
Under what conditions can a wooden bridge collapse, and what TEM applies to intentional bridge destruction?
EXPECTED
Wooden bridges may collapse under loads exceeding 10 tons. A Bridge Collapse DR is made with +1 DRM for every 5-ton increment above the current weight limit; if the Final DR is 12 or greater, the bridge collapses and all counters on or beneath it are eliminated. For intentional destruction, only HE can destroy a bridge, with TEM of +3 for stone, +2 for wooden, and +1 for pontoon (+2 if underwater). Only a Final KIA result destroys the bridge.
MODEL RESPONSE
Answer: A wooden bridge can collapse if the total weight of vehicles/wrecks on it exceeds ten tons, requiring a Bridge Collapse DR modified by +1 per five-ton increment (or fraction) over that limit (B6.42). For intentional destruction by HE attack, a wooden bridge has a +2 TEM added to the IFT DR (B6.33).
References:
- (B6.42) Wooden Bridge Collapse — a Bridge Collapse DR is required when weight exceeds ten tons, with a +1 DRM per five-ton increment over the limit.
- (B6.33) Bridge Destruction TEM — a wooden bridge has a +2 TEM added to the IFT DR for HE attacks attempting to destroy it.
JUDGE REASONING
[Explanation] The model correctly identifies that a wooden bridge collapses when weight exceeds 10 tons and that a Bridge Collapse DR is made with +1 DRM per 5-ton increment over the limit, matching the expected answer's key concepts. It also correctly states that only HE attacks can intentionally destroy a bridge and that a wooden bridge has a +2 TEM added to the IFT DR. However, the model omits the detail that the +1 DRM applies for every 5-ton increment (not just increments but also fractions), and it does not mention the threshold DR of 12 or greater for collapse, nor the elimination of counters on or beneath the bridge. Additionally, it does not mention the TEM values for stone and pontoon bridges or the +2 TEM if underwater, nor that only a Final KIA result destroys the bridge. Therefore, while the main ideas are present, several key details are missing, making the response partial.
What is the TEM for a hedge hexside?
EXPECTED
+1 TEM. A hedge hexside provides +1 TEM when the LOS crosses that hexside.
MODEL RESPONSE
Answer: The TEM for a hedge hexside is +1.
References:
- (B9.3) TEM — The TEM of a hedge is +1.
JUDGE REASONING
[Explanation] The model's response correctly states the TEM for a hedge hexside as +1, which matches the expected answer. It also references the relevant rule (B9.3), supporting the correctness. Although it is more concise and does not explicitly mention LOS crossing, the core concept that a hedge hexside provides +1 TEM is clearly conveyed, fulfilling the key concept requirement.
A squad in Open Ground with a wall has claimed Wall Advantage over a wall hexside and is fired upon by an enemy unit whose LOS does NOT cross that wall hexside. What TEM does the squad receive?
EXPECTED
No TEM (Open Ground). A unit claiming WA is considered to be in Open Ground for attacks from any direction that does not cross the wall/hedge hexside. The +2 Wall TEM only applies when the LOS crosses the wall hexside.
MODEL RESPONSE
Answer: The squad receives no TEM (i.e., TEM 0) because a unit claiming Wall Advantage never receives in-hex TEM, and the wall TEM does not apply since the LOS does not cross the wall hexside.
References:
- (9.31) Wall/Hedge TEM and Wall Advantage — A target unit claiming WA does not receive in-hex TEM, but receives wall/hedge TEM if applicable.
- (9.3) Wall/Hedge TEM — Fire traced through a wall/hedge hexside may be subject to a TEM; if the LOS does not cross the hexside, the wall TEM does not apply.
JUDGE REASONING
[Explanation] The model's response correctly states that the squad receives no TEM because the LOS does not cross the wall hexside, matching the expected answer that the +2 Wall TEM only applies when LOS crosses the wall hexside. It also correctly notes that a unit claiming Wall Advantage is considered to be in Open Ground for attacks from directions not crossing the wall hexside. The references to the relevant rules support the explanation. The model's wording differs slightly but the core meaning and key concepts are fully covered.
What restrictions apply to a vehicle attempting to cross a bocage hexside, and how can bocage be breached?
EXPECTED
Only a fully-tracked AFV may cross a bocage hexside; no wheeled, half-tracked, or other vehicle types may cross. An AFV crossing bocage cannot use Reverse movement, cannot carry Riders, and is subject to Underbelly Hits, loss of Schuerzen, and Bog in the hex being exited. A Dozer tank, bulldozer, or AFV with Culin device may breach a bocage hexside by expending its entire MP allotment and passing a Bog DR, creating a permanent Breach counter that allows subsequent movement as if the bocage did not exist.
MODEL RESPONSE
Answer: A fully-tracked AFV may cross a bocage hexside, but it cannot use Reverse movement or carry Riders, and is subject to Underbelly Hits, loss of Schuerzen, and a Bog check in the hex being exited. A bocage hexside can be breached by a Dozer tank, bulldozer, or an AFV equipped with a Culin hedgerow device (per SSR) by expending its entire MP allotment to cross that hexside and passing a Bog DR; success places a Breach counter, after which movement across that hexside is treated as if the bocage did not exist.
References:
- (B9.54) Movement across bocage — Infantry costs 2 MF plus COT; only fully-tracked AFV may cross, with restrictions
- (B9.541) Breach — Creation of a breach by specific vehicles
JUDGE REASONING
[Explanation] The model's response accurately covers all key restrictions for vehicles crossing a bocage hexside: only fully-tracked AFVs may cross, no reverse movement, no Riders, and subject to Underbelly Hits, loss of Schuerzen, and Bog check in the hex being exited. It also correctly explains the breaching procedure involving Dozer tanks, bulldozers, or AFVs with Culin devices expending full MP and passing a Bog DR to place a Breach counter, allowing subsequent movement as if bocage did not exist. The response includes all key concepts from the expected answer with no contradictions, only slight wording differences and added references, which is acceptable.
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 hexside that connects two hexes whose ground levels differ by more than one level, requiring the unit to pay cumulative MF/MP costs for each intermediate level entered (B10.51).
References:
- (B10.51) Abrupt Elevation Change — crossing a hexside with >1 level difference; costs are cumulative for each intermediate level
- (B10.5) Abrupt Elevation hexsides have special movement restrictions
JUDGE REASONING
[Explanation] The model's response correctly identifies that an Abrupt Elevation Change occurs when crossing a hexside with a ground level difference of more than one level, matching the expected answer's description of entering two or more levels across one hexside. It also correctly notes the special movement costs and restrictions associated with such hexsides, referencing the relevant rules. The model's answer includes all key concepts from the expected answer, with additional rule citations that do not contradict the explanation.
What is the TEM for Height Advantage when a firer is at a higher elevation than its target?
EXPECTED
+1 TEM. A target at a lower elevation than its firer receives a +1 Height Advantage TEM.
MODEL RESPONSE
Answer: The TEM for Height Advantage is +1, provided the target unit is not eligible for any other positive TEM or CE DRM other than those caused by LOS Hindrances.
References:
- (B10.31) HEIGHT ADVANTAGE — any unit receiving Direct Fire from a lower elevation gets a +1 TEM if no other positive TEM/CE DRM applies (excluding LOS Hindrances).
JUDGE REASONING
[Explanation] The model correctly identifies the +1 TEM for Height Advantage when firing from a higher elevation, matching the expected answer's core concept. However, it adds a condition that the target must not be eligible for any other positive TEM or CE DRM except those from LOS Hindrances, which is a more restrictive interpretation than the expected answer. The expected answer simply states the +1 TEM applies when the target is at a lower elevation, without additional conditions. Therefore, the model's response is mostly correct but misses the simpler, unconditional application stated in the expected answer.
What are cliff hexsides and what restrictions do they impose on movement?
EXPECTED
Cliff hexsides are hill hexsides overprinted with a darker, serrated, brownish-black color representing near-vertical hillsides. Only certain weapons may fire through a cliff hexside: AA weapons, MG counters, SW ATR, PIAT, MTR with minimum range of 1 hex, and inherent Small Arms Fire. Climbing a cliff requires special rules.
MODEL RESPONSE
Cliff hexsides are near-vertical hillsides depicted by darker, serrated brownish-black lines (B11.1). Only Good Order Infantry may cross a cliff hexside, and only by Climbing (B11.4). Climbing units cannot use, transfer, recover, (un)dm, or repair a SW, Prep Fire, or perform any other form of movement or advance except Climbing itself, and they are not subject to Pinning.
References:
- (B11.1) Cliff hexsides — represent near-vertical hillsides
- (B11.4) CLIMBING — only Good Order Infantry may cross a cliff hexside via Climbing, with restrictions on actions
JUDGE REASONING
[Explanation] The model correctly identifies cliff hexsides as near-vertical hillsides depicted by darker, serrated brownish-black lines, matching the expected answer's description. It also correctly states that only Good Order Infantry may cross a cliff hexside by Climbing and lists several restrictions on climbing units' actions, which aligns with the expected answer's note that climbing requires special rules. However, the model omits the information about which weapons may fire through cliff hexsides (AA weapons, MG counters, SW ATR, PIAT, MTR with minimum range of 1 hex, and inherent Small Arms Fire), which is a key part of the expected answer. Therefore, the response is partially correct but incomplete.
Does brush provide TEM to units occupying it, and how does it affect LOS?
EXPECTED
Brush provides no TEM to units occupying it. However, because brush is not Open Ground, it negates Interdiction and FFMO. For LOS purposes, brush in a same-level hex between the firing and target hex forms a Hindrance, resulting in a +1 DRM per brush hex to any IFT or To Hit DR or OBA Accuracy dr. Being in a brush hex does not affect the LOS of a firing or target unit within that hex. Infantry enter a brush hex at a cost of 2 MF.
MODEL RESPONSE
Answer: Brush does not provide any TEM to units occupying it, but it acts as a LOS Hindrance, adding a +1 DRM per brush hex between the firer and target to any IFT or To Hit DR.
References:
- (12.3) Brush has no TEM — Brush provides no Terrain Effects Modifier.
- (12.2) Brush is a LOS Hindrance — Brush in a same-level hex between firer and target adds a +1 DRM per hex to IFT/To Hit DRs.
JUDGE REASONING
[Explanation] The model correctly states that brush provides no TEM and acts as a LOS Hindrance adding +1 DRM per brush hex between firer and target to IFT or To Hit DRs, which matches key concepts in the expected answer. However, it omits several important details: that brush negates Interdiction and FFMO, that being in a brush hex does not affect LOS of units within that hex, and that infantry pay 2 MF to enter brush. These omissions mean the response is incomplete though the core concepts are correct.
How many MF does it cost for Infantry to enter a brush hex?
EXPECTED
2 MF. Infantry/Cavalry enter a brush hex at a cost of two MF.
MODEL RESPONSE
Answer: Infantry enter a brush hex at a cost of 2 MF.
References:
- (B12.4) Brush MF Cost — Infantry/Cavalry enter a brush hex at a cost of two MF.
JUDGE REASONING
[Calculation] The model's response correctly states that Infantry enter a brush hex at a cost of 2 MF, matching the expected answer exactly. The reference to the rule (B12.4) supports the correctness. The answer is precise and matches the expected value.
How do woods affect Line of Sight as an obstacle in ASL?
EXPECTED
Woods are a one-level obstacle to LOS. The level of the obstacle is added to the level of the hex (e.g., woods on a level 1 hill creates a level 2 LOS obstacle). A unit in a woods hex at the same level as the firer cannot be seen through by other same-level units beyond that hex. However, woods in a Depression hex is still only a level 1 LOS obstacle because the woods occurs on the higher fringes of the depression.
MODEL RESPONSE
Answer: Woods are a one-level obstacle to Line of Sight (LOS) unless they are a Forest, which is a two-level obstacle.
References:
- (B13.7) Forest — Forest hexes are a two-level LOS obstacle, while normal woods are a one-level obstacle.
- (A6.2) Obstacles — Each terrain type presents an obstacle height to LOS; woods are defined as a one-level obstacle.
