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 – a ground‑floor squad and a squad on the first floor of the same building are not ADJACENT unless a stairwell (or other level‑connecting feature) links the two levels; without such a connection they cannot claim adjacency for combat or routing.
References:
- (23.422) “Units in non‑stairwell hexes may not engage in CC with enemy units Rowhouse above or below them on a different level.” – shows that different‑level units are not treated as adjacent unless a stairwell links them.
- (23.423) “Units that start their APh already in level; a stairwell hex may engage in CC only if they advance during the APh up or are down stairs one level and enter into CC with opposing units in that Location.” – reinforces that adjacency (and thus combat) requires a stairwell connection between levels.
JUDGE REASONING
[Explanation] The model's response correctly states that squads on different levels (ground floor vs. first floor) are not considered ADJACENT unless connected by a stairwell or similar feature. It aligns with the expected answer's core concept that adjacency requires the ability to advance into the other squad's location during the APh, which is not possible without a connecting feature. The model also provides relevant rule references supporting this interpretation, adding depth without contradicting the expected answer.
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: The three numbers on a squad counter are its Firepower (FP), its normal Range in hexes, and, when present, the Smoke‑Placement Exponent (the exponent printed after the FP number).
References:
- (A1.21) Firepower – the left‑most number of the Strength Factor represents the unit’s FP.
- (A1.22) Range – the middle number of the Strength Factor is the unit’s normal range in hexes.
- (A24.1) Smoke‑Placement Exponent – the exponent shown after the FP on some squad counters indicates the Smoke‑Placement Exponent.
JUDGE REASONING
[Explanation] The model correctly identifies Firepower (FP) and Range as two of the three values on a squad counter, matching the expected answer. However, instead of Morale Level, the model states the third value is the Smoke-Placement Exponent when present, which is not the standard third value expected. The expected answer specifies Morale Level as the third value, which is a key concept missing from the model's response. The model also provides references and additional context, but it misses the central concept of Morale Level, so the response is partial.
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: If the scheduled entry hex is blocked (e.g., occupied by an enemy unit), the unit must enter the map in a non‑obstructed hex that lies within 4 hexes of the original entry point, and this entry is delayed one Game Turn. If no such hex is available, the permissible entry radius is extended another 4 hexes (and the delay repeats each turn) until an unobstructed hex is found.
References:
- (A2.5) ENTRY – “If entry was to have been via a certain hex, but that hex is unenterable to being occupied by an enemy unit … entry must be made in a non‑obstructed hex within four hexes of the scheduled entry point, but one Game Turn later. If all hexes are still obstructed, the radius of permissible entry is extended another four hexes … at a cost of another turn’s delay.”
- (A2.51) OFFBOARD SETUP – confirms that entry occurs as the first act of the RPh on the turn of entry.
JUDGE REASONING
[Explanation] The model's response fully captures the key concepts of the expected answer: entry must be made in a non-obstructed hex within four hexes of the scheduled entry point, and the entry is delayed by one Game Turn. Additionally, the model correctly includes the extended radius and repeated delay if no hex is available, which is extra but accurate information. The references to the rules support the correctness. Therefore, the response matches the expected answer semantically and conceptually.
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 sub‑area of a hex (ground level, upper‑building level, tunnel, cellar, etc.) that has its own stacking limits, entry costs and confined‑space rules; a leader’s influence is confined to the units occupying the same Location and does **not** affect units that are on a different vertical level within the same hex.
References:
- (A2.8) Location – defines Locations as separate vertical subdivisions of a hex, each with its own stacking limits, entry costs and confined‑space rules.
- (A2.8) Leader limitation – states that a leader cannot affect the performance of units on another level (e.g., a leader cannot affect units IN a Depression).
JUDGE REASONING
[Explanation] The model's response correctly defines a Location as a subdivision of a hex including vertical levels such as ground, upper-building, tunnels, and cellars, matching the expected answer's description. It also clearly states that a leader's influence is limited to units in the same Location and cannot affect units on different vertical levels within the same hex, which aligns perfectly with the expected answer. The inclusion of stacking limits, entry costs, and confined-space rules adds relevant context 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 has fired in the Prep‑Fire Phase is prohibited from moving during the subsequent Movement Phase.
References:
- (A3.3) MOVEMENT PHASE (MPh) – “The ATTACKER may move any … that … during the PFPh neither fired …”
- (A7.25) OPPORTUNITY FIRE – units that fire in PFPh are marked and cannot move later in the same turn.
JUDGE REASONING
[Explanation] The model's response correctly states that units which fired during the Prep-Fire Phase (PFPh) cannot move during the Movement Phase (MPh). It references the key rule (A3.3) that the attacker may only move units that did not fire, become marked for Opportunity Fire, or attempt a labor task during the PFPh. The mention of (A7.25) clarifies the marking for Opportunity Fire, reinforcing the restriction. The response covers all key concepts from the expected answer and does not contradict any part of it.
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 is forced to route in the Rout Phase whenever it is either (1) in Desperation Morale (DM) – i.e., in LOS and Normal Range of a Known enemy unit (A10.62), (2) ADJACENT to a Known, armed, unbroken enemy unit (A10.5), or (3) has voluntarily broken at the start of the RtPh (A10.41); if it cannot legally complete a rout it must either surrender (A20.21) or be eliminated for Failure to Rout.
References:
- (A10.5) Routing – broken units must rout when DM or ADJACENT to a KEU.
- (A10.62) Desperation Morale – creates DM that forces routing.
- (A10.51) Rout destination – broken units must move to the nearest building/woods hex.
- (A10.41) Voluntary Break – triggers the requirement to route.
- (A20.21) Surrender/Failure to Rout – outcome if routing is impossible.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a broken unit must rout if adjacent to a Known unbroken enemy unit and if it is in LOS and Normal Range of a Known enemy unit (referred to as Desperation Morale). However, it adds conditions not mentioned in the expected answer, such as voluntary breaking at the start of the Rout Phase and consequences if the unit cannot rout. While these additions are accurate ASL rules, the expected answer focuses solely on the conditions forcing a rout, not on voluntary breaks or failure to rout outcomes. The model also incorrectly states 'in Desperation Morale (DM) – i.e., in LOS and Normal Range of a Known enemy unit' without specifying the Open Ground condition, which is important. Therefore, the response is mostly correct but misses the Open Ground qualifier and includes extra conditions beyond the expected answer, making it partial rather than fully 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 may not bypass a hex when the hexside is blocked by Wire, Hedges or Walls (treated as extensions of the hexside), Rubble, Water Obstacles, Roadblocks, an Ablaze obstacle, a Known enemy‑occupied obstacle, or when trying to skirt the edge of another terrain feature such as a gully‑woods combination.
References:
- (B26.44) – Wire locations, hedges, walls, and rubble block bypass; water‑obstacle hexsides cannot be bypassed.
- (B29.4) – Roadblocks have bypass restrictions.
- (A4.31) – Bypass cannot be used to skirt edges of any other terrain feature (e.g., gully‑woods).
- (A4.31) – Bypass cannot be used on obstacles that are ablaze or contain an armed non‑disrupted known enemy unit.
JUDGE REASONING
[Explanation] The model's response covers all key concepts from the expected answer: it lists the terrain and situations that prevent Infantry from using Bypass movement, including wire, rubble, water obstacles, ablaze obstacles, and known enemy-occupied obstacles. It also correctly notes that bypass cannot be used to skirt the edge of terrain features other than buildings or woods, giving the example of gully-woods. The model adds hedges, walls, and roadblocks as additional relevant terrain features, which aligns with the rules and does not contradict the expected answer. The references cited support the points made. Overall, the semantic meaning and key concepts match the expected answer fully.
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 (including bicyclists or skiers) may declare Double Time only while it is unpinned, in Good Order, and not broken, wounded, or suffering Counter‑Exhaustion (CX); the declaration must be made at the start of its Movement Phase (if made later it only adds +1 MF). When properly declared it adds **+2 MF** to the unit’s normal movement allotment.
References:
- (A4.5) Double Time – “Any Infantry … may Double Time … owner announcing the option at the start of its MPh … Double Time increases the MF allotment of Infantry two.”
- (A4.51) Counter‑Exhaustion – “CX units … may not declare Double Time …” (excludes broken/wounded units as well).
JUDGE REASONING
[Explanation] The model's response correctly identifies key conditions for Double Time: the unit must be unpinned, in Good Order, and not broken, wounded, or CX, and that the declaration must be made at the start of the Movement Phase to gain +2 MF, with a later declaration adding only +1 MF. It also correctly states the +2 MF gain when properly declared. However, it omits several important details from the expected answer: the placement of a CX counter when Double Time is declared, the maximum MF limits for Double Timing leaders and accompanying units (8 MF or 7 if Conscript), and the prohibitions against using Double Time if the unit will mount, ride, or dismount conveyances or move beneath Wire during that Player Turn. These omissions mean the response is not fully complete, so it is rated partial.
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 grants Infantry an extra 2 Movement Factors (MF) – it adds two MF to the unit’s normal allotment.
References:
- (A4.5) Double Time – “Double Time increases the MF allotment of Infantry two.”
- (A4.5) – same rule reiterated in the movement‑time section.
JUDGE REASONING
[Explanation] The model correctly states that Double Time grants Infantry an extra 2 MF, matching the first part of the expected answer. However, it omits the important detail that if Double Time is announced after a unit has expended MF, it only increases MF by one and still incurs the same penalties. This missing nuance means the response is incomplete, so it is rated partial rather than correct.
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 the +2 MF leader bonus only if it **begins and ends its Movement Phase (or Advance Phase) stacked with a leader of the same nationality in the same location, at the same level (2.8), and with the same wire/entrenchment/panji/paddy status; it must expend **all** of its MF while moving in that combined stack and must not spend any MF to mount, ride, or dismount any conveyance.
References:
- (4.12) Leader Bonus – the exact stacking, nationality, level, and terrain‑status requirements and the “all‑MF‑expended while stacked” condition.
- (2.8) Level – defines that the MMC and leader must be at the same elevation level.
- (4.11) Movement Factor (MF) – provides the MF allotment that must be fully used for the bonus.
JUDGE REASONING
[Explanation] The model's response fully covers all key conditions required for a MMC to receive the leader movement bonus as stated in the expected answer: starting and ending the Movement or Advance Phase stacked with a same-nationality leader, in the same location, same level, and same wire/entrenchment/panji/paddy status; expending all MF while moving in the combined stack; and not spending MF to mount, ride, or dismount conveyance. The model also correctly references the relevant rules sections, adding clarity without contradicting the expected answer.