JUDGE REASONING
[Explanation] The model correctly identifies that woods are a one-level LOS obstacle and that forests are two-level obstacles, which aligns with the expected answer's mention of woods as a one-level obstacle. However, the model omits the important details about how the obstacle level adds to the hex level (e.g., woods on a level 1 hill becoming a level 2 obstacle), the visibility rules for units in woods at the same level, and the special case of woods in a depression hex. These are key concepts in the expected answer that are missing, so the response is only partially correct.
What is the TEM for Direct Fire into a woods hex?
EXPECTED
+1 TEM. Woods provide a +1 TEM to units occupying them.
MODEL RESPONSE
Answer: Direct Fire into a woods hex receives a +1 TEM (B13.3).
References:
- (B13.3) AIR BURSTS — Direct Fire into a woods hex receives a +1 TEM.
JUDGE REASONING
[Explanation] The model's response correctly states that Direct Fire into a woods hex receives a +1 TEM, matching the expected answer. It also provides a reference to the relevant rule (B13.3), which supports the correctness. The core concept of the TEM value and its application to woods hexes is fully covered.
A mortar fires Indirect Fire at a squad in a woods hex. What is the TEM for the attack?
EXPECTED
-1 TEM. Due to Air Bursts, all Indirect Fire vs unarmored targets in a woods hex receives a -1 TEM instead of the normal +1 TEM for Direct Fire into woods.
MODEL RESPONSE
Answer: The squad receives a -1 TEM due to Air Bursts for Indirect Fire in a woods hex (B13.3).
References:
- (B13.3) AIR BURSTS — All Indirect Fire vs unarmored targets in a woods hex receives a -1 TEM instead of the normal +1 woods TEM.
JUDGE REASONING
[Explanation] The model's response correctly identifies the TEM as -1 for Indirect Fire against a squad in a woods hex due to Air Bursts, matching the expected answer. It references the correct rule (B13.3) and explains that the -1 TEM replaces the normal +1 TEM for Direct Fire into woods, covering all key concepts.
How many MF does it cost for Infantry to enter a woods hex?
EXPECTED
2 MF. Infantry must expend 2 MF to enter a woods hex.
MODEL RESPONSE
Answer: Infantry normally expend 2 MF to enter a woods hex (B13.4), but they may enter via a Trail Break at a reduced cost of 1½ MF (B13.4212).
References:
- (B13.4) Infantry enter a woods hex at a cost of two MF — standard woods entry cost
- (B13.4212) Infantry expend 11/2 MF to enter woods via a TB — reduced cost using Trail Break
JUDGE REASONING
[Calculation] The expected answer is a straightforward fact: Infantry expend 2 MF to enter a woods hex. The model's response correctly states this but adds additional information about entering via a Trail Break at a reduced cost of 1½ MF. While this extra detail is accurate and relevant, the question specifically asks for the MF cost to enter a woods hex, which is 2 MF. The inclusion of the Trail Break option is not incorrect but goes beyond the expected answer. Since the core fact matches but extra information is included, the response is considered partial rather than fully correct.
If a squad enters a woods-road hex at road movement rate and is fired upon with Direct Fire where the LOS does not cross a green woods symbol, what TEM does it receive?
EXPECTED
No TEM (Open Ground). A moving unit in a combination woods-road hex is not eligible for the +1 woods TEM during Defensive First Fire (and is subject to FFMO/Interdiction) if the LOS does not cross a green woods symbol and the moving unit entered the hex at the road movement rate
MODEL RESPONSE
Answer: The squad receives no woods TEM; the TEM is 0 for Direct Fire if it entered at the road movement rate and the LOS does not cross a green woods symbol.
References:
- (B13.31) Woods-road hex TEM — A moving unit in a woods-road hex is not eligible for the +1 woods TEM during Defensive First Fire if the LOS does not cross a green woods symbol and the unit entered at the road movement rate.
- (B13.3) Air Bursts — Direct Fire into a woods hex normally receives a +1 TEM, but B13.31 provides an exception for units moving on the road.
JUDGE REASONING
[Explanation] The model's response correctly states that the squad receives no woods TEM (TEM=0) when entering a woods-road hex at road movement rate and the LOS does not cross a green woods symbol. It references the correct rule (B13.31) explaining the exception to the usual +1 woods TEM during Defensive First Fire, matching the expected answer's key concepts. The mention of FFMO/Interdiction in the expected answer is not critical to the TEM determination and its omission does not reduce correctness.
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 by expending all of its printed MP allotment in that hex and then making a Bog DR, with exceptions for motorcycles being pushed (B13.41). Fully-tracked vehicles have an additional option to enter by expending half their MP allotment but must also check for Bog with a +3 DRM (B13.42).
References:
- (B13.41) VEHICLES: Any vehicle may enter a woods hex without using a road or VBM by expending all of its movement capability...and then making a Bog DR.
- (B13.42) FULLY-TRACKED: A fully-tracked vehicle may also enter a woods hex (by other than Bypass, Trail Break, or Road) by expending half its MP allotment in that hex, but it must check for Bog with a +3 DRM.
JUDGE REASONING
[Explanation] The model correctly states that any vehicle may enter a woods hex without using a road by expending all its printed MP allotment and making a Bog DR, and notes the exception for motorcycles being pushed, matching the expected answer. It also adds information about fully-tracked vehicles having an additional option with half MP and a +3 DRM, which is correct but not mentioned in the expected answer. However, the model omits the detail that MP penalties for entering hexes with wrecks or vehicles and for changing VCA across non-road hexsides are doubled in woods hexes, which is a key concept in the expected answer. Therefore, the response is mostly correct but misses an important part, making it partial.
Is an in-season orchard a LOS Obstacle or LOS Hindrance?
EXPECTED
An in-season orchard is both a +1 LOS Hindrance and a one-level LOS Obstacle to any LOS to/from a higher elevation.
MODEL RESPONSE
An in-season orchard is a one-level LOS Obstacle to LOS to/from a higher elevation, but it is not a LOS Obstacle between same-level units; however, it does act as a LOS Hindrance for same-level LOS.
**Answer:** An in-season orchard is a one-level LOS Obstacle for LOS to/from a higher elevation (April–October), and it is a LOS Hindrance (+1 DRM per hex) for same-level LOS.
**References:**
- (B14.2) SEASONS — An orchard is not a LOS obstacle between same-level units, but is a one-level obstacle to LOS to/from a higher elevation during April–October.
- (B14.21) SAME LEVEL HINDRANCE — An orchard Hinders same-level LOS by adding a +1 DRM for every orchard hex between firer and target.
JUDGE REASONING
[Explanation] The model's response correctly identifies that an in-season orchard acts as a one-level LOS Obstacle to LOS to/from higher elevation and as a +1 LOS Hindrance for same-level LOS. It matches the expected answer's key concepts and provides accurate references. The explanation is complete and aligns semantically with the expected answer.
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, because each in-season grain hex adds a +1 Hindrance DRM to the LOS.
References:
- (15.2) Grain Hindrance — Grain is considered a Hindrance to same-level LOS by adding a +1 DRM for every grain hex through which the LOS crosses the grain depiction.
- (15.6) Grain Season — Grain is treated as Open Ground outside its growing season; the question specifies grain is in season, so the hindrance applies.
JUDGE REASONING
[Calculation] The model's response correctly states that each in-season grain hex crossed by the LOS adds +1 Hindrance DRM, and with two such hexes, the total is +2 DRM. The explanation aligns with the expected answer, including the cumulative nature of the hindrance and the condition that grain is in season. The references to the relevant rules further support the correctness.
Is a marsh hex a LOS Hindrance?
EXPECTED
Yes. A marsh hex is a Hindrance to same-level LOS and causes a +1 DRM for every marsh hex between same-level target and firing hexes.
MODEL RESPONSE
Answer: Yes, a marsh hex is a LOS Hindrance, adding a +1 DRM to same-level Direct Fire and spotting attempts traced through it.
References:
- (B16.2) Marsh Hindrance — A marsh hex is a Hindrance to same-level LOS and causes a +1 DRM for every marsh hex between firer and target.
- (A6.7) LOS Hindrance — Terrain types listed as LOS Hindrance hexes modify same-level Direct Fire and spotting attempts traced through them by a +1 DRM.
JUDGE REASONING
[Explanation] The model's response correctly states that a marsh hex is a LOS Hindrance, applies to same-level LOS, and causes a +1 DRM for each marsh hex between the firer and target. It also correctly references the relevant rules (B16.2 and A6.7) and includes the effect on spotting attempts, which aligns with the expected answer and adds valid context without contradiction.
What is the TEM for a marsh hex?
EXPECTED
No TEM. A marsh hex has no TEM for fire traced into it. However, marsh is not considered Open Ground, so FFMO does not apply.
MODEL RESPONSE
Answer: A marsh hex has no TEM for fire traced into it (B16.3), but because it is not Open Ground it negates Interdiction/FFMO for fire traced into or through it.
References:
- (B16.3) Marsh TEM — a marsh hex has no TEM for fire traced into it, but negates Interdiction/FFMO
JUDGE REASONING
[Explanation] The model's response correctly states that a marsh hex has no TEM for fire traced into it, matching the expected answer. It also correctly notes that marsh is not considered Open Ground and thus negates Interdiction/FFMO, which aligns with the expected answer's mention that FFMO does not apply. The model includes the relevant rule reference (B16.3), reinforcing accuracy. The core concepts are fully covered with no contradictions.
What does B16.6 state about marsh hexes adjacent to a flooded stream or river?
EXPECTED
If a stream/river is flooded, marsh hexes adjacent to it (or connected by a continuous chain of marsh hexes) are treated as stream/river hexes instead. If the stream/river is dry or fordable, those marshes are treated as mudflats.
MODEL RESPONSE
Answer: B16.6 states that when a stream or river is flooded, all marsh hexes adjacent to or connected to it by a continuous string of marsh hexes are treated as stream/river hexes instead.
References:
- (B16.6) WATER DEPTH — flooded stream/river transforms adjacent/connected marsh hexes into stream/river hexes
JUDGE REASONING
[Explanation] The model's response correctly states that marsh hexes adjacent to or connected by a continuous chain of marsh hexes to a flooded stream/river are treated as stream/river hexes, which matches the first part of the expected answer. However, it omits the second part about marsh hexes being treated as mudflats if the stream/river is dry or fordable. Since this is a key concept in the expected answer, the response is partial rather than fully correct.
How does marsh terrain affect HE attacks and what firing restrictions apply to units in a marsh hex?
EXPECTED
Any HE attack against units in a marsh hex is halved due to the muffling effects of soft ground and water (exception: vs a bridge or units on a bridge). Marsh has no TEM but is not Open Ground, so it negates FFMO and Interdiction. Units firing from a marsh hex may only use inherent FP of Infantry, their LATW, any LMG, DC, FT, or inherent SW, and all such fire is resolved as Area Fire (exception: a unit on a bridge in a marsh hex fires normally).
MODEL RESPONSE
Answer: HE attacks into a marsh hex are halved due to muffling effects, and units in a marsh hex can only fire using inherent Infantry FP, LATW, LMG, or inherent SW; all other weapons are prohibited.
References:
- (B16.31) HE Attack Halved — HE attacks into a marsh hex are halved (except vs a bridge or units on a bridge).
- (B16.32) Firing Restrictions — Only inherent FP of Infantry, their LATW, LMG, or inherent SW may be used from a marsh hex.
JUDGE REASONING
[Explanation] The model correctly states that HE attacks into a marsh hex are halved and that firing from a marsh hex is limited to inherent Infantry FP, LATW, LMG, and inherent SW. However, it omits the exceptions regarding bridges (units on a bridge or firing from a bridge) and does not mention that all such fire is resolved as Area Fire. It also misses the detail that marsh negates FFMO and Interdiction and that marsh has no TEM but is not Open Ground. These are key concepts in the expected answer, so the response is partially correct but incomplete.
Can vehicles enter a marsh hex, and what effect does marsh have on adjacent hexes?
EXPECTED
No non-amphibious vehicle, towed or pushed ordnance may enter a marsh hex unless on a bridge. Additionally, any ground level or level -1 hex adjacent to a marsh or mudflat hex is a Bog hex, requiring a Bog Check of any vehicle entering it along a non-road hexside. Infantry and Cavalry may enter marsh only at the cost of their entire MF allotment, and marsh cannot be entered during the APh or via Low Crawl (exception: along a bridge).
MODEL RESPONSE
Answer: Non-amphibious vehicles cannot enter a marsh hex unless on a bridge, but amphibious vehicles may enter a marsh hex by paying double the normal amphibious MP cost. Additionally, any ground-level or level -1 hex adjacent to a marsh is considered a Bog hex, requiring a Bog Check for any vehicle entering it along a non-road hexside.
References:
- (B16.41) No non-amphibious vehicle may enter a marsh hex unless on a bridge.
- (B16.42) Amphibious vehicles may enter a marsh hex but must pay double the normal amphibious cost (two MP).
- (B16.43) Adjacent ground-level or level -1 hexes are Bog hexes, requiring a Bog Check for vehicles entering along a non-road hexside.
JUDGE REASONING
[Explanation] The model's response correctly states that non-amphibious vehicles cannot enter marsh hexes unless on a bridge, and that amphibious vehicles may enter marsh hexes at double the normal amphibious MP cost, which aligns with the rules. It also correctly explains that any ground-level or level -1 hex adjacent to a marsh is a Bog hex requiring a Bog Check for vehicles entering along a non-road hexside. While the model does not mention infantry and cavalry movement costs or the restriction on entering marsh during the APh or via Low Crawl, the core concepts about vehicle movement and bog effects are fully covered, matching the expected answer's key points. Therefore, the response is correct.
What is the Infantry/Cavalry entry cost for a mudflat hex?
EXPECTED
Infantry/Cavalry enter a mudflat at 2 MF. Also, unpossessed portaged equipment in a mudflat is not automatically lost by that rule.
MODEL RESPONSE
Answer: Infantry/Cavalry may enter a mudflat hex at a cost of two MF, and the CX rule does not apply.
References:
- (B16.71) Mudflat entry — Infantry/Cavalry may enter a mudflat hex at a cost of two MF; CX does not apply.
JUDGE REASONING
[Explanation] The model's response correctly states that Infantry/Cavalry enter a mudflat hex at a cost of two MF, matching the expected answer. It also correctly notes that the CX (crossing) rule does not apply, which aligns with the expected answer's note about unpossessed portaged equipment not being automatically lost (related to CX). The model references the correct rule (B16.71), supporting its accuracy. The response covers all key concepts without contradiction.
What is the TEM for a crag hex?
EXPECTED
+1 TEM. A crag hex has a TEM of +1 to any fire traced into it.
MODEL RESPONSE
Answer: A crag hex has a TEM of +1 to any fire traced into it.
References:
- (17.3) Crag TEM — a crag hex has a TEM of +1 to any fire traced into it
JUDGE REASONING
[Explanation] The model's response correctly states that a crag hex has a TEM of +1 to any fire traced into it, which matches the expected answer's key concept. The reference to rule 17.3 supports the accuracy. The response covers the essential information without contradiction.
How many MF does it cost for Infantry to enter a crag hex?
EXPECTED
2 MF. It costs Infantry two MF to enter a crag hex.
MODEL RESPONSE
Answer: It costs Infantry 2 MF to enter a crag hex.
References:
- (17.4) Crag Entry Cost — Infantry pay 2 MF to enter a crag hex.
JUDGE REASONING
[Calculation] The model's response directly matches the expected answer by stating that Infantry pay 2 MF to enter a crag hex. It also provides the correct rule reference (17.4), confirming the accuracy of the answer. Therefore, the response is fully correct.
What LOS effect does a graveyard hex have?
EXPECTED
A graveyard is not a LOS obstacle, but it is a same-level LOS Hindrance that adds +1 Hindrance DRM per graveyard hex between firer and target (subject to normal Hindrance limits).
MODEL RESPONSE
Answer: A graveyard hex is not a LOS obstacle, but it Hinders same-level LOS by adding a +1 Hindrance DRM for every graveyard hex between the firer and target.
References:
- (B18.2) Graveyard Hindrance — adds a +1 Hindrance DRM per graveyard hex to same-level LOS
- (B18.3) Graveyard TEM — provides a +1 TEM to any fire traced into it
JUDGE REASONING
[Explanation] The model's response correctly states that a graveyard hex is not a LOS obstacle but acts as a same-level LOS hindrance, adding +1 Hindrance DRM per graveyard hex between firer and target. It also references the relevant rules (B18.2 and B18.3), matching the expected answer's key concepts. The response includes all necessary information without contradiction.
What TEM does a graveyard hex provide?
EXPECTED
A graveyard hex provides +1 TEM to fire traced into it.
MODEL RESPONSE
Answer: A graveyard hex provides a +1 TEM to any fire traced into it.
References:
- (18.3) Graveyard TEM — a graveyard hex has a TEM of +1 to any fire traced into it.
JUDGE REASONING
[Explanation] The model's response correctly states that a graveyard hex provides a +1 TEM to any fire traced into it, matching the expected answer's key concept. The inclusion of the reference (18.3) supports the accuracy. The wording is slightly different but semantically identical, fulfilling the criteria for a correct answer.
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, regardless of whether they enter via a graveyard road hexside.
References:
- (18.41) Graveyard Movement — Infantry enter a graveyard at a MF cost of one regardless of whether they enter via a graveyard road hexside.
JUDGE REASONING
[Calculation] The model's response correctly states that infantry pay 1 MF to enter a graveyard hex, matching the expected answer exactly. It also correctly notes that this cost applies regardless of entering via a graveyard road hexside, aligning fully with the expected answer and the cited rule (18.41).
What LOS limitations apply to units IN gullies?
EXPECTED
A gully is generally a level -1 Depression (always one level lower than surrounding terrain context). A unit in a gully cannot see another Depression hex unless it is adjacent and connected by a Depression hexside, or LOS can be traced to another gully hex without leaving the gully background path.
MODEL RESPONSE
Answer: Units IN a gully cannot see any other Depression hex unless they are adjacent and connected by a Depression hexside, or the LOS can be drawn to another gully hex without leaving the combination brown, dark green background.
References:
- (B19.2) Gully LOS — A unit IN a gully cannot see any other Depression hex unless adjacent and connected by a Depression hexside, or LOS stays within the gully's brown/dark green background.
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts of the expected answer: that a unit in a gully cannot see other Depression hexes unless adjacent and connected by a Depression hexside, or the LOS can be traced within the gully background without leaving it. The model also correctly references the terrain background colors (brown/dark green) as the gully background, which aligns with the expected answer's notion of staying within the gully. The slight difference in wording does not affect the semantic meaning, and the reference to B19.2 supports the correctness.
How many MF does it cost for Infantry to move INTO a gully hex?
EXPECTED
2 MF. Infantry move INTO a gully hex at a cost of two MF regardless of whether the move is made through a gully hexside or not.
MODEL RESPONSE
Answer: Infantry move INTO a gully hex at a cost of 2 MF, regardless of whether the move is made through a gully hexside or not (19.4).
References:
- (19.4) Infantry move INTO a gully hex at a cost of two MF regardless of whether the move is made through a gully hexside or not.
JUDGE REASONING
[Calculation] The model's response matches the expected answer exactly, stating that infantry pay 2 MF to move into a gully hex regardless of the hexside. The reference to rule 19.4 supports the correctness. The answer is precise and complete.
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
Step 1: Entering a gully hex costs 2 MF (19.4).
Step 2: Entering a woods hex costs 2 MF (B13.2).
Step 3: For a gully-woods hex, the costs are cumulative (19.4).
Calculation: 2 MF (gully) + 2 MF (woods) = 4 MF.
Answer: It costs 4 MF for Infantry to enter a gully-woods hex.
References:
- (19.4) Infantry move INTO a gully hex at a cost of two MF... Movement costs for entry INTO a gully hex containing other terrain types are cumulative (i.e., it costs four MF to enter a gully-woods hex).
- (B13.2) Woods — entering a woods hex costs 2 MF.
JUDGE REASONING
[Calculation] The model's response correctly identifies the movement factor costs for entering a gully hex (2 MF) and a woods hex (2 MF), and correctly states that these costs are cumulative for a gully-woods hex, totaling 4 MF. The model's answer matches the expected answer exactly and includes proper references to the rules, fulfilling the strict criteria for calculation/fact questions.
What is a stream in ASL and how does it differ from a gully?
EXPECTED
A stream is a gully containing a small rivulet. It is represented by a thin meandering blue line enclosed in a layered white, brown, and dark green background extending through two hexsides. A stream differs from a regular gully in that it contains water, which affects movement (fording costs) and may affect vehicle passage.
MODEL RESPONSE
Answer: A stream is a gully containing a small rivulet, defined by its water depth (dry, shallow, deep, or flooded), which distinguishes it from a regular gully; a dry stream is treated as a gully for all purposes.
References:
- (B20.1) A stream is a gully containing a small rivulet — [defines a stream as a type of gully]
- (B20.4) DEPTH: The depth of water in a stream is the only thing which distinguishes it from a gully hex — [key difference]
JUDGE REASONING
[Explanation] The model's response correctly identifies a stream as a gully containing a small rivulet and highlights the key distinguishing factor—the presence and depth of water. It also notes that a dry stream is treated as a gully, which aligns with the expected answer's emphasis on water affecting movement and vehicle passage. While the model does not mention the visual representation, it covers the central concept and key differences, fulfilling the criteria for a correct answer.
If no SSR defines stream depth, what default applies and what are the possible stream depth states?
EXPECTED
If undefined by SSR, a stream is shallow by default. The four possible depth states are dry, shallow, deep, and flooded.
MODEL RESPONSE
Answer: If no SSR defines stream depth, the default is shallow (B20.4). The possible stream depth states are dry, shallow, deep, or flooded.
References:
- (B20.4) DEPTH — If undefined by SSR, a stream is considered to be shallow.
- (B20.4) DEPTH — A stream may be defined as one of four types: dry, shallow, deep, or flooded.
JUDGE REASONING
[Explanation] The model's response correctly states that if no SSR defines stream depth, the default is shallow, matching the expected answer. It also correctly lists the four possible stream depth states: dry, shallow, deep, and flooded. The inclusion of the rule reference (B20.4) supports the accuracy. The response covers all key concepts from the expected answer without contradiction.
How do frozen and frigid stream conditions differ in rules effect?
EXPECTED
A frozen stream is treated as dry stream terrain (with listed exceptions, such as flooded-level handling). A non-dry stream with snow but not frozen is a frigid Water Obstacle, which can impose Replacement/Disruption/Casualty-Reduction effects on entering Infantry/Cavalry unless crossing by qualifying bridge/boat methods.
MODEL RESPONSE
Answer: A frozen stream is treated as a dry stream (Open Ground) for all movement and combat purposes, while a frigid stream is a non-frozen Water Obstacle that causes Replacement, Disruption, or Casualty Reduction to Infantry/Cavalry entering it without a bridge.
References:
- (B20.7) Frozen Stream — treated as a dry stream regardless of depth
- (B20.7) Frigid Water Obstacle — non-frozen stream with snow present causes adverse effects on entry
JUDGE REASONING
[Explanation] The model's response correctly distinguishes frozen streams as treated like dry streams (Open Ground) for movement and combat, matching the expected answer's treatment of frozen streams as dry stream terrain. It also correctly identifies frigid streams as non-frozen water obstacles that impose Replacement, Disruption, or Casualty Reduction effects on Infantry/Cavalry entering without a bridge, aligning with the expected answer's description. The model includes relevant rule references and captures the key concepts without contradiction, fulfilling the criteria for a correct explanation.
What is a ford in ASL stream/gully terms?
EXPECTED
A ford is a designated area in a stream/gully hex where entry is easier because effective water-depth handling is one category shallower for movement purposes (with rule-specific limits), while still being treated as stream/gully terrain except as amended by ford rules.
MODEL RESPONSE
Answer: A ford is a special area within a stream or gully hex where the sides have a gentler slope and the streambed is level and near the surface, represented by a ford counter placed by SSR, and it is treated as that stream/gully hex but with modified movement rules.