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 lets an unbroken infantry unit move **around** a building, woods, or similar obstacle without entering it, paying only the normal terrain MF cost (e.g., 1 MF for open‑ground) instead of the obstacle’s entry cost; it can be used when the unit moves along a hexside that does not physically touch the obstacle (no wall/hedge, rubble, wire, ablaze, or armed enemy unit) and the bypass must be announced and the MF spent before moving inside the obstacle.
References:
- (A4.3) Bypass — defines bypass and the terrain that cannot be bypassed (walls, hedges, rubble, wire, ablaze, armed enemy) and requires announcement of the action.
- (4.31) Movement cost of Bypass — states that the MF cost of bypass equals the cost of the underlying terrain (e.g., 1 MF for open ground).
- (4.34) Bypass LOS — notes that units in bypass are subject to special LOS rules, confirming that they are not entering the obstacle.
- (4.32) Broken in Bypass — explains consequences if a unit breaks while bypassing, reinforcing that the unit remains in the open portion of the obstacle hex.
JUDGE REASONING
[Explanation] The model's response correctly explains that Infantry Bypass Movement allows infantry to move around (through the open ground portion of) an obstacle like woods or buildings without entering it, paying only the normal terrain MF cost. It specifies the conditions under which bypass can be used (along eligible hexsides without walls, hedges, rubble, wire, ablaze, or armed enemy units), and that the bypass must be announced and MF spent before entering the obstacle. It also references the special LOS and targeting consequences, aligning with the expected answer's key concepts. The model includes additional correct context and references to relevant rules, which does not contradict the expected answer but rather supports it. Therefore, the response covers all key concepts and is semantically equivalent to 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 cannot fire in the subsequent AFPh; only weapons that remained stationary (or were recovered) may fire, and they are limited to a single shot with no ROF.
References:
- (A4.41) “AFPh fire restrictions” – a weapon that moved in the MPh may not fire in the AFPh; only stationary weapons may fire (e.g., “If you moved the mortar this turn, you can’t fire your mortar the AFPh, either (A4.41)”)【15】.
- (4.44) “SW/Gun Recovery” – a weapon that was recovered (i.e., remained stationary while its new owners moved into its location) may fire in the AFPh, but a moved weapon cannot【1】.
JUDGE REASONING
[Explanation] The model's response correctly states that a MMG that moved during the MPh cannot fire in the subsequent AFPh, matching the expected answer's core concept. It also correctly includes the exception that a weapon recovered by a new owner who moved into its location can fire, aligning with the expected answer's note about recovery. The model does not explicitly mention the German dm MMG/HMG exception as an LMG, which is a minor omission but does not contradict the main rule. Overall, the key concepts are covered accurately and with supporting references.
How many MF does it cost for Infantry to enter a Sunken Road hex through a non-road hex-side
MODEL RESPONSE
Answer: Infantry must spend 2 MF to enter a Sunken Road hex when the entry is from a non‑road hex‑side.
References:
- (4.41) Infantry/Cavalry entering a Sunken Road hex through a non‑road hex‑side cost two MF.
- (4.4) Movement costs across a Sunken Road hexside are the same as other roads; only the entrance cost via a non‑road side differs.
JUDGE REASONING
[Calculation] The model's response correctly states that Infantry must spend 2 MF to enter a Sunken Road hex through a non-road hex-side, matching the expected answer exactly. The inclusion of relevant rule references supports the correctness and completeness of the answer.
A squad carrying 5 portage points has how many Movement Factors (MF)?
EXPECTED
2 MF. A squad normally has 4 MF, but for each PP over it's capacity of 3, the squad losses a MF.
MODEL RESPONSE
Answer: 2 MF.
References:
- (A4.4) Portage – each excess Portage Point above a unit’s IPC reduces its MF allotment by one.
- (A4.42) Inherent Portage Capacity – a regular infantry squad (MMC) has an IPC of 3 PP.
A squad with 5 PP exceeds its IPC by 2 PP, so its normal 4 MF allotment is reduced by 2, leaving 2 MF.
JUDGE REASONING
[Calculation] The model's response correctly identifies that a squad normally has 4 MF and loses 1 MF for each portage point above its inherent capacity of 3. With 5 portage points, the squad exceeds capacity by 2, reducing MF from 4 to 2, which matches the expected answer exactly. The model also provides accurate rule references supporting the calculation.
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 lets a unit claim possession of an unpossessed weapon (SW/Gun) during its movement phase by spending an extra MF (or as its sole RPh action), and it must roll a Recovery Final die < 6 (∆) while being an unpinned, Good‑Order unit in the same location and not in the same hex as an armed Known enemy unit.
References:
- (4.44) RECOVERY – permits a unit to recover a weapon during RPh or MPh (extra MF) and requires a Final dr < 6 (∆).
- (4.44) – specifies the unit must be unpinned, Good Order, non‑Bypassing, and not co‑located with an armed enemy for a recovery attempt.
JUDGE REASONING
[Explanation] The model's response correctly explains that Recovery allows a unit to pick up an unpossessed weapon during movement by expending the required MF or as an RPh action, matching the expected answer's core concept. It also correctly states the core requirement: the unit must be in the weapon's location, unpinned, Good Order, and not co-located with an armed enemy, which aligns with the expected answer's requirement that the unit be in the weapon's location and allowed to perform the action. The model adds relevant details about the Recovery Final die roll and conditions, which do not contradict the expected answer but enhance understanding. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.
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 (Counter‑Exhaustion) unit suffers a +1 DRM on every attack it makes (ordnance attacks get +1 IFT DR, all other attacks get +1 IFT DR), a +1 DRM on any Close‑Combat (CC) attack it makes and a –1 DRM on any CC attack made against it, gains +1 to its Search/Recovery and Ambush dice rolls, may not advance into Difficult Terrain, and is prohibited from declaring Double Time. The CX counter is cleared when the unit breaks, when it has completed all of its Prep‑Fire work or is designated an Opportunity Firer, or at the end of its next Movement Phase—whichever occurs first; the counter is removed at the start of a Movement Phase and only prevents Double Time for that phase.
References:
- (A4.51) Counter Exhaustion – penalties (+1 DR to attacks, +1 CC DR, –1 CC DR against, +1 Search/Recovery DR, +1 Ambush DR) and removal conditions (break, Prep Fire completion, Opportunity Firer, end of next MPh).
- (4.72) Difficult Terrain – CX units may not advance into Difficult Terrain.
- (A4.5) Double Time – CX units cannot declare Double Time.
- (4.51) same as (A4.51) for CX rules.
JUDGE REASONING
[Explanation] The model's response correctly identifies many key penalties of a CX unit, including the +1 DRM on attacks it makes, the +1 DRM on CC attacks it makes, the -1 DRM on CC attacks against it, the +1 DRM on Search/Recovery and Ambush dice rolls, and the inability to advance into Difficult Terrain. It also correctly states that CX units cannot declare Double Time, which is an additional correct penalty not mentioned in the expected answer. However, the model's explanation of when CX is removed is more complex and partially inaccurate: it states CX is cleared when the unit breaks, when it completes all Prep-Fire work, or is designated an Opportunity Firer, or at the end of its next Movement Phase, whichever occurs first. The expected answer states CX is removed if the unit breaks or at the end of the next Player Turn at the end of that next MPh. The model's inclusion of Prep-Fire and Opportunity Firer as removal conditions is not in the expected answer and may be an overextension or confusion with other rules. Also, the expected answer mentions reduced IPC (Individual Personnel Counter) which the model does not mention. Overall, the model covers most key penalties and some additional correct context but misses or misstates some removal conditions and the IPC reduction. Therefore, the response is partially correct.
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
Answer: A unit with Counter‑Exhaustion (CX) has its portage capacity reduced to a single IPC, so any extra PP it carries is taken directly from its MF allotment, and CX infantry are also prohibited from advancing into Difficult Terrain (and cannot use Double Time).
References:
- (4.51) Counter Exhaustion (CX) – adds DRs, blocks entry into Difficult Terrain and removes CX after certain actions.
- (4.52) Portage Effects – CX infantry have an IPC of 1; PP beyond that is deducted from MF.
JUDGE REASONING
[Explanation] The model's response correctly states that a CX unit has its IPC reduced to 1 and that any portage points carried beyond that are deducted from the unit's MF allotment, which matches the expected answer's core concept. Additionally, the model includes extra correct context about CX infantry being prohibited from advancing into Difficult Terrain and not using Double Time, which does not contradict the expected answer. The references to the relevant rules sections further support the accuracy of the response.
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 may use Assault Movement only when they are non‑berserk, not a PRC, stay on the same hex for the whole Movement Phase, move into at most one new hex without expending all of their MF (including leader/road bonuses but not double‑time), and declare the Assault before moving; the move is then subject to a –1 FFMO DRM (but not –1 FFNAM) and may be combined with Hazardous Movement (4.62) or Cavalry but not with other movement that uses all MF or CX status.
References:
- (4.61) ASSAULT MOVEMENT – defines the unit‑type (non‑berserk Infantry), PRC restriction, single‑location limit, MF‑expenditure condition, declaration requirement, and FFMO/FFNAM effects.
- (4.6) MOVEMENT MODIFIERS (FFMO/FFNAM) – explains the –1 FFMO DRM applied to Assault Movement in open ground and the exemption from –1 FFNAM.
- (A4.61) – same rule in the Advanced Squad Leader section for Infantry‑only use.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key conditions for Infantry to use Assault Movement: non-berserk status, not a PRC, moving no more than one Location (hex), not using all available MF including leader/road bonuses but excluding Double Time, and declaring Assault Movement before moving. It also correctly states the FFMO and FFNAM effects, noting the -1 FFMO DRM and no FFNAM protection, which aligns with the expected answer. The model adds relevant details such as the allowance of Hazardous Movement and Cavalry combination, which do not contradict the expected answer. Overall, the core concepts are fully covered and accurate.
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 any activity that is deemed especially dangerous (e.g., pushing a gun, clearing rubble, descending parachutes, fording, climbing, sewer movement, etc.) and it automatically gives a –2 To‑Hit DRM on every attack against the unit, regardless of fire phase, while also canceling the normal –1 FFMO/FFNAM penalties; this –2 DRM stacks with any other applicable DRMs.
References:
- (A4.62) Hazardous Movement – lists the dangerous activities and states they incur a –2 IFT DRM to attacks against the unit.
- (C6.6) Target using Hazardous Movement – specifies the –2 To‑Hit DRM applied to shots against a unit using Hazardous Movement.