References:
- (B20.8) FORDS — a ford represents an area within a stream or gully hex, treated as that stream/gully hex except as amended
- (B20.81) Movement into a ford stream hex — treated as if the water depth were one classification shallower
JUDGE REASONING
[Explanation] The model's response correctly identifies a ford as a special area within a stream or gully hex with modified movement rules, specifically noting the effective water depth is treated as one classification shallower, matching the expected answer's key concept. It also references the relevant rules and mentions the representation by a ford counter, which adds correct context without contradiction. The core meaning aligns well with the expected answer.
What is the TEM for a stone building?
EXPECTED
+3 TEM. Stone buildings provide a +3 TEM to units inside them.
MODEL RESPONSE
Answer: A stone building provides a +3 Terrain Effects Modifier (TEM) for units occupying it.
References:
- (B23.3) Stone Building TEM — Gray buildings represent stone construction and have a TEM of +3.
- (B23.3) Building TEM — The TEM is determined by the construction type; stone buildings have a +3 TEM.
JUDGE REASONING
[Explanation] The model's response correctly states that stone buildings provide a +3 TEM to units inside them, matching the expected answer. It also includes relevant rule references and clarifies that the TEM is based on construction type, which aligns with the key concept. The additional context does not contradict the expected answer.
What is the TEM for a wooden building?
EXPECTED
+2 TEM. Wooden buildings provide a +2 TEM to units inside them.
MODEL RESPONSE
Answer: A wooden building has a TEM of +2.
References:
- (B23.3) Wooden Building TEM — Gray buildings are stone (+3), brown buildings are wooden (+2).
JUDGE REASONING
[Calculation] The model's response correctly states that a wooden building provides a +2 TEM, matching the expected answer exactly. The reference to the ASL rule (B23.3) supports the accuracy of the answer. The response is concise and fully aligns with the expected fact.
In a Multi-story building, can a unit in a stairwell on level 0 (ground floor) attack a unit directly above it on level 2?
EXPECTED
No. Attacks up or down a stairwell hex to other vertical levels of the same building hex are limited to the next higher or lower level.
MODEL RESPONSE
Answer: No, a unit in a stairwell on level 0 can only attack a unit on the next higher level (level 1), not a unit two levels above (level 2).
References:
- (B23.26) Stairwell attacks are limited to the next higher or lower level, not beyond.
- (B23.422) Units in non-stairwell hexes may not engage in CC with enemy units above or below them on a different level; stairwell attacks follow the same vertical adjacency restriction.
JUDGE REASONING
[Explanation] The model's response correctly states that attacks up or down a stairwell hex are limited to the next higher or lower level, matching the expected answer. It explicitly says a unit on level 0 can only attack level 1, not level 2, which aligns with the key concept. The inclusion of relevant rule references supports the correctness without contradicting the expected answer.
If a unit that is on the ground floor of a Multi-Story Stone Building is attacked by Indirect Fire, what is the DRM?
EXPECTED
+5. +3 for the Stone Building and another +2 for the two levels additional (i.e., +1 DRM for each non-
rooftop level of the building above it)
MODEL RESPONSE
Answer: The unit receives a +3 TEM for the stone building (B23.3) plus an additional +1 DRM for each non-rooftop building level above it (B23.32), so the total DRM is +3 for the stone building plus the number of levels above ground level.
References:
- (B23.3) Stone Building TEM — Gray stone buildings have a TEM of +3.
- (B23.32) Indirect Fire DRM — There is an additional +1 DRM for each non-rooftop level of the building above the target.
JUDGE REASONING
[Explanation] The model correctly identifies the +3 TEM for the stone building and the +1 DRM per non-rooftop level above the target, referencing the correct rules. However, it fails to explicitly calculate the total DRM as +5 for the specific case of a unit on the ground floor with two levels above it. The expected answer clearly states the total as +5 (+3 +2), while the model leaves the total as a formula rather than a final number. This omission results in a partial match rather than fully correct.
What defines a Rowhouse building in ASL and how does it affect movement?
EXPECTED
A Rowhouse is any multi-hex building with a thick black bar over any of its building hexsides. The black bar represents a solid wall between building hexes that blocks movement and LOS between those hexes, effectively making them separate buildings for movement purposes even though they share the same building graphic.
MODEL RESPONSE
Answer: A Rowhouse is a multi-hex building denoted by black bars on shared hexsides, which block LOS and direct movement between adjacent hexes at the same level unless a Breach is created; movement between Rowhouse hexes at ground level requires "bypass" movement around the vertex at a cost of 1 MF plus entry cost.
References:
- (B23.71) Rowhouse black bars block LOS and direct movement — Rowhouse hexes are separate buildings unless breached.
- (B23.71) Rowhouse bypass movement — units may move between ground levels by bypassing the vertex at a cost of 1 MF plus entry cost.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a Rowhouse is a multi-hex building with black bars on shared hexsides that block LOS and movement, matching the expected answer's description of a thick black bar representing a solid wall. It also correctly explains the effect on movement, including the concept of separate buildings unless breached and the bypass movement at ground level with associated MF costs. The response includes relevant rule references and covers all key concepts from the expected answer, with additional detail that does not contradict the core explanation.
How does a Factory Location differ from a normal building in terms of LOS and TEM?
EXPECTED
A Factory hex does not block LOS between units in the same building (if LOS is traced entirely within the building depiction), but each such hex is a Hindrance to LOS. The TEM for fire traced completely through the same Factory building is only +1 (not the normal +3 for stone). Normal building TEM (+3 stone) applies to Indirect Fire and to all fire from outside the Factory. A Factory has no upper level floors -- all occupants are at ground level (exception: rooftops). Factories do not have cellars.
MODEL RESPONSE
Answer: A Factory Location does not block LOS between units within the same Factory building if LOS is traced entirely within the building depiction, but each Factory hex traced through is a Hindrance. Its TEM is +3 for normal attacks, but fire traced completely through the same Factory building receives only a +1 TEM.
References:
- (B23.741) LOS/TEM — LOS within the same Factory building is not blocked, but each hex is a Hindrance; TEM is +3 normally, but +1 for fire traced entirely through the same Factory.
- (B23.74) Factory TEM — A Factory has a +3 TEM, but has no upper-level floors (all occupants are at ground level).
JUDGE REASONING
[Explanation] The model's response correctly states that LOS within the same Factory building is not blocked and that each Factory hex is a Hindrance, matching the expected answer. It also correctly notes that the TEM is +3 normally and +1 for fire traced entirely through the same Factory building. However, it omits the detail that normal building TEM (+3 stone) applies to Indirect Fire and to all fire from outside the Factory, which is a key concept. Additionally, the model mentions the lack of upper-level floors but does not mention that Factories do not have cellars, which is part of the expected answer. Therefore, the response is mostly correct but missing some key details, making it a partial match.
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, which is one greater than the usual +3 for a stone building.
References:
- (B23.921) Fortified Building TEM — The TEM of a Fortified Building Location is one greater than usual, e.g., +4 for a stone building.
JUDGE REASONING
[Explanation] The model's response correctly states the TEM for a fortified stone building location as +4, which is one greater than the usual +3 for a stone building. It includes the key concept that the fortified building TEM is one greater than usual and provides a reference to the relevant rule. This matches the expected answer fully.
What is the TEM of rubble?
EXPECTED
The TEM of rubble is equal to the building type from which it was made. So rubble from a stone building has +3 TEM, and rubble from a wooden building has +2 TEM.
MODEL RESPONSE
Answer: The TEM of rubble is equal to the building type from which it was made, so stone rubble has a +3 TEM and wooden rubble has a +2 TEM.
References:
- (B24.3) Rubble TEM — The TEM of rubble is equal to the building type from which it was made.
JUDGE REASONING
[Explanation] The model's response fully matches the expected answer by stating that the TEM of rubble equals the building type it originated from, specifying +3 for stone and +2 for wooden rubble. It also includes the correct reference, confirming the accuracy and completeness of the explanation.
What is the Infantry movement cost to enter a rubble Location, and what restrictions apply to vehicles?
EXPECTED
Infantry movement into rubble costs 3 MF. Stairwell movement to or from a rubble level also costs 3 MF (not the normal 1 MF). Vehicles may not enter a rubble Location unless fully-tracked, and must expend half their MP allotment plus check for Bog with a +3 DRM. Bypass and VBM are not allowed in a rubble hex.
MODEL RESPONSE
Answer: Infantry movement into rubble costs three MF, and vehicles may not enter a rubble Location unless they are fully-tracked, in which case they must expend half their MP allotment and check for Bog with a +3 DRM.
References:
- (B24.4) Rubble movement cost — Infantry movement into rubble costs three MF.
- (B24.4) Vehicle entry into rubble — Only fully-tracked vehicles may enter rubble, at a cost of half their MP allotment plus a Bog check with a +3 DRM.
JUDGE REASONING
[Explanation] The model's response correctly states the infantry movement cost of 3 MF to enter rubble and the vehicle restrictions regarding fully-tracked vehicles expending half their MP and making a Bog check with a +3 DRM. However, it omits the important details about stairwell movement costing 3 MF (not the normal 1 MF) and the prohibition of Bypass and VBM in rubble hexes, which are key restrictions mentioned in the expected answer. Therefore, the response is mostly correct but incomplete.
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: The unit will be subject to FFNAM but not FFMO, because the MF expended to get beneath the Wire qualifies for FFNAM, but FFMO does not apply when combined with another effective protective TEM/Hindrance—in this case, the Wire provides no TEM but is a fortification that negates FFMO.
References:
- (B26.4) Wire movement — MF expended to get beneath the Wire qualifies for FFNAM if all MF are used entering the Location.
- (A4.6) FFMO/FFNAM — FFMO does not apply if combined with another effective protective TEM/Hindrance; FFNAM applies to moving infantry.
JUDGE REASONING
[Explanation] The expected answer clearly states that the unit will be subject to both FFMO and FFNAM when expending MF to get beneath the Wire in Open Ground. The model's response incorrectly claims that FFMO does not apply due to the Wire acting as a fortification negating FFMO, which contradicts the expected answer and ASL rules that MF expended to get beneath Wire does qualify for FFMO in Open Ground. While the model correctly identifies FFNAM application, it incorrectly denies FFMO, missing a key concept and thus providing an incorrect answer.
What is the TEM for a unit beneath a foxhole counter to a OVR attack?
EXPECTED
+4 TEM. Any unit beneath a foxhole counter is entitled to a +4 TEM against an overrun [EXC: an OVR using only FT armament]
MODEL RESPONSE
Answer: A unit beneath a foxhole counter receives a +4 TEM against an OVR attack, unless the OVR uses only FT armament.
References:
- (27.3) Foxhole TEM — +4 TEM vs OVR [EXC: OVR using only FT armament]
- (27.3) Foxhole TEM not cumulative — foxhole TEM is not cumulative with other positive TEM in the same hex
JUDGE REASONING
[Explanation] The model's response correctly states the +4 TEM for a unit beneath a foxhole counter against an OVR attack, and includes the exception for OVRs using only FT armament. It also references the correct rule (27.3) and adds relevant context about non-cumulativeness, which does not contradict the expected answer. Therefore, it fully covers the key concepts.
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 A-P minefield attack is resolved on the IFT using the minefield's 8 FP, with no TEM or FP DRM applied to the attack (28.3), and the unit is attacked at full strength even if concealed (28.411).
References:
- (28.3) Minefield TEM — no TEM or FP modifier to a minefield attack
- (28.411) A-P minefield attack — affects moving units, full strength vs concealed units
JUDGE REASONING
[Explanation] The model's response correctly states that the minefield attack is resolved on the IFT using the minefield's strength (8 FP), that no TEM or FP DRM applies, and that concealed units are attacked at full strength. It also references the relevant rules sections, aligning well with the expected answer. The model omits the note about the attack announcement per A12.11 and that the minefield strength is not reduced, but these are minor details that do not contradict or significantly detract from the core explanation. Therefore, the response covers all key concepts and is judged correct.
What is the TEM for a roadblock?
EXPECTED
+2 TEM. A roadblock is treated as a stone wall across the hexside to which it points, giving it +2 TEM.
MODEL RESPONSE
Answer: A roadblock provides a +2 TEM, identical to a stone wall, for Direct Fire attacks.
References:
- (B29.3) Roadblock TEM — The TEM of a roadblock (and any extension) is equal to that of a wall in all respects.
- (B29.2) Roadblock as stone wall — Except as stated otherwise, a roadblock is treated as a stone wall across the hexside to which it points.
JUDGE REASONING
[Explanation] The model's response correctly states that a roadblock provides a +2 TEM, the same as a stone wall, and references the relevant rules (B29.2 and B29.3). It covers the key concept that a roadblock is treated as a stone wall across the hexside to which it points, matching the expected answer fully.
If an MMC is concealed ("?" counter) in a pillbox, are IFT attacks against it halved?
EXPECTED
No. "?"/HIP don't halve the FP
MODEL RESPONSE
Answer: Yes, IFT attacks against a concealed unit in a pillbox are halved as Area Fire, unless the attack is Residual FP, OBA, ordnance, Sniper, or a minefield attack.
References:
- (12.13) Concealed units — All fire and CC vs a concealed unit are halved as Area Fire, with exceptions for Residual FP, OBA, ordnance, Sniper, and minefield attacks.
- (B30.7) Pillbox TEM — Pillboxes provide a TEM, but this does not negate the halving for concealment.
JUDGE REASONING
[Explanation] The expected answer states that concealment ('?'/HIP) does not halve the firepower (FP) against a unit in a pillbox, meaning that the concealment halving does not apply in this case. The model's response claims that IFT attacks against a concealed unit in a pillbox are halved as Area Fire, except for certain attack types, which contradicts the expected answer. According to ASL rules, pillboxes provide a Terrain Effect Modifier (TEM) that negates concealment halving, so the model's assertion is incorrect.
If a DC is Placed from a hex that is in the Covered Arch (CA) of the pillbox, and that pillbox has a CA TEM of +3 and NCA TEM of +5, what will be the modifier to the DC attack?
EXPECTED
+3. The Defense Modifier of a Placed/Thrown DC attack vs a pillbox/its-contents is determined by the hex occupied by the Placing/Throwing unit.
MODEL RESPONSE
Answer: The DC attack is modified by the CA Defense Modification of +3 TEM.
References:
- (B30.31) DC vs Pillbox — The Defense Modifier is determined by the hex occupied by the Placing unit. If that unit occupies an adjacent hex in the CA of the pillbox, the attack is modified by the CA Defense Modification.
- (B30.112) CA Defense Modification — This is the TEM applied to non-Aerial Direct Fire attacks against the pillbox which originate from a hex within the CA of the pillbox.
JUDGE REASONING
[Calculation] The model's response correctly identifies the modifier as +3, matching the expected answer. It also correctly explains that the defense modifier is determined by the hex occupied by the placing unit and that the CA TEM applies when the unit is in the Covered Arch. The references cited support the explanation and confirm the correctness of the answer.
If there is an MMC in the pillbox and an MMC outside of the pillbox in the same hex, will attacks against the pillbox affect the unit outside the pillbox?
EXPECTED
No. The pillbox is treated as a separate Location. A predesignated attack vs the pillbox Location cannot affect another Location in that hex (or vice-versa) [EXC: Spraying Fire; Canister].
MODEL RESPONSE
Answer: No, attacks predesignated against the pillbox Location cannot affect a unit outside the pillbox in the same hex, unless the attack is Spraying Fire or Canister.
References:
- (B30.34) Attacks vs a pillbox hex — A predesignated attack vs the pillbox Location cannot affect another Location in that hex (or vice-versa) [EXC: Spraying Fire; Canister].
- (B30.34) Pillbox as separate Location — A pillbox is a separate non-vertical-level Location inside its hex; units inside are in a different Location than units outside.
JUDGE REASONING
[Explanation] The model's response correctly states that attacks predesignated against the pillbox Location cannot affect units outside the pillbox in the same hex, except for Spraying Fire or Canister attacks. It also correctly references the pillbox as a separate Location and cites the relevant rule (B30.34). This matches the expected answer fully, covering all key concepts without contradiction.
If there is a MMC in a pillbox with a stacking capacity of '1' and there are three other MMCs in the same hex, but not in the pillbox, is the hex considered overstacked?
EXPECTED
No. The pillbox capacity is separate from (i.e., in addition to) hex stacking limits.
MODEL RESPONSE
Answer: Yes, the hex is considered overstacked because the pillbox's stacking capacity is separate from the hex's stacking limits, and the three MMCs outside the pillbox exceed the normal hex stacking limit of three squad-equivalents.
References:
- (30.111) STACKING CAPACITY — Pillbox capacity is separate from (i.e., in addition to) hex stacking limits.
- (A5.5) EQUIVALENTS — Two non-Inherent-crews/HS equal a squad, but ≤ 4 SMC count as zero squad-equivalents.
- (A5.6) LOCATION RESTRICTIONS — A pillbox/entrenchment can never be overstacked, but the Location containing it can be overstacked.
JUDGE REASONING
[Explanation] The model's response incorrectly states that the hex is overstacked, which contradicts the expected answer and the cited rules. The expected answer correctly notes that the pillbox capacity is separate from the hex stacking limits, meaning the MMC inside the pillbox does not count against the hex stacking limit. The model's reasoning is flawed because it claims the pillbox capacity is separate but then concludes the hex is overstacked due to the three MMCs outside the pillbox, which is not supported by the rules. Therefore, the model's answer is incorrect.
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 for Case J2 (Limited Aim) because the tank expended ≤ 1 MP in the firer's continuous LOS.
References:
- (C6.12) CASE J2; LIMITED AIM — +4 DRM for ordnance Defensive First Fire at a moving vehicle that expended ≤ 1 MP in LOS
- (C6.1) CASE J; MOVING/MOTION VEHICULAR TARGET — +2 DRM for ordnance firing at a vehicle that entered a new hex during that Player Turn
JUDGE REASONING
[Explanation] The model's response correctly identifies the total +4 DRM by combining +2 DRM from Case J (moving vehicle) and +2 DRM from Case J2 (limited aim due to ≤1 MP movement in LOS). It references the correct rules (C6.1 and C6.12) and explains the reasoning clearly, matching the expected answer's key concepts.
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
No, the Infantry unit cannot move elsewhere; it loses its MPh or APh capability for that turn and must remain in its present hex during that phase.
References:
- (B23.922) Fortified Building Entry — Infantry may not enter a Fortified Building Location if an unpinned, Good Order, armed enemy squad is inside, and if an attempt is made, the unit loses that MPh or APh capability and must remain in its present hex.
- (B23.922) MF Expenditure — MF expended in an unsuccessful entry attempt are considered expended in its present hex, and once all fire is completed, the unit's MPh is over.
JUDGE REASONING
[Explanation] The model's response correctly states that the Infantry unit loses its MPh or APh capability for that turn and must remain in its present hex, matching the expected answer. It also correctly clarifies that the unit cannot move elsewhere after the failed attempt, which aligns with the expected answer's implication. The inclusion of specific rule references and explanation about MF expenditure further supports the correctness without contradicting the expected answer.
A German 5-4-8 and a 9-1 leader engage in close combat against a Russian 4-4-7. What does the German player need to role to fully eliminate the Russian squad?
EXPECTED
Answer: The German attack strength is 6 FP total in CC: 5 FP from the 5-4-8 plus 1 FP from the 9-1 leader, versus the Russian squad’s 4 FP, which gives 3:2 odds after rounding down. On the CCT, 3:2 has a Kill Number of 6, and the 9-1 can apply his -1 leadership DRM, so the German needs a Final CC DR of ≤ 6—i.e., an Original DR of 7 or less—to fully eliminate the Russian 4-4-7; an Original 8 would be reduced to 7 and cause only Casualty Reduction.
References:
- (A11.11) Close Combat Odds Ratio — compare attacker FP to defender FP and round down to the lower CCT odds column; 6 FP vs 4 FP becomes 3:2
- (A11.12) Leader in Close Combat — a leader stacked with the attacking MMC adds his inherent FP and may direct the attack with his leadership DRM; thus the 9-1 adds 1 FP and -1 DRM
- (A11 CCT) Close Combat Table result — at 3:2 odds, a DR below the Kill Number eliminates; a DR equal to it causes Casualty Reduction
MODEL RESPONSE
Step 1: Determine attacker FP: German 5-4-8 squad has a CC FP of 5, and the 9-1 leader adds his inherent FP of 1 (A11.4). Total attacker FP = 6 FP.
Step 2: Determine defender FP: Russian 4-4-7 squad has a CC FP of 4 FP (A11.4).
Step 3: Determine odds ratio: 6:4 reduces to 3:2 (round down to nearest column on CCT) (A11.41).
Step 4: Find Kill Number: For 3:2 odds on the Close Combat Table, the Kill Number is 6 (A11.11).
Step 5: Apply DRM: The 9-1 leader provides a -1 leadership DRM to the CC DR (A11.3).
Calculation: To eliminate the squad, the Final CC DR must be less than the Kill Number of 6. With a -1 DRM, an Original DR of 6 becomes a Final DR of 5, which is less than 6, so an Original DR of 6 eliminates the squad. An Original DR of 7 becomes a Final DR of 6, which equals the Kill Number, resulting in Casualty Reduction (A11.11). Therefore, the German player needs an Original DR of ≤ 6 to fully eliminate the Russian squad.
Answer: The German player needs an Original DR of 6 or less to fully eliminate the Russian squad, because the -1 leadership DRM makes a Final DR of 5 or less, which is below the Kill Number of 6 for 3:2 odds.
References:
- (A11.4) Close Combat FP — each unit contributes its CC FP
- (A11.41) CC Odds — always round in defender's favor
- (A11.11) Close Combat Table Kill Numbers — DR less than Kill Number eliminates target
- (A11.3) Leader DRM — leader adds his leadership DRM to CC DR
JUDGE REASONING
[Calculation] The model's response incorrectly states that the German player needs an Original DR of 6 or less to fully eliminate the Russian squad, whereas the expected answer correctly states that the German player needs an Original DR of 7 or less. The model misapplies the leadership DRM and the interpretation of the Kill Number: the Kill Number is 6, and a Final DR less than or equal to 6 eliminates the squad. With a -1 DRM, an Original DR of 7 becomes a Final DR of 6, which still eliminates the squad, not just causes Casualty Reduction. The model incorrectly claims that a Final DR equal to the Kill Number causes Casualty Reduction, which contradicts the expected answer and the ASL rules. Therefore, the model's final answer is incorrect despite mostly correct reasoning steps.
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 exerts 4 Residual FP in the adjacent hex (due to PBF doubling) and 2 Residual FP in the hex two hexes away.
References:
- (9.22) Fire Lane Residual FP — equals the FP column to the left of the FP column normally used by that MG's FP
- (9.22) PBF doubles the reduced FP in the ADJACENT hex — Fire Lane Residual FP TPBF is NA
JUDGE REASONING
[Explanation] The model correctly identifies that the Fire Lane residual FP is one column left of the MG's normal FP and that PBF doubles the residual FP in the adjacent hex. However, it incorrectly states the residual FP values: it says 4 FP in the adjacent hex and 2 FP two hexes away, whereas the expected answer and rules specify 8 FP in the adjacent hex (4 FP doubled by PBF) and 4 FP two hexes away (normal residual FP). The model's residual FP values do not match the expected answer, which is critical for this question. Therefore, despite correct references and partial understanding, the answer is incorrect.
what does a white circle mean on a one hex stone building?
EXPECTED
Answer: A white circle on a one-hex stone building counter indicates it is a single-hex two-story house with an inherent stairwell, meaning it has both a ground and a first level. This symbol replaces the usual center dot and shows the building has two levels but no rooftop location.
References:
- (B23.2) Single-hex two-story house symbol — white square where the center dot should indicate a stairwell and two levels in a one-hex building.
- (B23.22) Building levels and stairwells — explanation of multi-level buildings and use of level counters for indicating floors
MODEL RESPONSE
Answer: A white circle on a one-hex stone building indicates it is a Single-Story House, which is a 1½-level LOS obstacle with both a ground-level and first-level Location and an inherent stairwell.
References:
- (B23.2) Stone Building TEM — A building hex with a white square where the center dot should be indicates a stairwell.