- (C6.6) also notes that Hazardous Movement is cumulative with other To‑Hit DRMs and that FFMO/FFNAM do not apply to such shots.
JUDGE REASONING
[Explanation] The model's response correctly identifies Hazardous Movement as activities that impose a -2 To-Hit DRM on attacks against the moving unit regardless of fire phase, and that FFMO/FFNAM penalties do not apply to those shots. It also notes that other DRMs still apply and that the -2 DRM stacks with other DRMs, matching the expected answer's key points. The examples given align well with those in the expected answer. The model also references the correct rules sections, adding credibility. The only minor omission is the mention that the effect lasts until the unit is pinned if subject to pin, but this does not significantly detract from the core explanation. Overall, the response covers all key concepts and is semantically equivalent to the expected answer.
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: When a unit dashes, any non‑ordnance Defensive First Fire against it is treated as **Area Fire** (the fire attacks the whole location rather than a specific unit), but the usual **FFMO** and **FFNAM** –1 DRM still apply.
References:
- (A4.63) Dash – infantry may declare a dash through a road location.
- (A8.1) Defensive First Fire – non‑ordnance DFF vs a dashing unit is considered Area Fire (except for fire lanes and residual FP).
- (A8.1) FFMO/FFNAM DRM – these DRMs apply normally to the Area‑Fire DFF.
JUDGE REASONING
[Explanation] The model's response correctly states that non-ordnance Defensive First Fire against a dashing unit in a road location is treated as Area Fire, explicitly noting the exception for Fire Lanes and residual FP. It also correctly mentions that FFMO and FFNAM DRMs apply normally. The response includes relevant rule references, reinforcing its accuracy. The core concepts from the expected answer are fully covered with no contradictions.
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 squad fires at **2 FP** – its normal 4 FP is halved because the target is moving (the dash) into the road hex.
References:
- (A13.4) FP for a 4‑4‑7 squad = 4 FP.
- (A9.55) Defensive First Fire – FP is halved when firing at a moving unit.
- (B13.41) Road movement does not change the halving rule for DFF.
JUDGE REASONING
[Calculation] The model correctly identifies that the 4-4-7 squad's 4 FP is halved to 2 FP due to the target dashing (moving) into the road hex, matching the expected answer. The model also references relevant rules supporting the halving of FP for a dash and confirms that road movement does not negate this halving. Although the model does not explicitly mention FFMO/FFNAM DRMs, the core calculation and reasoning for the FP value are correct and align with the expected answer.
A squad carrying 5 PP (IPC 3) has 2 MF available. Can it advance into a Woods hex (cost 2 MF) without becoming CX?
EXPECTED
No. It must become CX. Advance into a hex costing >= 4 MF or 'all of a unit's available non-Double Time MF' causes CX. 2 MF is all its available MF (4 Base - 2 for excess PP = 2).
MODEL RESPONSE
No – the squad cannot advance into the woods without becoming CX.
- A squad’s MF allotment is reduced by one for each PP over its IPC (A4.4), leaving it with 2 MF (4 MF – 2 excess PP).
- Entering a woods hex costs 2 MF (B13.2 – Woods entry cost).
- A unit may not advance if it would have no MF left after paying its movement cost (A4.72 – “In no case may a unit advance if it retains no MF after deducting for portage costs”).
Since the squad would be left with 0 MF after the move, it cannot legally advance without becoming Counter‑Exhausted (CX).
References:
- (A4.4) Portage cost reduction for excess PP.
- (B13.2) Woods entry MF cost.
- (A4.72) Advance restriction when MF would be zero after movement.
JUDGE REASONING
[Explanation] The model correctly explains that the squad's MF is reduced to 2 due to carrying excess PP, and that entering a woods hex costs 2 MF. It also correctly states that advancing into a hex costing all of the unit's available MF causes the unit to become CX, referencing the relevant rules. The model's explanation aligns well with the expected answer, covering the key concepts of MF reduction, movement cost, and CX consequence. The only minor difference is the citation of A4.72 about not advancing if MF would be zero, which supports the conclusion. Overall, the model's response matches the expected answer semantically and conceptually.
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 can make a Minimum Move when it still has at least 1 MF left after deducting any portage cost that exceeds its IPC, and the hex it is moving into is not listed as “NA” (Not Allowed) for entry.
References:
- (A4.134) Minimum Move – requires ≥ 1 MF after portage costs and forbids entering NA‑cost terrain.
- (A4.133) Entry cost “all” can still be entered by Minimum Move (the unit is considered to have spent the full MF).
JUDGE REASONING
[Explanation] The model's response correctly states the key requirement that an infantry unit must have at least 1 MF remaining after deducting portage costs exceeding its IPC to make a Minimum Move, which matches the expected answer. Additionally, it includes the important detail that the hex entered cannot be 'NA' for entry, which is a relevant and correct extension of the rule. The references to the specific rules (A4.134 and A4.133) support the accuracy of the explanation. Since the core concept is fully covered and the extra detail does not contradict the expected answer, the response is judged correct.
When can transfers of SW/Guns occur?
EXPECTED
During the RPh, at the start of their APh, or as a result of the creation of a sub-unit from an MMC
MODEL RESPONSE
Answer: Transfers (recoveries) of SW or Guns may be made in the Rally Phase (RPh) as a recovery action (e.g., an SMC can recover a SW from a broken unit at 0 MF) and also in the Movement Phase (MPh) as a recovery action, but each unit may attempt to recover a given SW/Gun only once per MPh; a leader may not transfer a SW in the RPh.
References:
- (A4.44) SW Recovery – allows recovery in RPh and MPh; “as many units as desired may attempt an MPh recovery of an SW/Gun, but each such unit may try only once for each different SW/Gun it tries to Recover during that one MPh.”
- (A3.1) Leader Transfer – states a leader may **not** transfer a SW in the Rally Phase.
JUDGE REASONING
[Explanation] The expected answer states that transfers of SW/Guns occur during the Rally Phase (RPh), at the start of the Active Player's Movement Phase (APh), or as a result of creating a sub-unit from an MMC. The model's response correctly identifies transfers during the Rally Phase and Movement Phase (MPh), including detailed rules about recovery attempts and leader restrictions. However, it incorrectly states that a leader may not transfer SW in the RPh, which contradicts the expected answer and ASL rules that allow transfers at the start of the APh (which is the Movement Phase). Additionally, the model omits mention of transfers due to the creation of sub-units from MMCs. Therefore, while the model covers some key concepts and provides accurate references, it misses or contradicts important parts of the expected answer, 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: An attack on a hex with four squads incurs a +1 DRM (the IFT/CC DR is increased by 1) because the location is over‑stacked by one squad‑equivalent.
References:
- (5.12) ATTACK PENALTY – Over‑stacked locations add +1 to the IFT/CC DR for each squad‑equivalent beyond the normal limit.
- (5.131) PERSONNEL – Over‑stacked personnel suffer a –1 To‑Hit DRM (or +1 DRM to the IFT/CC DR) per excess squad‑equivalent.
JUDGE REASONING
[Explanation] The model's response correctly identifies that an attack on a hex with four squads (which is overstacked by one squad-equivalent) results in a +1 DRM to the IFT/CC DR, which is the same as a -1 To-Hit DRM. The model provides the correct direction and magnitude of the DRM (+1 to the die roll, equivalent to -1 To-Hit DRM), and cites the relevant rules. Although the expected answer states '-1 IFT DRM', the model clarifies that this corresponds to a +1 to the die roll, which is the standard way of expressing the penalty in ASL. Therefore, the model's answer matches the expected answer semantically and is correct.
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 three squads (or any equivalent units) plus up to four SMC.
References:
- (5.1) INFANTRY/CAVALRY – each side may stack up to three squads or their equivalents, plus up to four SMC per Location without penalty.
- (5.5) EQUIVALENTS – defines what counts as a squad‑equivalent for stacking purposes.
JUDGE REASONING
[Explanation] The model's response correctly states the normal personnel stacking limit per Location without penalty as three squads or their equivalents plus up to four SMC, matching the expected answer. It also provides relevant references, reinforcing the accuracy. The core concept is fully covered with no contradictions.
A building hex contains two squads and a crew manning a gun. How many MF does it cost for a third squad to enter this Location?
EXPECTED
3 MF. 2 MF to enter the building + 1 MF for overstacking (the Location already contains > 3 squad equivalents: 2 squads + 1 crew (counts as squad for stacking if manning Gun))
MODEL RESPONSE
Answer: It costs 3 MF for a third squad to enter that building (2 MF for the building entry + 1 MF over‑stack penalty).
References:
- (5.11) MOVEMENT – entering a Personnel‑overstacked Location adds 1 MF per excess squad equivalent.
- (5.1) INFANTRY/CAVALRY STACKING LIMITS – a location can hold up to three squads (or equivalents) without penalty.
- Example in the rulebook (two squads + crew in a building, a third squad costs three MF) – (see excerpt [1] and [2] showing 2 MF entry + 1 MF over‑stack).
JUDGE REASONING
[Calculation] The model's response correctly states the total MF cost as 3, breaking it down into 2 MF for entering the building plus 1 MF for the overstack penalty. It correctly identifies that the crew counts as a squad equivalent when manning a gun, leading to overstacking when a third squad enters. The references to the relevant rules and example further support the correctness of the answer. The model's response fully matches the expected answer in both value and reasoning.
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 a unit fires from a Location that is over‑stacked for its side, it adds +1 to its IFT/CC Damage Rating (or +1 to its To‑Hit Damage Rating for ordnance) for each squad‑equivalent (FRU) that exceeds the normal stacking limit.
References:
- (5.12) ATTACK PENALTY – “All units attacking from or within a Location which their side has currently overstacked must add one to their IFT/CC DR (or +1 to their To Hit DR for ordnance) for each vehicle and squad equivalent (FRU) by which they exceed normal stacking limits.”
- (5.131) PERSONNEL – “All Personnel units … 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.”
JUDGE REASONING
[Explanation] The model's response correctly states that units firing from an overstacked location must add +1 to their IFT/CC DR or To-Hit DR for ordnance for each squad-equivalent (FRU) above normal stacking limits. It explicitly includes both vehicles and squad-equivalents, matching the expected answer. The inclusion of references and additional related rules about personnel being attacked does not contradict the core concept and adds useful context. Therefore, the response covers all key concepts and is semantically equivalent to the expected 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: Overstacking penalties do not apply to defending units; they only affect moving units, though a defender’s presence can cause the attacker to be overstacked at the moment of attack.
References:
- (5.13) 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.”
JUDGE REASONING
[Explanation] The expected answer correctly states that personnel in an overstacked location suffer a -1 To Hit DRM (or other attack DRM) per excess squad-equivalent, indicating that overstacking affects defenders by making them easier targets. The model's response incorrectly claims that overstacking penalties do not apply to defending units and only affect moving units, which contradicts the core concept in A5.13. While the model quotes a partial rule about movement phase penalties, it misses the central concept that defenders in an overstacked hex are penalized defensively. Therefore, the model's answer is incorrect.
A unit on Level 3 is firing at an enemy where there is a 1 level obstacle 15 hexes away. How many blind hexes would there be behind the obstacle.
EXPECTED
3 Blind hexes. 1 [Normal Blind Hex] + 3 [extra Blind Hexes] -1 [full-level elevation advantage > one level over obstacle]
MODEL RESPONSE
Answer: 3 Blind Hexes.
References:
- (A6.4) Blind Hexes – one Blind Hex for each full‑level obstacle.
- (A6.41) Range Increase – +1 Blind Hex for each full 5‑hex multiple of range.
- (A6.42) Elevation Advantage – reduce Blind Hexes by one for each full‑level advantage greater than one (over the obstacle).
JUDGE REASONING
[Calculation] The model's response correctly identifies the total number of blind hexes as 3, matching the expected answer. It references the relevant rules (A6.4, A6.41, A6.42) that explain the calculation: 1 blind hex for the obstacle, 3 extra blind hexes for range, and a reduction of 1 blind hex due to elevation advantage. The final total aligns with the expected answer, and the reasoning is clear and accurate.
How many Blind Hexes are created by a level 1 obstacle at a range of 10 hexes for a unit at level 2?
EXPECTED
3 Blind Hexes. 1 [Normal Blind Hex] + 2 [extra Blind Hex for every multiple of five hexes to the obstacle] - 0 [no reduction since elevation advantage is only one level over the obstacle].
MODEL RESPONSE
Answer: Three Blind Hexes are created – one for the level‑1 obstacle plus two extra for the 10‑hex range, with no reduction from elevation advantage.
References:
- (A6.4) Blind Hexes – a full‑level obstacle creates one Blind Hex.
- (A6.41) Range Increase – add one Blind Hex for each full five‑hex multiple of range (10 hexes = 2 × 5 → +2).
- (A6.42) Elevation Advantage – only advantage levels **greater than** the one needed to see over the obstacle reduce Blind Hexes; a level‑2 unit has exactly the minimum advantage, so no reduction.
JUDGE REASONING
[Calculation] The model's response correctly states the total number of Blind Hexes as three, matching the expected answer. It accurately accounts for 1 Blind Hex from the level 1 obstacle, adds 2 extra Blind Hexes for the 10-hex range (two full multiples of five hexes), and correctly notes no reduction due to elevation advantage being exactly one level. The reasoning aligns fully with the expected answer and references the correct rules.
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 means that line‑of‑sight is mutual – if a unit can see a target, that target can also see the unit (subject to the same LOS checks and terrain effects).
References:
- (A6.5) Reciprocity (LOS) – “a higher unit can see a lower unit, the lower unit can also see the higher unit.”
- (6.5) RECIPROCITY – “high‑to‑low LOS procedures are the converse of low‑to‑high.”
JUDGE REASONING
[Explanation] The model's response correctly captures the core concept of LOS reciprocity: that line-of-sight is mutual between units under the same conditions. It explicitly states that if one unit can see another, the reverse is also true, which aligns with the expected answer. The mention of high-to-low and low-to-high LOS being converse procedures matches the expected explanation. The inclusion of references to the ASL rules sections further supports the accuracy. The response covers all key concepts without contradiction, so it is judged correct.
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 caused by the orchard hex.
References:
- (A6.7) LOS Hindrance – each same‑level obstacle (e.g., orchard) crossed adds +1 DRM to fire traced through it.
- (14.21) Same‑Level Hindrance – an orchard adds a +1 DRM for every orchard hex between firer and target.
JUDGE REASONING
[Explanation] The model's response correctly identifies the +1 DRM modifier due to the LOS hindrance from the orchard hex, matching the expected answer. It also provides relevant rule references and explains the source of the DRM, which aligns fully with the expected answer's key concept.
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: Tracing Direct Fire through an effective LOS‑Hindrance hex adds a **+1 DRM** to the fire’s To‑Hit or IFT DR.
References:
- (6.7) LOS HINDRANCE – “All same‑level Direct Fire and spotting attempts traced through an effective LOS‑Hindrance hex are modified by a +1 DRM…” (see also A6.7 for LOS‑Hindrance definition).
JUDGE REASONING
[Explanation] The model's response correctly states the +1 DRM applies to either the IFT or To Hit DR when tracing Direct Fire through an effective LOS Hindrance hex, matching the expected answer. It also provides the relevant rule reference, reinforcing accuracy. The core concept is fully covered without contradiction.
Two 4-6-7 squads and a 9-1 leader fire at a target 7 hexes away in Open Ground. What is the final IFT column and DRM?
EXPECTED
4 FP column, -1 DRM. Range 7 is > Normal Range (6) but <= Double Range (12). Fire is Long Range (halved). 8 / 2 = 4 FP. Leader applies -1 DRM.
MODEL RESPONSE
Answer: The two 4‑6‑7 squads (4 FP each) plus the 9‑1 leader (9 FP) give a total of 17 FP; at 7 hex range the attack is Long‑Range, so the FP is halved to 8 FP, placing the attack in the 8‑FP column of the IFT. The only DRM is the leader’s +1 leadership modifier (Open Ground supplies no terrain DRM).
References:
- (A11.4) “Close‑Combat FP – each unit contributes its FP” – gives 4 FP per squad and 9 FP for the leader.
- (A11.15) “Long‑Range Fire – FP is halved when the target is beyond normal range” – reduces 17 FP to 8 FP.
- (A11.41) “IFT column selection – use the highest column not exceeding the available FP” – selects the 8‑FP column.
- (A11.5) “Leadership DRM – a leader’s leadership value is added as DRM to the IFT DR” – supplies a +1 DRM; Open Ground adds no terrain DRM.
JUDGE REASONING
[Calculation] The expected answer correctly calculates the total FP as 8 (4 FP per squad times 2 = 8, halved for long range), resulting in the 4 FP column after halving, and applies a -1 DRM from the leader. The model incorrectly sums the FP as 17 (including the leader's FP), halves it to 8, and then uses the 8 FP column, which is not correct because the leader's FP is not added to the total FP for IFT. Additionally, the model applies a +1 DRM from the leader, whereas the expected answer applies a -1 DRM. Therefore, the model's final column and DRM do not match the expected answer, making it incorrect.
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: The firer’s LOS must actually enter the target Location in one of the three geometric ways defined for Encirclement – through opposite hexspines, through exactly three target‑hex vertices (spaced equally clockwise and counter‑clockwise), or through three non‑contiguous hexsides (tank‑only); a building hex can also be encircled when fire comes from both the level‑above and level‑below LOF, and the attack must be a valid ordnance fire that could produce at least a NMC on the target.
References:
- (A7.7) Encirclement – LOS must enter the target Location via opposite hexspines, three vertices, or three non‑contiguous hexsides; also possible via LOF from both above and below in a building hex.
- (B23.2) (relevant to LOS entry geometry for encirclement).
JUDGE REASONING
[Explanation] The model's response correctly identifies the three geometric LOS entry conditions for Encirclement (opposite hexspines, three vertices, three non-contiguous hexsides) and adds the building hex exception (fire from above and below), which is a valid additional detail. However, it omits several key elements from the expected answer: the requirement for two or more non-Aerial units firing consecutively in the same PFPh, DFPh (not MPh), or AFPh at Normal Range or less; the condition that firing at a different target in the interim breaks the Encirclement claim; and the distinction that ordnance must secure a hit while other firers must exert enough FP to possibly inflict at least a NMC. The model also incorrectly states the attack must be a valid ordnance fire that could produce at least a NMC, which is not accurate since ordnance must secure a hit, and other firers must exert enough FP for a possible NMC. Therefore, while the core LOS geometry is well covered, the procedural and firing unit conditions are missing or partially incorrect, leading to a partial judgment.
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 penalty that is triggered when an infantry fire attack rolls on the IFT (i.e., when the attack’s DR is resolved). A double on the IFT roll causes the attacker to “cower,” which shifts its fire‑power column left one column (two columns for inexperienced troops). The immediate effect is that the attack’s FP is reduced, lowering the chance of a hit and the amount of damage it can inflict.
References:
- (A7.9) Cowering – defined as a shift of the FP column (one column normally, two for inexperienced) that occurs only when rolling on the IFT.
- (A7.9) “Cowering only occurs when rolling in the IFT.”
- (A7.9) “Cowering (A7.9)… one (Inexperienced: two) standard column(s).”
JUDGE REASONING
[Explanation] The model correctly identifies that cowering is triggered by doubles on the IFT roll and that it causes a shift left on the firepower column (one column normally, two for inexperienced troops), which reduces the attack's effectiveness. However, it misses key details from the expected answer: it does not mention that cowering only applies to attacks that are not leader-directed and not exempt, nor does it mention that the cowering unit and its SW are marked with the appropriate fire counter (Prep or Final Fire). These omissions mean the response is mostly correct but incomplete.
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: The Small‑Arms, MG, ATR or IFE fire‑power is **doubled** when the firing unit is **adjacent** to the target **and** the attacker is either on the **same level** as the target or **one level higher** (i.e., point‑blank fire), provided a clear line‑of‑sight exists; if the units are adjacent but LOS is blocked, no attack can be made.
References:
- (7.21) Point Blank Fire (PBF) – “The Small‑Arms/MG/ATR/IFE FP of an attacking unit is doubled while either ADJACENT to its target or adjacent to and either within one level of or higher than its target.”
- (7.1) Fire attacks – establishes the fire‑attack process and that attacks require LOS.
- (7.2) Fire‑power modifiers – notes that FP modifiers (including the PBF double) are cumulative.
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts of the expected answer: that Small-Arms/MG/ATR/IFE firepower is doubled when adjacent to the target or adjacent and either on the same level or one level higher. It also correctly includes the requirement for line of sight, which is consistent with ASL rules and does not contradict the expected answer. The model references the relevant rules and explains the conditions clearly, covering all key points. The inclusion of LOS and references adds useful context without contradicting the expected answer.