- (B23.23) Multi-story building with a stairwell symbol — A building with a stairwell symbol has a ground level, first level, and second level.
- (B23.22) Multi-hex building without a stairwell symbol — A multi-hex building without a stairwell symbol has both a ground and a first level because it has inherent stairwells in each hex.
- (B23.2) Single-Story House — A building with a large center dot (like a white circle) is a 1½-level LOS obstacle with both a ground-level and first-level Location and an inherent stairwell.
JUDGE REASONING
[Explanation] The expected answer correctly states that a white circle on a one-hex stone building counter indicates a single-hex two-story house with an inherent stairwell, meaning it has both a ground and first level, and that the white circle replaces the usual center dot. The model's response incorrectly calls it a 'Single-Story House' and describes it as a 1½-level LOS obstacle, which conflicts with the expected answer's emphasis on two full levels and no rooftop location. Additionally, the model's references are inconsistent and partially incorrect (e.g., citing B23.23 for a stairwell symbol indicating three levels, which is not applicable here). The model confuses the symbol meanings and building levels, thus missing the central concept of the white circle indicating a two-story building with an inherent stairwell. Therefore, the response is incorrect.
Does a multi-hex row house have a first floor (in addition to ground flour)?
EXPECTED
Answer: Yes, a multi-hex row house has both a ground floor and a first floor. It is a multi-hex building without a printed stairwell symbol but has an inherent stairwell in each hex, allowing movement between the ground and first levels. This type of building is considered 1½ levels high, with units on the first level being one level above ground level.
References:
- (B23.22) Two Story House — multi-hex building without stairwell symbol has ground and first levels with inherent stairwells in each hex.
- (B23.2) Building levels and stairwells — explanation of multi-level buildings and inherent stairwells.
- (B23.71) Rowhouse Bypass movement — movement between hexes at ground level only, confirming multi-hex row houses have multiple floors but no printed stairwell symbol
MODEL RESPONSE
Answer: A multi-hex Rowhouse does not have a first floor; it is a single-story building with only a ground level.
References:
- (B23.71) Rowhouse — Rowhouse hexes are considered single-story houses (one-level obstacles) and have only a ground level.
- (B23.21) Single Story House — All single-hex buildings without a staircase symbol are one-level obstacles, and units are at the level of the other terrain in the hex. Rowhouses follow this principle.
JUDGE REASONING
[Explanation] The expected answer correctly states that a multi-hex row house has both a ground floor and a first floor, with inherent stairwells in each hex and is considered 1½ levels high, as per B23.22 and B23.2. The model's response incorrectly claims that a multi-hex row house is single-story with only a ground level, which contradicts the key ASL rules for multi-hex row houses. The references cited by the model (B23.71 and B23.21) do not support the claim that multi-hex row houses lack a first floor; rather, B23.71 confirms multi-hex row houses have multiple floors but no printed stairwell symbol. Therefore, the model's answer misses the central concept and is incorrect.
When Debris occurs, does it fall in all adjacent open ground hexes?
EXPECTED
Answer: When Debris occurs, it falls into all adjacent lower-level hexes of certain terrain types including Open Ground, Road, Sunken Road, Elevated Road, Bridge, Runway/Wide-City-Boulevard, Brush, Orchard, Grain, Stream, and Railroad hexes (except those containing Rail Cars). The debris falls into all such adjacent hexes around the rubbled building hex, transforming the terrain in those hexes into debris terrain. The chance of debris falling is determined by a colored die roll modified by the number of building levels rubbled above ground level, and if the roll is 5 or 6, debris falls into all eligible adjacent hexes.
References:
- (37.1-37.5) Debris creation and placement rules — debris falls into all adjacent lower-level open ground and specified terrain hexes around a rubbled building hex, with a DR to determine occurrence and direction.
- (37.63) Debris placement on bridges and roads — debris covers bridge and road hexes but the bridge remains intact.
- (37.64) Effects of Falling Debris on units and terrain.
- (24.12) Rubble creation and its relation to debris generation.
Example from the rules: "A Final colored dr equal to 5 or 6 means that Debris will fall into all adjacent lower level Open Ground (1.), (2.), Road (3.; 37.61), Sunken Road (4.), Elevated Road (5.), Bridge (37.63), Runway/WCB (7.; 37.62), Brush (12.), Orchard (14.), Grain (15.), (19.), Stream (20.), RR (32.) [EXC: if they contain Rail Cars; 32.5], existing Debris (37.641) hexes."
MODEL RESPONSE
Answer: Debris falls into all adjacent lower-level Open Ground hexes (and other eligible terrain types) when a building is rubbled, as determined by a Falling Debris DR (37.5).
References:
- (37.5) Falling Debris — debris falls into adjacent lower-level Open Ground hexes (and other eligible terrain) on a colored dr of 5 or 6.
- (37.5) Falling Debris DRM — modified by +1 for each level of the rubbled building above ground level.
JUDGE REASONING
[Explanation] The model's response correctly identifies that debris falls into all adjacent lower-level Open Ground hexes and other eligible terrain types when a building is rubbled, and that this is determined by a Falling Debris die roll (DR) as per rule 37.5. It also correctly notes the DRM modification for building levels. However, it omits the detailed list of specific terrain types affected (Road, Sunken Road, Elevated Road, Bridge, Runway/Wide-City-Boulevard, Brush, Orchard, Grain, Stream, Railroad except with Rail Cars), the fact that debris falls into all such adjacent hexes if the DR is 5 or 6, and the nuances about debris placement on bridges and roads. Thus, while the core concept is present, several key details from the expected answer are missing.
Do railroad hexes provide hinderance or TEM?
EXPECTED
Answer: Railroad hexes do not inherently provide TEM or a LOS Hindrance; they are generally treated like Open Ground unless combined with some other terrain feature. The LOS index points Railroad LOS to (B32.21), while the terrain chart’s Hindrance list does not include railroads, confirming they are not a Hindrance terrain type.
References:
- (B32.21) Railroad LOS — railroad-specific LOS rule reference; no inherent TEM/Hindrance indicated in the retrieved material
- (A6.7) LOS Hindrance — only listed Hindrance terrain types hinder LOS; railroad is not among them
- (B1.16) TEM — TEM comes from terrain that specifically provides it; railroad is not identified as such in the retrieved index/chart material
MODEL RESPONSE
Answer: Railroad hexes themselves do not provide a Hindrance or TEM; they are treated as Open Ground for TEM and LOS purposes unless other terrain in the hex (e.g., woods, brush) is higher than the railroad's elevation.
References:
- (B32.211) Other Terrain in RR Hexes — If the height of other terrain in the hex is ≤ the height of the RR, the other terrain has no effect on LOS or TEM; units in the RR hex are considered to be in Open Ground.
- (B32.2) Other Terrain — RR hexes are treated as paved roads at their corresponding level, and units in an RR hex are considered in Open Ground unless other terrain with a greater height is present.
JUDGE REASONING
[Explanation] The model's response correctly states that railroad hexes do not provide Hindrance or TEM and are treated as Open Ground unless other terrain features with greater height are present. It aligns with the expected answer's core concept that railroads themselves do not inherently provide TEM or LOS Hindrance. The references cited by the model, while slightly different in numbering, support the same principle. The model also adds useful context about elevation comparisons, which does not contradict the expected answer but rather complements it. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.
When can an AFV bypass rail cars?
EXPECTED
Answer: An AFV may bypass rail cars when entering the Rail Car hex as if it were a building hex, but only along a hexside where the rail-car depiction does not cross into the adjacent hex. If the printed Rail Car depiction crosses into that adjacent hex, Bypass along that hexside is not allowed.
References:
- (32.52) Rail Cars—Vehicles may use Bypass to enter a Rail Car hex as if entering a building hex; Bypass is allowed unless the Rail Car depiction crosses into the adjacent hex.
- (32.6) Rail Car Counters—A Rail Car counter uses all Rail Car rules, and any depiction crossing a hexside prevents Bypass along that hexside.
MODEL RESPONSE
Answer: An AFV can bypass a Rail Car hex as if it were a building, and contrary to normal bypass rules, this is allowed even if the hexside is not clear of obstacle depictions, unless the printed Rail Car depiction crosses into the adjacent hex.
References:
- (32.52) Rail Car Movement — Vehicles may enter a Rail Car hex only using Bypass Movement as if entering a building hex.
- (32.52) Bypass Exception — Bypass is allowed regardless of whether the hexside is clear of any obstacle depiction, unless the Rail Car depiction crosses into the adjacent hex.
JUDGE REASONING
[Explanation] The model's response correctly states that an AFV may bypass a Rail Car hex as if it were a building hex, and that bypass is allowed even if the hexside is not clear of obstacle depictions, except when the Rail Car depiction crosses into the adjacent hex. This matches the key concepts in the expected answer, including the exception based on the Rail Car depiction crossing the hexside. The model also cites the correct rules (32.52) and explains the bypass exception accurately. Minor wording differences do not affect the correctness.
If i can't reach a building while routing, can I then go anywhere or do i still need to go toward a building/woods
EXPECTED
Answer: No. If there is still a non-ignorable building/woods Location that can be reached within six MF from your starting position, you must keep routing toward that cover; only if no such building/woods Location can be reached during that RtPh may you rout to any otherwise-legal terrain hex and you do not have to keep heading toward woods/building.
References:
- (A10.51) Routing to nearest building/woods — must designate and attempt to reach the nearest building/woods hex, if legally reachable.
- (A10.51) No reachable non-ignorable building/woods — if none can be reached during that RtPh, the broken unit may rout to any terrain hex consistent with normal routing restrictions.
- (A10.51) Example/clarification — if another woods/building hex was still within six MF of the original position, you still had to continue routing toward it; only if none were within six MF would you be free of that requirement.
MODEL RESPONSE
Answer: If no non-ignorable building/woods Location can be reached during that RtPh, a broken unit may rout to any terrain hex consistent with the other routing restrictions and need not rout toward the nearest woods/building Location.
References:
- (A10.51) Rout Destination — If no non-ignorable building/woods Location can be reached, the unit may rout to any terrain hex consistent with the above restrictions.
- (A10.51 EXC) Ignoring Building Hexes — A broken unit in a building may ignore a hex of the same building if it prefers to rout out of that building altogether.
JUDGE REASONING
[Explanation] The model's response correctly states that if no non-ignorable building/woods location can be reached during the Rout Phase, the broken unit may rout to any terrain hex consistent with routing restrictions and need not route toward the nearest woods/building. However, it omits the key concept that if there is still a reachable non-ignorable building/woods location within six MF from the starting position, the unit must continue routing toward that cover. The model also adds a relevant exception about ignoring building hexes when inside a building, which is extra but not contradictory. Overall, the main idea is present but the crucial condition about having a reachable building/woods location is missing, making the answer partial.
Q: How many Movement Factors (MF) does it cost for a squad to move out of a gully into a ground-level woods hex?
EXPECTED
Answer: 4 MF — woods cost 2 MF, and leaving a gully to enter higher ground doubles the entry cost: 2 × 2 = 4 MF (see B19.4 on gullies and A4.133 on elevation-change doubling).
MODEL RESPONSE
Answer: It costs 4 MF to move from IN a gully hex into a ground-level woods hex: 2 MF to leave the gully (doubled COT for moving to higher ground) plus 2 MF for entering the woods.
References:
- (A4.133) Elevation Change — MF cost is doubled when moving into a hex one level higher.
- (B13.2) Woods — entering a woods hex costs 2 MF.
- (A19.4) Infantry move INTO a gully hex at a cost of 2 MF; there is no cost for leaving a gully hex other than the doubling of MF when moving to a higher elevation.
JUDGE REASONING
[Calculation] The model correctly concludes the total MF cost is 4, matching the expected answer. However, the breakdown is slightly incorrect: the model states 2 MF to leave the gully plus 2 MF to enter woods, implying a sum of 4 without doubling. The correct reasoning is that the woods entry cost is 2 MF, which is then doubled due to moving to higher ground (2 x 2 = 4 MF). The model also incorrectly states there is no cost for leaving a gully hex other than doubling, which contradicts the expected answer referencing B19.4. Despite this, the final MF cost is correct and the references mostly align, so the response is partially correct.
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 to the IFT.