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 (LRF) forces a unit to use a reduced fire‑power value – normally half its normal FP (or the FT‑specific values of 12 FP at normal range and 6 FP at long range) – and, for flamethrowers, also halves the Basic TK#. The attacker may not combine its Normal‑range FP with LRF, cannot fire at a target more than two levels above or below its own elevation, and LRF is prohibited if the line of fire is obstructed.
References:
- (A22.32) “A FT can attack either an adjacent hex at full FP or a location two hexes away with Long Range Fire; cannot combine Normal and Long‑Range FP and cannot fire at Long Range if LOS is obstructed.”
- (A22.32) “A FT which fires at an unarmored target two levels higher/lower uses 12 FP at normal range and 6 FP at Long Range.”
- (A22.34) “The FT’s Basic TK# is halved at Long Range.”
- (A22.31) “A FT may not combine FP with any other unit/weapon.”
JUDGE REASONING
[Explanation] The model's response correctly identifies that Long Range Fire (LRF) reduces firepower, typically to half the normal FP, which aligns with the expected answer. It also correctly notes exceptions for flamethrowers and additional restrictions such as elevation limits and line of fire obstructions. However, the expected answer is more general and concise, focusing on the key concept that units can fire out to double normal range at half FP, subject to weapon exceptions. The model's response adds detailed specifics about flamethrowers and other restrictions that, while accurate, go beyond the core concept. The model does not explicitly state that LRF allows firing beyond normal range out to double normal range, which is central to the expected answer. Therefore, the response is mostly correct but misses explicitly stating the range extension aspect, making it partial.
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
Answer: Area Fire applies to attacks that are specifically designated as Area Fire – for example Spraying Fire (A9.5) and any attack using the Area Target Type – and it automatically halves the firepower (FP) before any other modifiers are applied.
References:
- (A9.5) Spraying Fire – “Spraying Fire … is always Area Fire.”
- (B23.4) Area Fire rule – “When an attack is Area Fire the FP is halved (rounded down) before applying DRM and TEM.”
JUDGE REASONING
[Explanation] The model correctly identifies that Area Fire applies to attacks designated as Area Fire, such as Spraying Fire and attacks using the Area Target Type, and that it halves the FP before other modifiers. However, it misses the key concept that Area Fire also applies when required by target status or other Area Fire conditions, and that multiple Area Fire causes result in cumulative halving of FP. It also does not mention exceptions like MOL and ordnance handling. Therefore, while the core idea is present, some important details 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: 4 FP.
References:
- (A7.24) AFPh Fire – the squad’s inherent FP is halved when firing in the Assault Fire Phase.
- (A7.36) Assault Fire – after the AFPh halving, the squad may add +1 FP and round any fraction up, yielding 4 FP.
JUDGE REASONING
[Calculation] The model's response calculates 4 FP, which does not match the expected 6 FP. The expected answer correctly applies the PBF x2 to get 10 FP, then halves it for AFPh to 5 FP, and adds +1 for Assault Fire to reach 6 FP. The model's response incorrectly uses the squad's base FP as 4 instead of 5 and does not apply the PBF x2 multiplier, leading to an incorrect final FP value.
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
Answer: Opportunity Fire lets a Good‑Order Infantry or Cavalry unit that has not yet fired or become TI be placed under a Bounding‑Fire marker during the Prep‑Fire phase, removing any concealment it had and allowing it to fire in the AFPh without the normal AFPh‑penalty; the trade‑off is that the unit loses its concealment and cannot fire during the PFPh (or later in the same turn) and must be pre‑designated as an Opportunity Firer.
References:
- (7.25) OPPORTUNITY FIRE – “Any Good Order Infantry/Cavalry … may be placed beneath a Bounding Fire counter during its PFPh… Such placement removes any concealment status it may have had… Once a unit Opportunity Fires … it cannot fire during the PFPh move … but may fire during the AFPh without the penalty of AFPh Fire.”
- (7.24) AFPh FIRE – “The Small‑Arms/MG/ATR/IFE FP … is halved if the attack occurs in the AFPh … unless it is using Opportunity Fire.”
JUDGE REASONING
[Explanation] The model's response correctly explains that Opportunity Fire involves designating a Good Order Infantry or Cavalry unit during the Prep-Fire phase with a Bounding Fire marker, removing concealment, and allowing it to fire in the AFPh without the normal halving penalty. It also correctly states the tradeoff that the unit cannot move in the MPh and cannot fire during the PFPh or later in the same turn. The response includes relevant rule references and captures the key concepts of the expected answer, with no contradictions. Minor differences in wording do not affect the correctness.
A 5-4-8 squad has Assault Fire and is pinned. It is attacking in the APh. What is its FP?
EXPECTED
3 FP. Start with 5 FP, divide by 2 for being pinned, which results in 2.5. Then divide by 2 for being APh, which results in 1.25. Add +1 for Assault Fire, which results in 2.25. Round up to the nearest whole value, which is 3FP.
MODEL RESPONSE
Answer: The squad fires with **4 FP**.
References:
- (A11.4) FP factor – a 5‑4‑8 squad has an inherent FP of 5.
- (A8.3) Pinned units have their FP halved (5 ÷ 2 = 2.5).
- (7.36) Assault Fire adds +1 FP after all modifications; any fraction in the FP is rounded up before the bonus (2.5 → 3, then +1 = 4).
JUDGE REASONING
[Calculation] The model's response incorrectly calculates the final FP. The expected answer correctly applies the halving for pinned status (5 ÷ 2 = 2.5), then halves again for attacking in the APh (2.5 ÷ 2 = 1.25), then adds +1 for Assault Fire (1.25 + 1 = 2.25), and finally rounds up to 3 FP. The model instead rounds 2.5 up to 3 before adding +1, resulting in 4 FP, which contradicts the expected procedure and final value. Therefore, the model's answer is incorrect.
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: No—ordnance weapons cannot be combined into a Fire Group with other units or weapons (the only narrow exception is a vehicular MG/IFE, which is expressly excluded).
References:
- (A7.5) Fire Group – “Two or more units/weapons joining make a combined fire attack are a FG… ordnance weapons may not form a FG with any other unit/weapon, including weapons of the same unit” [1].
- (D3.5) Ordinary weapons restriction – reiterates that ordnance weapons cannot be part of a FG (except the vehicular MG/IFE case) [1].
- (A7.55) Mandatory Fire Group – notes that ordnance weapons are exempt from the requirement to form a FG, confirming they cannot be included [6].
JUDGE REASONING
[Explanation] The model's response clearly states that ordnance weapons cannot form a Fire Group with other units or weapons, matching the expected answer. It also correctly notes the narrow exception for vehicular MG/IFE, aligning with the expected answer's exception. The model provides relevant rule references supporting its explanation, which adds to the completeness and correctness of the answer. There is no contradiction or missing key concept, so the response is judged correct.
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: Yes. A leader may both direct another unit’s fire and fire his own weapon as part of the same fire‑group attack, provided all participating units (including the leader) are in the same Location (or the leader is present in every Location of a multi‑Location FG) and the leader has LOS to the target.
References:
- (A7.53) Leadership DRM – a leader may modify the IFT DR of any one attacking unit or FG per turn, provided all firing units of the FG are in the same Location.
- (A7.531) LOS requirement – a leader must have LOS to the target when directing fire from the same Location as the firer.
- (A7.5) Fire Group definition – units that fire together (including a leader who also fires) form a FG.
- (A7.52) All FG members must be able to trace LOS to the target.
JUDGE REASONING
[Explanation] The model's response directly contradicts the expected answer and the ASL rules cited (A10.7, A7.53). The expected answer correctly states that a leader cannot both direct another unit's fire and fire a weapon himself in the same attack, having to choose one or the other. The model incorrectly claims that a leader can do both simultaneously, which is not supported by the rules. Therefore, the model's answer is incorrect.
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” (Killed‑in‑Action) result on the IFT eliminates the target – a unit or crew is removed, an AFV is destroyed (with possible crew‑survival), and a building level that takes a KIA collapses and is replaced by a rubble counter.
References:
- (A7.301) IFT attacks on multiple units – a KIA result eliminates the unit (or occupant) it is applied to.
- (A7.308) AFV line – a KIA on an AFV destroys the vehicle and triggers crew‑survival checks.
- (B24.11) Rubble – a KIA on a building level causes the level to collapse and be replaced by a rubble counter.
JUDGE REASONING
[Explanation] The model's response describes what a #KIA result does to individual units, AFVs, and building levels, but it does not address the key concept of the expected answer: that a #KIA result eliminates at least the number of target units shown (#) in each specifically targeted Location using Random Selection as needed, and that all remaining target units in that Location are broken, with units that cannot break suffering Casualty Reduction instead. The model's answer misses the central concept of multiple units in a location being affected and the breaking and casualty reduction mechanics, which are critical to the expected explanation.
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
Answer: A K/# result on the IFT is treated as a Direct Hit – it eliminates the gun’s crew and, instead of destroying the gun outright (as a KIA does), renders the gun inoperable (malfunctions).
References:
- (C11.4) – defines a KIA or K/# result as a Direct Hit that destroys the gun or causes a malfunction.
- (C3.71) – notes that a Critical Hit (CH) reverses the target’s TEM, which is the same effect applied to a K/# Direct Hit on a gun.
JUDGE REASONING
[Explanation] The model's response incorrectly describes the K/# result as a Direct Hit affecting a gun's crew and causing malfunction, which is unrelated to the general IFT K/# effect. The expected answer correctly states that a K/# result causes at least one target unit in each specifically targeted Location to suffer Casualty Reduction, with other units taking a MC with the listed number added to the DR, and that Random Selection determines which unit suffers the Casualty Reduction. The model's answer does not address these key concepts and instead focuses on a specific gun-related effect, thus missing the central concept of the K/# result on the IFT.
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
Non‑ordnance attacks (small‑arms, FT, etc.) cannot damage an armored vehicle – they have “no effect” on the armored target itself, though they may leave Residual FP and affect any vulnerable PRC in or on the vehicle.
References:
- (A7.307) *vs ARMORED TARGETS*: “Small Arms and non‑ordnance attacks … have no effect vs armored targets but may leave Residual FP.”
- (A7.308) *vs UNARMORED VEHICLES*: explains that non‑ordnance attacks are resolved against unarmored vehicles, implying they do not work against armored ones.
JUDGE REASONING
[Explanation] The model's response correctly states that non-ordnance attacks have no effect on armored targets themselves, matching the expected answer. It also includes the important detail that vulnerable PRC can still be affected, aligning with the expected answer's mention of personnel targets. The model adds relevant references and clarifies the concept of Residual FP, which is consistent with the rules and does not contradict the expected answer. Therefore, it covers all key concepts and provides accurate, complete information.
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
Defensive First Fire attacks are only made against units that are moving – any unit or stack that expends MF/MP (or performs a MF/MP‑like action such as changing VCA, unloading passengers, etc.) in a location is a valid target, while stationary units are not affected.
References:
- (A8.1) “Defensive First Fire must be resolved before the moving unit/stack leaves the intended target Location…only vs moving unit(s).” – defines the target as moving units.
- (A8.12) “Any action that requires the expenditure of a MF/MP in a Location qualifies it as a target for Defensive First Fire even though it might not have entered that Location during that MPh.” – expands the definition to all MF/MP expenditures.
- (A8.13) “The -1 DRM for FFNAM/FFMO apply only to Defensive First Fire attacks.” – confirms that the DRM is applied only to attacks on moving units.
JUDGE REASONING
[Explanation] The model's response correctly identifies that Defensive First Fire attacks target only moving units or stacks, including those performing movement-like actions such as changing VCA or unloading passengers, which aligns with the expected answer that only the moving unit/stack is affected regardless of other units in the hex. The response also provides relevant rule references supporting this interpretation, demonstrating a comprehensive understanding of the concept. Although the model adds extra detail about movement-like actions and DRM, it does not contradict the expected answer and thus is considered correct.
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 attack uses the squad’s 4‑FP column, so the Residual FP placed in the target hex is half of that – 2 FP.
References:
- (8.2) Residual Firepower – a Residual FP counter is set to half the highest IFT FP column used (4 FP ÷ 2 = 2 FP).
- (8.26) Effect of DRM – no outside‑target DRM applies here, so the half‑FP value is unchanged.
JUDGE REASONING
[Calculation] The model's response incorrectly calculates the Residual FP as 2 instead of the expected 4. The expected answer correctly applies the PBF multiplier (4 FP * 2 = 8 FP) and then halves it to get 4 Residual FP. The model incorrectly uses the base 4 FP without applying the PBF multiplier before halving, resulting in an incorrect Residual FP value.
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 second defensive‑fire attack a defender may make after the initial First Fire when a moving unit spends MF/MP to enter a hex; its key effect is that the defender may fire a weapon (e.g., a machine‑gun or ATR) at the weapon’s normal firepower and range rather than being limited to the squad’s inherent firepower.
References:
- (A8.3) Defines Sub‑sequent First Fire and shows that a squad can fire its MG outside the IFP range of the squad (i.e., using the MG’s normal FP).
- (A8.31) Clarifies that a unit using SFF may employ the weapon’s normal range/FP (e.g., a Sustained‑Fire attack at an adjacent hex uses the MG’s FP).
JUDGE REASONING
[Explanation] The model correctly identifies Subsequent First Fire as a second defensive fire opportunity after the initial First Fire, triggered by a moving unit entering a hex. It also correctly notes the key effect that the defender may fire a weapon at its normal firepower and range rather than being limited to the squad’s inherent firepower. However, the model omits the important detail that Subsequent First Fire attacks are resolved as Area Fire and that it is more restrictive than normal First Fire in terms of frequency and timing. These are key concepts in the expected answer that are missing, so the response is only partially correct.
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: When a unit fires a Subsequent First Fire (SFF) attack, the fire is treated as **Sustained Fire**, so its FP is halved (the Sustained‑Fire penalty applies). The use of MGs and IFE in SFF is governed by the **Subsequent First Fire rule**, which permits only Small Arms (excluding MOL), MGs, and IFE to be used for SFF attacks.
References:
- (8.3) Subsequent First Fire – “Such fire can leave Residual FP but if using a MG/IFE is treated as Sustained Fire and penalized accordingly… Only Small Arms [EXC: MOL], MG, and IFE can be used as Subseq First Fire.”
- (8.31) Final Protective Fire – notes that MG/IFE used in SFF are subject to the same Sustained‑Fire penalties.
JUDGE REASONING
[Explanation] The model correctly identifies that SFF fire is treated as Sustained Fire with halved FP and that MG and IFE use in SFF is governed by the Subsequent First Fire rule, including the limitation to Small Arms (excluding MOL), MG, and IFE. However, it misses several key points from the expected answer: that SFF is always resolved as Area Fire, that a unit must fire all MG/IFE in its possession during SFF or forfeit their use for the remainder of the Player Turn (except FPF), that Multiple-ROF weapons cannot fire more than once per SFF attack, and 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 only partially 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 defender unit that already carries a First‑Fire counter may still fire in the Defensive Fire Phase only if it has a weapon that has **not** yet been marked with a First‑Fire counter (and is not also marked with a Final‑Fire counter); the normal firing requirements (LOS, range, ammunition, etc.) must still be satisfied.
References:
- (A8.2) **Defensive Fire Phase (DFPh)** – “The DEFENDER may fire any of his units that are capable of fire, and **not yet marked with a First Fire counter** at any enemy units currently within their LOS.”
- (A8.1) **First Fire** – “The DEFENDER must place ‘First Fire’ counters above all units/weapons that have fired and exhausted their ROF.”
- (A8.10) **Optional First‑Fire Counters** – Clarifies that the counters are applied to individual weapons, so a unit can fire again in DFPh with a different, un‑marked weapon.
JUDGE REASONING
[Explanation] The expected answer states that a defender unit marked with a First Fire counter can only fire at adjacent or same hex enemy units in the Defensive Fire Phase. The model's response focuses on the condition that only weapons not marked with a First Fire counter can fire and mentions normal firing requirements like LOS and range, but it does not address the key limitation to adjacent or same hex enemy units. Therefore, it misses the central concept of the expected answer regarding the firing range restriction for units marked with a First Fire counter.
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 may be declared after the attacker announces an MF/MP (or MP) expenditure and must be announced before the defender MF/MP (or Bounding First Fire) – this timing is set by the Defensive First Fire principles in **A8.1** (and the facing requirement in **A8.11**).
References:
- (A8.1) “Defensive First Fire – the defender may intervene to fire after any MF/MP expenditure and before the attacker’s next MF/MP.”
- (A8.11) “Defensive First Fire must be resolved before the moving unit leaves the target location (or changes target facing).”
JUDGE REASONING
[Explanation] The model's response correctly identifies the timing rule controlling Defensive First Fire declarations during enemy movement, referencing the key points from A8.1 and A8.11. It explains that Defensive First Fire can be declared after the attacker expends movement points and must be resolved before the moving unit leaves the current target location or changes facing, matching the expected answer's core concepts. The inclusion of specific ASL references and the explanation of the defender's opportunity to fire aligns well with the expected answer, making the response correct.
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
Answer: Yes – a unit can be subject to Defensive First Fire even if it does not enter a new hex, provided it expends MF/MP in a location (e.g., changing VCA, placing smoke, recovering SW, etc.).
References:
- (8.1) FIRST FIRE – Defensive First Fire can be fired against any unit that expends MF/MP, not only those that move into a new hex.
- (8.12) MOVING WITHIN LOCATION – “Any action that requires the expenditure of a MF/MP in a Location qualifies it as a target for Defensive First Fire even though it might not have entered that Location during that MPh.”
- (8.13) DEFENSIVE FIRST FIRE DRM – applies to the attacks triggered by such MF/MP expenditures.
JUDGE REASONING
[Explanation] The model's response fully aligns with the expected answer by confirming that Defensive First Fire can occur without entering a new hex, as long as MF/MP are expended in the current location. It provides examples and cites relevant rules (8.1, 8.12, 8.13) that support the explanation, covering all key concepts in the expected answer without contradiction.
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 only DRM that apply exclusively to Defensive First Fire attacks are the –1 FFNAM DRM (for units moving in a trench, pillbox, etc.), the –1 FFMO DRM (for units moving in the open), and the ordnance‑specific To‑Hit‑Case DRM listed in C6.1 (the Target Hit Determination DRM).
References:
- (8.13) Defensive First Fire DRM – “The –1 DRM for FFNAM/FFMO apply only to Defensive First Fire attacks … for ordnance.”
- (4.6) Movement Modifiers (FFMO/FFNAM) – “Infantry … subject to a –1 FFNAM DRM to all Defensive First Fire attacks … First Fire DRM applies … units moving in the open (FFMO).”
- (C6.1) Target Hit Determination DRM – “All To Hit Cases of the Target Hit Determination DRM … for ordnance” (applies only in Defensive First Fire).
JUDGE REASONING
[Explanation] The model's response correctly identifies FFNAM and FFMO as DRM specific to Defensive First Fire attacks, matching the expected answer. It also includes the ordnance-specific To Hit Case DRM from C6.1, which aligns with the expected mention of To Hit Case J family applications tied to movement. The model provides relevant rule references and clarifies the context, covering all key concepts without contradiction. Minor differences in wording do not affect the correctness.
After a unit is pinned or broken by Defensive First Fire, can it be attacked again in that same Location during the same MPh?
EXPECTED
Yes. It can be attacked again in that same Location by other qualifying Defensive First Fire attacks, and if conditions allow (such as sufficient MF/MP expenditure or different attackers), additional First Fire resolution can occur with the unit's current status and applicable DRM.
MODEL RESPONSE
Answer: Yes – a unit that is pinned or broken by Defensive First Fire may be targeted again in the same Location during the same Move Phase, but it remains in its broken or pinned state for any further attacks.
References:
- (A8.14) Follow‑Up Attack – “A unit broken or pinned by Defensive First Fire can be fired on again in its current Location by other same‑phase Defensive First Fire attacks, but is attacked in its broken or pinned state.”
- (A8.13) Defensive First Fire DRM – clarifies that the FFNAM/FFMO DRM apply only to Defensive First Fire attacks, so subsequent DF attacks still use those DRMs.
JUDGE REASONING
[Explanation] The model's response correctly states that a unit pinned or broken by Defensive First Fire can be attacked again in the same Location during the same Move Phase. It also correctly notes that the unit remains in its pinned or broken state for subsequent attacks, aligning with the expected answer's key concept that multiple Defensive First Fire attacks can occur on the same unit in the same Location. The references to A8.14 and A8.13 support the explanation and reinforce the correctness. The model's answer covers all key points of the expected answer, including the possibility of multiple attacks and the unit's status during those attacks.
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 Defensive‑First‑Fire attack that may be declared when a moving unit crosses a hexside that the firer can trace a line of sight to the entire side (even if the side is part of a Blind hex). It is resolved as Area Fire with half FP, **does not suffer the –1 FFNAM/FFMO DRM**, and **does not apply most terrain TEM** (only a wall/hedge TEM can modify it if the crossed side is a wall/hedge). The moving unit is considered to be in the location it has entered after the attack. Snap Shots cannot be taken at a unit while it is entering the firer’s own hex, cannot be made by MGs that must change their CA, by ordnance weapons, or by weapons using IFE/Canister, and only one Snap Shot may be made per hexside crossing.