References:
- (C3.71) Critical Hit TEM reversal — any positive TEM which the target would normally be entitled to is reversed.
- (B23.3) Wooden building TEM — wooden buildings have a TEM of +2.
JUDGE REASONING
[Explanation] The model's response correctly states that a Critical Hit reverses the target's TEM, turning the wooden building's +2 TEM into a -2 DRM to the IFT, matching the expected answer. It also provides accurate references (C3.71 and B23.3) supporting the explanation. The core concept and key details are fully covered.
When can a roadblock clearance be attempted?
EXPECTED
Answer: A roadblock may be cleared only by unpinned, Good Order infantry MMC (or a dozer) that have not moved or fired (they must be marked TI and declare the attempt during their MPh/DFPh); that Clearance is made as Hazardous Movement with a Clearance DR at the end of the Close Combat Phase (24.76) . Narrow‑street roadblocks have additional, specific location/placement restrictions for clearance (see 31.1411) .
References:
- (24.76) ROADBLOCK — Specifies who may attempt a roadblock Clearance, TI/movement/fire restrictions, Hazardous Movement timing.
- (24.7) CLEARANCE — General Clearance rules (must be unpinned, Good Order; Final DR ≤ 2 required; combine attempts, Labor DRM, etc.).
- (31.1411) NARROW STREET ROADBLOCK REMOVAL — Special rules for attempting to clear Narrow Street roadblocks (where a DC may be placed and from which Locations attempts may be made).
MODEL RESPONSE
Answer: A roadblock clearance attempt can be made during the MPh or DFPh by unpinned, Good Order Infantry MMC or any Dozer in a Location containing a roadblock hexside, provided they have not moved or fired (or directed fire) during that Player Turn and become TI.
References:
- (B24.76) Roadblock Clearance — unpinned Good Order Infantry MMC/any Dozer may attempt removal as Hazardous Movement during MPh/DFPh if they become TI and have not moved/fired.
- (B24.7) Clearance Tasks — unit is engaged in clearance until it makes a Clearance DR, is pinned, or is no longer Good Order.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key conditions for attempting a roadblock clearance: it must be done by unpinned, Good Order Infantry MMC or a Dozer, who have not moved or fired during the Player Turn, and must become TI. It correctly states the timing as during the MPh or DFPh and references the clearance as Hazardous Movement. The model also references the relevant rules sections, matching the expected answer's references. Although it does not explicitly mention the Clearance DR at the end of the Close Combat Phase or the special rules for narrow-street roadblocks, the core concepts and main conditions are accurately covered, fulfilling the criteria for a correct answer.
Can a squad throw a DC in the advance fire phase?
EXPECTED
Answer: Yes — a squad may throw a Demolition Charge during the Attacker’s Advancing Fire Phase; AFPh explicitly treats DCs as an exception to the half‑FP rule, and a DC thrown in the AFPh receives an extra +1 DRM to the IFT vs both the target and the thrower’s Location (unless an Opportunity Firer).
References:
- (A3.5) ADVANCING FIRE PHASE — AFPh firing rules and the exception listing FT/MOL/DC as attacking at full strength (relevance: allows DC use in AFPh).
- (A23.62) AFPh: Thrown DC in AFPh — specifies the additional +1 DRM when a DC is thrown during the AFPh (relevance: special DRM for AFPh throws).
MODEL RESPONSE
Answer: Yes, a squad can throw a DC in the Advance Fire Phase (AFPh) as DC attacks are specifically exempted from the half-FP rule and attack at full strength.
References:
- (A3.5) Advance Fire Phase — DC attacks at full strength, not half FP.
- (A23.6) Thrown DC — resolved immediately on the 30 FP column.
JUDGE REASONING
[Explanation] The model correctly states that a squad can throw a DC in the Advance Fire Phase and that DC attacks are exempt from the half-FP rule, matching the core concept of the expected answer. However, it omits the important detail that a DC thrown in the AFPh receives an additional +1 DRM to the IFT against both the target and the thrower's location, which is a key concept in the expected answer. Also, the model references (A23.6) instead of the more specific (A23.62) for the AFPh thrown DC DRM rule. Therefore, the response is mostly correct but missing a key detail, making it partial.
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 in the AFPh is resolved on the 30 FP column with a +2 DRM (+3 if thrown from a non-stopped/Motion vehicle or Cavalry) to the attack resolution in the target Location, and the thrower's Location is also attacked with a +3 DRM (+4 if from a non-stopped/Motion vehicle/Cavalry). If thrown at an AFV, the +2/+3 DRM applies to the DC Position DR instead (C7.346), and a separate DR is used for each Location.
References:
- (A23.6) THROWN DC — DC thrown in any friendly fire phase (including AFPh) uses 30 FP column with +2/+3 DRM.
- (A23.62) AFPh — DC thrown in AFPh incurs an additional +1 DRM to the IFT DR vs both target and thrower unless thrown by an Opportunity Firer.
- (C7.346) DC vs AFV — vs an AFV, the +2/+3 DRM applies to the DC Position DR instead.
JUDGE REASONING
[Explanation] The model's response correctly explains that a DC thrown in the Advancing Fire Phase (AFPh) is resolved on the 30 FP column with the appropriate +2/+3 DRM modifiers, and that both the target and thrower's locations are attacked with separate DRs. It also correctly states that when the target is an AFV, the +2/+3 DRM applies to the DC Position DR, referencing the correct rules (A23.6, A23.62, C7.346). The model includes the additional +1 DRM in AFPh unless thrown by an Opportunity Firer, matching the expected answer. The response covers all key concepts and rule references, with no contradictions, and includes extra correct context. Therefore, it is judged correct.
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
Step 1: 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 (9.22).
Step 2: The MMG's normal FP is 5, which corresponds to the 4 FP column on the IFT. The column to the left of 4 FP is 2 FP.
Step 3: In the adjacent hex, PBF doubles the reduced FP (9.22 EXC).
Step 4: In the hex two hexes away, the Fire Lane exerts the base Residual FP without doubling.
Calculation: Adjacent hex: 2 FP × 2 = 4 FP. Hex two hexes away: 2 FP.
Answer: The Fire Lane exerts 4 Residual FP in the adjacent hex and 2 Residual FP in the hex two hexes away.
References:
- (9.22) Fire Lane — Residual FP equals the FP column to the left of the MG's normal FP column
- (9.22 EXC) PBF doubles the reduced FP in the ADJACENT hex
JUDGE REASONING
[Explanation] The model's response correctly explains the process of determining the Fire Lane residual firepower by shifting one IFT column left from the MMG's normal FP, resulting in 2 FP. It correctly applies the PBF doubling in the adjacent hex to get 4 FP and states the residual FP remains 2 in the hex two hexes away. The model references the correct rules and includes all key concepts from the expected answer, including the column shift, PBF doubling in the adjacent hex, and the residual FP in the second hex. Minor differences in wording do not affect correctness.
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
Answer: There would be 4 blind hexes nominally: 1 base Blind Hex for a full-level obstacle, plus +3 more because the obstacle is 15 hexes away (one extra for each full multiple of five hexes: 15 ÷ 5 = 3 total blind hexes). Since the firer is on Level 3 looking over a Level 1 obstacle, he has a two-level elevation advantage, but only one level of that is “extra,” so A6.42 reduces the blind area by 1, leaving 3 blind hexes behind the obstacle .
References:
- (A6.4) Blind Hexes — a full-level obstacle creates a base blind hex behind it
- (A6.41) Range effect on Blind Hexes — +1 Blind Hex for every full multiple of five hexes to the obstacle
- (A6.42) Elevation Advantage — each full level of elevation advantage greater than one over the obstacle reduces Blind Hexes by one, to a minimum of one for non-crest-line obstacles
- (A6.43) Height of hexes behind obstacle — can further increase/decrease actual blind status depending on the elevation of the hexes behind the obstacle relative to the obstacle hex itself
MODEL RESPONSE
Step 1: A full-level obstacle creates 1 Blind Hex (A6.4).
Step 2: Range is 15 hexes. This is three full multiples of 5 hexes (15 ÷ 5 = 3), so add +3 Blind Hexes (A6.41).
Step 3: Firer at Level 3 vs. Level 1 obstacle = 2 levels of elevation advantage over the obstacle. Each full level of elevation advantage > 1 reduces Blind Hexes by one (A6.42). Therefore, reduce by 1 (2 - 1 = 1).
Calculation: 1 + 3 − 1 = 3 Blind Hexes.
Answer: There are 3 Blind Hexes behind the obstacle.
References:
- (A6.4) Blind Hexes — one Blind Hex for a full-level obstacle
- (A6.41) Range Increase — +1 Blind Hex per full 5-hex multiple of range
- (A6.42) Elevation Advantage — reduce by each full level of advantage > 1
JUDGE REASONING
[Explanation] The model's response correctly identifies the base blind hex from the full-level obstacle, adds the correct number of blind hexes for the 15-hex range (3), and properly applies the elevation advantage reduction of 1 blind hex due to the two-level elevation difference (only one level above one counts). The final calculation matches the expected answer of 3 blind hexes. The model also cites the correct rules and explains the steps clearly, covering all key concepts from the expected answer.
Can a broken unit rout towards an enemy concealed unit?
EXPECTED
Answer: Yes—if the enemy unit is still concealed, it is not a Known enemy unit and must be ignored when determining a legal rout path, so a broken unit can rout toward or even into that hex if otherwise required. If the concealed unit becomes Known during that RtPh, it can repulse or redirect the routing unit, and the broken unit may then be eliminated for Failure to Rout if it must end adjacent to that now-Known enemy
References:
- (A10.533) Concealment and Rout — concealed enemy units are ignored for rout-path determination until they become Known.
- (A10.51) Direction — a broken unit may not rout toward a Known enemy unit; concealed units do not count until revealed.
- (A10.5) Routing / Failure to Rout — ending the RtPh adjacent to a Known unbroken armed enemy causes elimination.
MODEL RESPONSE
Answer: Yes, a broken unit can rout towards a hex containing a concealed enemy unit, because concealed units are not Known and must be ignored when determining legal rout routes (A10.533).
References:
- (A10.533) Concealed units, since they are not Known, must be ignored by the routing player in determining his legal rout route.
JUDGE REASONING
[Explanation] The model correctly states that a broken unit can rout toward a hex containing a concealed enemy unit because concealed units are not Known and must be ignored when determining legal rout paths, citing A10.533. However, it omits the important details that if the concealed unit becomes Known during the Rout Phase, it can repulse or redirect the routing unit, and that the broken unit may be eliminated for Failure to Rout if it must end adjacent to that now-Known enemy. These are key concepts included in the expected answer, so the model's response is incomplete but fundamentally correct.
How do you resolve a thrown DC?
EXPECTED
Answer: A thrown DC is resolved immediately as a 30 FP IFT attack in the target Location, with the target’s TEM applying and a +2 DRM for being thrown (+3 if thrown from a non-stopped/Motion vehicle or by Cavalry); if thrown in the AFPh, add another +1 DRM unless it is Opportunity Fire. Because the blast radius exceeds the throwing range, you also make a separate 30 FP attack against the thrower’s Location at +3 DRM (+4 if from a non-stopped/Motion vehicle/Cavalry); against an AFV, you first make a DC Position DR instead of a normal IFT DR, applying the thrown/AFPh modifiers to that Position DR.
References:
- (A23.1) Demolition Charges — DC attacks are normally 30 FP on the IFT; TEM applies, leadership does not, and DC FP cannot combine with other attacks.
- (A23.6) Thrown DC — thrown DC gets +2 DRM (+3 from non-stopped/Motion vehicle or Cavalry), attacks both target and thrower Locations, and each Location uses a separate DR.
- (A23.62) AFPh Thrown DC — adds +1 DRM in the AFPh unless thrown as Opportunity Fire.
- (C7.346) DC vs armored target — resolve with a DC Position DR to determine which AF applies; thrown/AFPh modifiers apply to that Position DR.
MODEL RESPONSE
Answer: A Thrown DC is resolved by making a separate IFT attack on the 30 FP column against both the target Location and the thrower's Location, applying a +2 DRM (+3 if thrown from a non-stopped/Motion vehicle or by Cavalry) to the target's attack and a +3 DRM (+4 if from a non-stopped/Motion vehicle/Cavalry) to the thrower's attack.