References:
- (A8.15) Snap Shot – LOS to entire hexside, Area Fire resolution, no FFNAM/FFMO DRM, terrain TEM exceptions, “considered in the Location entered thereafter” (A8.15).
- (A8.15) “A Snap Shot cannot be taken at a unit while entering at the firer’s hex” (A8.15).
- (A8.15) “Neither a MG that must change its CA (9.21), nor an ordnance weapon, nor a weapon using IFE/Canister can make a Snap Shot” (A8.15).
- (C.5C) – wall/hedge TEM can modify a Snap Shot when crossed (C.5C).
JUDGE REASONING
[Explanation] The model's response covers all key concepts from the expected answer: it correctly identifies a Snap Shot as a 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 states the attack is resolved as Area Fire, notes that FFNAM/FFMO do not apply, and that ordnance and IFE/Canister weapons cannot make Snap Shots. It also correctly mentions that MGs that must change CA cannot make Snap Shots. Additionally, the model adds relevant details about terrain TEM exceptions and the limitation of one Snap Shot per hexside crossing, which do not contradict the expected answer. The slight difference in wording and extra context is acceptable under the flexible criteria for explanation questions.
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 may be placed in a given Location; if a later attack would generate a larger FP counter, it replaces the existing smaller one (a weaker counter is not added).
References:
- (8.21) “No more than one Residual FP counter can be placed in a Location… a larger Residual FP counter subsequently earned from a larger qualifying IFT attack can replace a smaller Residual FP counter.”
- (8.22) “Residual FP attacks are subject to the usual restrictions (e.g., cannot form a fire group, attacks only once per Location unless the counter is increased).”
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 stronger later attack replaces a weaker existing counter. It also correctly notes that weaker counters are not added. The mention of Fire Lane residual being separate is not explicitly stated but the core concept is fully covered. The references to rules 8.21 and 8.22 support the explanation, adding credibility without contradicting the expected answer. Therefore, the response matches the expected answer's key concepts and is judged 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 attack leaves a 13‑FP Residual FP counter in the target hex (16 FP → 15 FP left – 2 DRM from the two grain hindrances).
References:
- (A8.2) Residual FP – the FP column to the left of the attack’s FP column is placed as Residual FP, reduced by any positive DRM (A8.26).
- (A8.26) Effect of DRM – each positive DRM from conditions outside the target hex (including LOS Hindrances) reduces the Residual FP by one IFT column.
- (A9.22) LOS Hindrance – grain hexes crossed by LOS each add +1 DRM (a Hindrance) to the attack.
Thus, 16 FP attack → 15 FP left → minus 2 DRM = 13 FP Residual.
JUDGE REASONING
[Calculation] The expected answer correctly states that the 16 FP is divided by 2 (resulting in 8 FP) and then shifted left two columns on the IFT for the two grain hindrances, resulting in 4 FP residual firepower. The model's response incorrectly applies the DRM directly to reduce the residual FP from 16 to 13 FP without dividing by 2 first, which contradicts the ASL rules for residual firepower calculation. Therefore, the model's answer is incorrect as it does not match the expected calculation or final value.
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: A 16‑FP Defensive First Fire attack normally leaves 8 Residual FP (half of the FP), and each grain hex in the line of sight adds +1 DRM which reduces the residual by one column; two grain hexes therefore cut the residual by 2, leaving 6 Residual FP.
References:
- (8.26) Effect of DRM – Residual FP is reduced by one IFT column for each positive DRM (including Hindrance DRM).
- (8.26 EX #1) Illustrates that a 4‑FP attack leaves 2 Residual FP, and a +1 Hindrance DRM (grain) reduces it to 1 Residual FP (showing the half‑FP base and DRM reduction).
JUDGE REASONING
[Calculation] The model's response incorrectly calculates the residual firepower. The expected answer states that the 16 FP is first halved to 8 FP, then shifted left by two columns on the IFT due to two grain hexes (+1 DRM each), resulting in 4 FP residual firepower. The model states the residual is 8 FP halved to 8 FP (which is correct), but then reduces it by only 2 columns to 6 FP residual, which is inconsistent with the expected answer and the example given in the rules. The model's residual FP calculation does not match the expected halving and two-column shift resulting in 4 FP. Therefore, the model's answer is incorrect.
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 that allows a defending infantry unit to fire at an adjacent or same‑hex moving enemy after the attacker’s movement phase; it can only be used by a defending infantry unit that is already marked with a Final Fire counter (i.e., has already fired First Fire).
References:
- (8.31) FPF definition – a Subsequent First Fire option for defending infantry marked with a Final Fire counter, firing ADJACENT or same‑hex moving units.
- (8.4) Final Fire – FPF is the only way a unit marked with a Final Fire counter can fire again during the Defensive Fire phase.
- (8.312) If a unit enters a defender’s location during the MPh, the defender must use TPBF/FPF; FPF is the Final Protective Fire option.
JUDGE REASONING
[Explanation] The model's response correctly identifies FPF as a Subsequent First Fire option available only to defending infantry units marked with a Final Fire counter. It correctly states that FPF allows firing at adjacent or same-hex moving enemy units during the attacker's movement phase. The response also references the relevant rules sections and mentions the prerequisite of being marked with a Final Fire counter. While it does not explicitly mention that all usable MG/IFE must be fired or the sustained fire penalties, it covers the core concepts of what FPF is and the prerequisite to use it, matching the expected answer's main points.
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 for MGs occurs when an MG fires as a Subsequent‑First‑Fire (FPF) attack or during the Defensive Fire Phase while it bears a First‑Fire counter; the attack is treated as Area Fire (its FP is halved), the weapon’s breakdown rating (B#) is reduced by 2, the MG cannot fire any additional shots that phase, and a Final‑Fire counter is placed on the weapon—vehicular MGs, ordnance‑type MGs, and lone SMC‑fired MGs are excluded from using Sustained Fire.
References:
- (9.3) SUSTAINED FIRE – defines the condition (FPF or DFPh with First‑Fire) and the halving of FP and B# reduction (see A.11) (9.4) First‑Fire counter – required for DFPh Sustained Fire (8.4) – marks the unit for DFPh use.
- (A.11) – breakdown number (B#) lowered by two when Sustained Fire is used.
- (8.31) – notes that Sustained Fire forfeits any chance for additional shots in the current phase.
JUDGE REASONING
[Explanation] The model's response correctly identifies the conditions under which Sustained Fire occurs (Subsequent First Fire or Defensive Fire Phase with First-Fire counter), the key consequences (FP halved as Area Fire, B# reduced by 2), and additional important restrictions (no further shots that phase, Final-Fire counter placement, exclusions for certain MG types). It covers all key concepts from the expected answer and adds relevant 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: An MG can fire up to 16 hexes without a leader directing the fire.
References:
- (9.4) MANDATORY FIRE DIRECTION – MG fire is limited to a 16‑hex maximum range unless an Infantry leader (even a 0 or + DRM leader) is directing that fire.
- (9.4) MG attacks beyond 16 hexes require a leader’s direction; otherwise the range cap applies.
JUDGE REASONING
[Explanation] The model's response correctly states the maximum range of MG fire without a leader as 16 hexes, matching the expected answer's key concept. It also references the relevant rule (9.4) about mandatory fire direction and the range limitation. While it does not mention the additional details about attacks at 17+ hexes treating infantry as concealed or the exemption for CMG/IFE, these are additional context not required to answer the core question about maximum range without leader direction. Therefore, the response covers the main concept fully and accurately.
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
Answer: A squad can fire only **one** SW MG and still retain its inherent firepower; firing a second SW MG causes the squad to forfeit its inherent FP for the rest of the turn.
References:
- (7.351) “A squad may fire any one SW/Gun without the squad losing its inherent FP… A squad may never fire more than two SW/Gun in the same fire phase… a squad using two SW/Gun loses its inherent FP until the CCPh.”
- (9.11) “A squad may fire any one SW MG at no cost to its own inherent FP; … any other MMC may fire only one SW MG … forfeiting its inherent FP for any remaining fire phases.”
JUDGE REASONING
[Explanation] The model's response correctly states that a squad may fire one SW MG without losing inherent FP and that firing a second SW MG causes the squad to forfeit its inherent FP for the rest of the turn. It aligns well with the expected answer's key concepts, including the number of SW MGs allowed and the consequence of firing two. The references cited support the explanation, and the slight difference in wording does not affect the 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’s field of fire becomes fixed the moment it fires its first shot while in a woods, rubble, or building hex; all subsequent shots in that same phase are limited to that same CA (or, if the first shot was up or down a stairwell, to the same vertical direction).
References:
- (A9.21) Field of Fire – “If a SW MMG/HMG in a woods/rubble/building hex fires and is entitled to another shot, it may continue to fire during that phase only inside the CA of the prior shot… If it fired up or down a stairwell within its same hex, its CA is defined vertically and subsequent shots … are limited to the same direction up or down the staircase.”
- (C3.2) Gun CA – contrasting rule that a Gun’s CA does not include its own location, emphasizing that the MG’s CA is fixed after the first shot.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a SW MMG/HMG becomes restricted by a fixed CA immediately after firing its first shot from woods, rubble, or building hex, and that subsequent shots in the same phase are limited to that CA. It also correctly includes the special case of firing up or down a stairwell, which is part of the expected answer's 'specific CA definitions/exceptions'. The mention of the CA marker and its removal at phase end is implied by the reference to the phase limitation. The model's answer aligns well with the expected answer's key concepts and includes relevant rule citations, making it a complete and accurate explanation.
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 machine‑gun may lay a Fire Lane only when it makes a **Defensive First‑Fire** (or any First‑Fire) attack while it is a Good‑Order SW MG that is manned by unpinned infantry, is firing within its normal range, at a same‑level target and is not terrain‑restricted to Area Fire (9.22 – “Fire Lane”); the lane is created by placing a Fire‑Lane Residual FP counter along the hex‑grain (or an Alternate Hex Grain) from the MG through the target, and that counter exerts **Residual FP in every same‑level hex along that line** equal to the FP column one left of the MG’s normal FP column (9.222 – “Fire Lane Residual FP”).
References:
- (9.22) Fire Lane – conditions for declaring a lane and placement of the residual‑FP counter.
- (9.221) Alternate Hex Grain – lane may follow a non‑standard grain.