References:
- (A23.6) THROWN DC — specifies the attack is resolved on the 30 FP column with separate DRs for each Location and the applicable DRMs.
- (A23.6) THROWN DC — details the +2/+3 DRM for the target and +3/+4 DRM for the thrower.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a thrown DC is resolved as separate 30 FP IFT attacks against both the target and thrower's Locations, and it correctly states the DRM values (+2/+3 for the target and +3/+4 for the thrower). However, it omits several key details from the expected answer: the application of the target's TEM, the additional +1 DRM if thrown in the AFPh (unless Opportunity Fire), and the special procedure for attacks against AFVs involving a DC Position DR with thrown/AFPh modifiers. These omissions mean the response is not fully complete, but it captures the main concepts of the thrown DC resolution process.
Can a unit fire a PSK in the Advance Fire Phase?
EXPECTED
Answer: Yes. A PSK uses the Bazooka rules except where specifically changed, and the Bazooka is a SW that may be fired by Infantry; units that did not fire in the PFPh may fire in the AFPh, so a PSK can be fired in the Advance Fire Phase, subject to normal AFPh ordnance restrictions.
References:
- (C13.48) Panzerschreck — PSK uses all BAZ rules except listed exceptions.
- (C13.41) Bazooka Usage — a BAZ is fired by Infantry as a SW.
- (A3.5) Advancing Fire Phase — units that did not fire in the PFPh may fire in the AFPh.
- (A7.24/C5.2-C5.3) AFPh Fire Limits — ordnance/SW fire in AFPh is allowed but uses AFPh/Bounding Fire restrictions.
MODEL RESPONSE
Answer: Yes, a unit can fire a Panzerschreck (PSK) in the Advance Fire Phase, as it is a LATW (Light Anti-Tank Weapon) and follows the same AFPh firing rules as other ordnance.
References:
- (A3.5) Advancing Fire Phase (AFPh) — ATTACKER's units which did not fire in the PFPh may fire at half FP (for non-ordnance) or use To Hit Case B/C for ordnance.
- (C13.48) Panzerschreck (PSK) — All rules that apply to the Bazooka (BAZ) also apply to the PSK, except as noted.
JUDGE REASONING
[Explanation] The model correctly states that a PSK can be fired in the Advance Fire Phase and references the key rules (A3.5 and C13.48) supporting this. However, it omits the explicit connection that the PSK uses Bazooka rules and that the Bazooka is a SW fired by Infantry, which is central to understanding why the PSK can be fired in the AFPh. Additionally, the model's mention of LATW and half FP for non-ordnance is somewhat misleading, as the PSK is ordnance and subject to ordnance AFPh restrictions, which the model does not clearly explain. Therefore, while the main idea is correct, some key concepts and clarifications from the expected answer are missing.
Can an MMC take a support weapon from a broken squad
EXPECTED
Answer: No. A support weapon can only be transferred between different Good Order, unpinned units in the same Location, so an MMC cannot take a SW from a broken squad by Transfer. If the broken squad drops it, is eliminated, surrenders, or routs and leaves it behind, the weapon becomes unpossessed and must be Recovered instead .
References:
- (A4.431) Transfer — SW/Guns may be transferred only between different Good Order unpinned units in the same Location.
- (A4.43) Possession — broken/routing units may leave SW behind unpossessed; if a unit breaks and rallies in the same Location it retains possession of its own SW.
- (A4.44) Recovery — unpossessed SW must be Recovered to be possessed again.
MODEL RESPONSE
Answer: Yes, a Good Order MMC may recover a support weapon from a broken squad in the same location during the RPh or MPh, subject to the normal recovery procedures and limitations.
References:
- (A4.44) Recovery — a Good Order Infantry unit may attempt to recover a SW in its location during the RPh or MPh.
- (A4.44) Recovery Attempts — a SW may be searched for (recovered) a number of times equal to the number of units present in the same location during the RPh, but only once by one unit during the MPh.
JUDGE REASONING
[Explanation] The model correctly states that a Good Order MMC may recover a support weapon from a broken squad in the same location during the RPh or MPh, which aligns with the recovery rules (A4.44). However, the question specifically asks if an MMC can take a support weapon from a broken squad by transfer, which the model does not address and incorrectly implies 'Yes' to the general question. The expected answer clarifies that transfer is not allowed from a broken squad, and recovery is a separate process. The model's response misses the key concept that transfer is prohibited from broken squads and only recovery is possible. Therefore, the model's answer is partially correct but incomplete and somewhat misleading regarding transfer rules.
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: No, you cannot advance into a Fortified Building Location if an unpinned, Good Order, armed enemy squad (or its equivalent) is inside; a pinned defender does not block entry.
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; 23.9221] — [specifies the condition that blocks entry]
- (B23.922) A berserk unit must remain in the adjacent hex attacking it in its AFPh/DFPh until the occupants have been pinned, broken, or Reduced sufficiently to allow it to enter — [implies entry is allowed once defenders are pinned]
JUDGE REASONING
[Explanation] The model correctly states that a pinned defender does not block entry into a Fortified Building Location and correctly cites the key rule (B23.922) about entry being prohibited only if an unpinned, Good Order, armed enemy squad is inside. However, the model's initial answer 'No, you cannot advance...' is contradictory and incorrect because it implies you cannot advance in when the defender is pinned, which conflicts with the rest of the explanation and the expected answer. The model also omits the explicit confirmation that you can advance in and that Close Combat occurs with halved FP from the pinned defender, which is a key concept in the expected answer. Therefore, the response is partially correct but incomplete and somewhat internally inconsistent.
A squad throws a DC at an enemy AFV in the adjacent hex, which also has a friendly AFV. What, if any, attack is there on the friendly AFV?
EXPECTED
Answer: There is no attack on the friendly AFV just because it is in the same target hex. A DC attack vs an AFV must be predesignated against that AFV, and a DC can affect an AFV only if it is the primary target; if the enemy AFV was designated, the other AFV in that hex is not attacked, though any unarmored targets in the Location could still be affected as applicable.
References:
- (A23.5) DC vs AFV — a DC attack can affect an AFV only if that AFV is the predesignated primary target.
- (A23.6) Thrown DC — a Thrown DC attacks the target Location, but the AFV exception in A23.5 controls which AFV, if any, is actually attacked.
- (C7.346) DC Position DR / collateral results — if the designated AFV attack is poorly positioned, only specific collateral attack or area fire vs non-armored units may result; this still does not create an attack on another non-designated AFV.
MODEL RESPONSE
Answer: The friendly AFV is not attacked by the DC because the DC attack must be predesignated against the enemy AFV (A23.5), and a DC attack affects only the predesignated AFV and any vulnerable PRC in its hex; other AFVs in the same hex are not affected.
References:
- (A23.5) vs AFV — A DC can affect an AFV only if it is the predesignated target of that DC attack.
- (A23.6) THROWN DC — A DC Thrown from an AFV does not affect it, but does attack any Vulnerable PRC of that AFV.
JUDGE REASONING
[Explanation] The model's response correctly states that the friendly AFV is not attacked because the DC attack must be predesignated against the enemy AFV and that only the predesignated AFV and vulnerable PRC in its hex are affected. However, it omits the clarification that the DC attack affects the target Location and that unarmored targets in the Location could still be affected, as well as the detail that a thrown DC attacks the target Location but the AFV exception controls which AFV is attacked. The model also incorrectly states that a DC thrown from an AFV does not affect it, which is not relevant or accurate in this context. Therefore, while the core concept is present, some key details and references are missing or slightly misapplied.
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: Yes, a bridge Location is considered Concealment Terrain for setup and concealment gain purposes (A12.12).
References:
- (A12.12) Concealment Terrain — Lists rubble as Concealment Terrain, and the index cross-references "Bridge" under "Concealment Terrain (bamboo, bocage...rubble...)".
- (B6.2) Bridge is Inherent Terrain — A bridge is inherent terrain, and inherent terrain like rubble is Concealment Terrain.
JUDGE REASONING
[Explanation] The model's response incorrectly states that a bridge location is considered Concealment Terrain, which contradicts the expected answer and official ASL rules. According to (B6.2), a bridge is inherent terrain but does not provide concealment benefits. The model confuses rubble (which can be concealment terrain) with bridges, incorrectly implying bridges provide concealment. This is a fundamental error, missing the central concept that bridges are not concealment terrain.
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: Yes, a halftrack can enter debris, but only a fully-tracked AFV may do so; halftracks are not fully-tracked and therefore cannot enter debris.
References:
- (37.3) Debris MF/MP — "The only vehicle type that may enter debris is a fully-tracked AFV..."
- (D2.11) Vehicle Types — Halftracks are not fully-tracked vehicles.
JUDGE REASONING
[Explanation] The model's response is contradictory and confusing. It first states 'Yes, a halftrack can enter debris,' which directly contradicts the correct rule that half-tracks may not enter debris. Then it correctly states that only fully-tracked AFVs may enter debris and that half-tracks are not fully-tracked and therefore cannot enter debris. The initial 'Yes' is factually wrong and conflicts with the rest of the explanation, making the overall answer incorrect despite some correct references.
In close combat with an AFV vs. an MMC, how do you calculate the AFV attack value?
EXPECTED
Answer: In close combat against a vehicle, the attack value is the Close Combat Value (CCV) of the personnel attacking it. The CCV is 5 for a squad, 4 for a crew, 3 for a half-squad (HS), and 2 for a single man counter (SMC). This CCV is modified by +1 for an Assault Engineer, -1 for an inexperienced unit, and +1 if a SMC combines with the main attacking unit. Any halving FP penalties reduce the CCV by 1 per penalty. The attacker rolls a Close Combat DR and compares it to the CCV to determine the effect on the vehicle (elimination, immobilization, etc.) .
References:
- (A11.5) Close Combat Value (CCV) for vehicles — defines base CCV values and modifiers.
- (A11.11) Close Combat Table — used for resolving CC attacks.
- (A11.501) Original 2 DR special results for CC vs AFV.
MODEL RESPONSE
Answer: An AFV attacks infantry in Close Combat using its AAMG FP (if CE), CMG FP (unless restricted to VCA), and/or IFE FP of a turreted MA ≤ 15mm, plus RMG, Riders, CE Passengers in a halftrack, or a Close Defense Weapon system; these FP are combined to form an Odds ratio against the defender's CCV, using the black Kill Numbers on the CCT.
References:
- (A11.62) AFV CC Attacks vs Infantry — lists the FP sources an AFV can use in CC
- (A11.5) CCV — defines the defender's CCV as the target number for vehicle attacks
JUDGE REASONING
[Explanation] The question asks how to calculate the AFV attack value in close combat against an MMC, which is specifically about the attack value of the personnel attacking the vehicle (the AFV's attack on the vehicle). The expected answer correctly explains that the attack value is the Close Combat Value (CCV) of the personnel attacking the AFV, including base CCV values and modifiers. The model's response instead describes how an AFV attacks infantry in close combat, focusing on the AFV's firepower against infantry and odds ratio against the defender's CCV. This is unrelated to the question, which is about the AFV being attacked by infantry in close combat. Therefore, the model's response misses the central concept and is incorrect.
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 must use the OB-designated concealment counters to conceal your real units first; any remaining "?" can be used to create dummy stacks.
References:
- (12.12) PLACEMENT — The player setting up first may place only scenario OB-designated "?" at first, and only in Concealment Terrain.
- (12.11) DUMMY STACKS — Dummy stacks can be created only during initial setup and among OB-designated "?" reinforcements during their initial turn of entry.
JUDGE REASONING
[Explanation] The model's response incorrectly states that OB-designated concealment counters must first be used to conceal real units before any can be used as dummy stacks, which contradicts the expected answer and ASL rules (A12.11). The expected answer clarifies that these counters may be used exclusively as dummy stacks if desired, and are not required to conceal real units first. The model also misreferences the rules and omits the key concept that a single '?' counter cannot simultaneously conceal real and dummy units, and that non-dummy units can receive non-OB-designated concealment after setup if the attacker begins off board. Therefore, the model's response misses the central concept and is incorrect.
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