- (9.222) Fire Lane Residual FP – effect of the lane’s residual fire.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a Fire Lane can be established during Defensive First Fire (or any First Fire) by a Good Order SW MG manned by unpinned infantry, firing within normal range and at a same-level target, matching the expected conditions. It also accurately describes the creation of the Fire Lane by placing a Fire Lane Residual FP counter along the hex grain (or alternate hex grain) and explains the residual fire effect along that lane. The model includes additional correct details such as the residual FP being one column left of the MG’s normal FP column and references the relevant rules, which aligns well with the expected answer. Therefore, the response covers all key concepts and is semantically equivalent, warranting a 'correct' judgment.
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 wall provides a reduced +1 TEM for Indirect Fire, even when the wall/hedge hexside is not crossed by the incoming fire.
References:
- (B9.3) Wall TEM is +2 for Direct Fire.
- (B9.34) Indirect Fire lowers wall/hedge TEM by one and this reduced TEM applies regardless of whether the hexside is crossed.
JUDGE REASONING
[Explanation] The model's response correctly states that the TEM for a wall for Indirect Fire is +1, which is the reduced TEM from the normal +2 for Direct Fire. It also correctly notes that this reduced TEM applies even if the wall hexside is not crossed by the incoming fire, matching the expected answer's key concepts. The references to the relevant rules (B9.3 and B9.34) support the explanation. Therefore, the response fully covers the expected answer's key points.
If a squad is Assault Moving into open ground with Smoke that is under attack by a Fire Lane, what is the DRM for that attack?
EXPECTED
DRM = 0. There is no DRM modifier for SMOKE for a fire lane, but the Smoke does cancel FFMO.
MODEL RESPONSE
Answer: The Fire‑Lane attack applies **no DRM** (0 DRM) – it is not subject to the usual ‑MO/FFNAM penalties and the Smoke hindrance DRM does not apply to Fire‑Lane attacks.
References:
- (A9.22) – Fire‑Lane attacks are exempt from FFMO/FFNAM DRM and from SMOKE hindrance DRM.
- (A8.2) – Residual‑FP attacks normally use applicable FFMO/FFNAM DRM, but the Fire‑Lane exception in A9.22 removes those DRM.
JUDGE REASONING
[Explanation] The model's response correctly states that the Fire-Lane attack applies no DRM (0 DRM), explicitly noting that Smoke hindrance DRM does not apply to Fire-Lane attacks and that FFMO/FFNAM penalties are also exempted. This matches the expected answer's key points that the DRM is zero and Smoke does not provide a DRM modifier for Fire-Lane attacks, while also canceling FFMO. The model includes relevant references and does not contradict the expected answer.
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 when the MG malfunctions, when its manning infantry is pinned, broken, eliminated or otherwise not in Good Order, when the MG is marked First/Final Fire, when the current movement phase ends, when an enemy unit enters the MG’s hex, when the fire exceeds the MG’s normal range, or when the MG is using TPBF.
References:
- (A9.22) Fire Lane – “Fire Lane not allowed if” and “Fire Lane cancelled if” list the above conditions.
- (A9.22) Fire Lane Residual FP – notes that a fire‑lane is removed if the MG malfunctions or its manning infantry cowers/pins.
- (A9.22) Fire Lane Placement – specifies cancellation at end of the current MPh and if an enemy unit enters the MG’s location.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key events that cancel a MG's Fire Lane: MG malfunction, manning infantry being pinned/broken/eliminated (or not in Good Order), cancellation at the end of the current Movement Phase, and certain close-in TPBF/reaction-fire situations (noted as MG using TPBF). It also includes additional valid conditions such as enemy unit entering the MG's hex and fire exceeding normal range, which align with the rules and do not contradict the expected answer. The references to A9.22 support the correctness. Overall, the model covers all key concepts and adds relevant context without error.
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 dice roll made when a unit must test its morale; if the roll is ≤ the unit’s Morale Level the unit is unaffected, a roll equal to its Morale pins the unit, and a roll higher than its Morale breaks the unit (or triggers a Casualty MC if the original DR is 12, possibly leading to Casualty Reduction or Replacement).
References:
- (A7.4) MC result higher than morale → unit breaks (flipped to broken side).
- (A7.8) MC result equal to morale → unit is pinned.
- (A7.303) Normal Morale Check (NMC) – the standard MC used in many situations.
- (A10.31) Casualty MC – when an original DR is 12, the MC causes Casualty Reduction.
- (A10.2) Leader‑loss MC/TC – leaders also make MCs, with similar outcomes.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a Morale Check (MC) involves a dice roll against the unit's Morale Level and that failure results in the unit breaking or other negative effects. However, it introduces additional details not present in the expected answer, such as pinning on a roll equal to morale and the Casualty MC triggered by a roll of 12, which are accurate but go beyond the expected scope. The expected answer simplifies failure as breaking, reduction, or elimination, while the model adds nuance about pinning and different MC types. Since the core concept of the MC and consequences of failure are present but some key expected details (like the exact roll condition 'equal to or less than morale' for success) are slightly differently framed, this is a partial match.
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 squad will pass the 2 MC if the rolled DR is 5 or lower; the highest DR that succeeds is 5.
References:
- (A7.303) NMC – a Normal Morale Check is passed when the DR is ≤ the unit’s morale.
- (A7.304) #MC – a “# MC” adds the indicated number to the DR before comparing to morale, so for a 2 MC the DR must be ≤ Morale − 2 (7 − 2 = 5).
JUDGE REASONING
[Calculation] The model's response correctly identifies that the highest die roll (DR) that will pass the 2MC is 5, matching the expected answer. It correctly applies the subtraction of 2 from the morale of 7 to get 5, and states that a roll of 5 or lower passes the check. The references to the rules support the reasoning. Although the model does not mention the pinning effect on a roll of 5, the question only asks for the highest DR that will pass, so this omission does not affect correctness.
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 is required to rout during the Rout Phase whenever it is ADJACENT to a known armed enemy unit or when it becomes Despair‑M (DM); it must move toward the nearest (MF‑calculated) building or woods hex as its rout destination (A10.5), and it may not end its RtPh ADJACENT to an unbroken enemy unit (B10.10).
References:
- (A10.5) – Broken units must route to the nearest building/woods hex and are forced to move if ADJACENT to a known enemy.
- (A10.62) – Units that become DM are required to route.
- (B10.10) – Routing restrictions: a broken unit may not end its RtPh ADJACENT to a known armed enemy unit.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a broken unit must rout if adjacent to a known armed enemy unit and if it becomes Despair-M (DM), which aligns with part of the expected answer. It also correctly notes the restriction that a broken unit may not end its Rout Phase adjacent to an unbroken enemy unit. However, it omits the condition about not remaining in the same Open Ground hex within Normal Range and LOS of a known non-melee enemy unit or its SW/Gun, and the exception regarding terrain and location adjacency. Additionally, the expected answer includes the condition about being in a Blaze forcing a rout, which the model does not mention. Therefore, while the model captures key concepts, it misses some important conditions, making the response partially 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 – only one leader’s DRM may be applied; leadership modifiers are not cumulative, so two leaders in the same Location cannot combine their DRM for a single attack or rally attempt.
References:
- (A10.7) Leadership rating is treated as a DRM but “Leadership modifiers not cumulative (i.e., the leadership modifiers of two or more leaders cannot be combined).”
- (A10.71) Rally: “The leadership of only one leader may be used.”
JUDGE REASONING
[Explanation] The model's response directly matches the expected answer by clearly stating that leadership modifiers are not cumulative and only one leader's DRM can be applied to a single action. It also correctly references the relevant rules (A10.7 and A10.71) supporting the explanation. The core concept is fully covered without contradiction or omission.
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; only one unbroken leader’s leadership DRM can be applied to a morale‑check or task‑check DR, and you must choose which leader’s DRM to use – multiple leaders’ DRM are not cumulative.
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 (or moving stack).
- (A10.72) Leadership modifiers not cumulative – when multiple leaders are present, the player must select one leader’s DRM; they do not stack.
JUDGE REASONING
[Explanation] The model's response correctly states that only one leader's DRM can be applied to a morale-check or task-check DR and that multiple leaders' DRMs are not cumulative. It also correctly notes that the player must choose which leader's DRM to apply. The response includes relevant references and fully aligns with the expected answer's key concepts.
What is a Casualty MC and when is it triggered by die roll?
EXPECTED
If an unbroken Personnel unit rolls an Original 12 during a MC, it suffers Casualty Reduction and is broken (or eliminated if not subject to breaking) after any unit Replacement which may also be required by ELR Failure (19.13). If a broken unit rolls an Original 12 during a MC, it is eliminated. See D5.341 for Inherent Crews
[EXC: A hero/berserk-leader is wounded and must add +1 to his Wound Severity dr as if already wounded (17.11); see G1.14 forJapanese squads]
MODEL RESPONSE
Answer: A Casualty MC is a Morale Check that is forced on a unit after it is hit by an IFT attack whose **original To‑Hit roll is a natural 12** (or when the MC result exceeds the unit’s ELR); the unit then rolls a normal 2‑dice MC, but because it is a Casualty MC it can trigger Casualty Reduction.
References:
- (A10.31) – defines a Casualty MC and notes it occurs when the original DR is 12 (e.g., “If you roll a 12, it has taken a Casualty MC”).
- (A10.31) – also shows a Casualty MC being triggered when the MC roll exceeds the unit’s ELR (“…roll 6,6, for a Casualty MC… This also exceeds the leader’s ELR”).
JUDGE REASONING
[Explanation] The model correctly identifies that a Casualty MC is triggered by an original To-Hit roll of natural 12 and also when the MC roll exceeds the unit's ELR, which aligns with the expected answer's mention of ELR failure. However, the model's response does not explicitly state the consequences of the Casualty MC die roll (i.e., that an unbroken unit rolling an original 12 suffers Casualty Reduction and is broken or eliminated, and that a broken unit rolling an original 12 is eliminated). The expected answer also references specific rules (D5.341 and exceptions for hero/berserk leaders) which the model omits. Therefore, while the model captures the triggering conditions well, it misses key details about the effects and exceptions, making the response partially correct.
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 Rout Phase when it is in both LOS and Normal Range of a known enemy unit (including a shellhole, entrenchment, or pillbox), even if it is pinned, but it may not break if doing so would cause immediate surrender.
References:
- (A10.41) Voluntary Break – units within LOS + Normal Range may break at the start of the RtPh, even if pinned.
- (A10.41) Prohibition – a unit may not voluntarily break when the break would result in immediate surrender (A20.21).
JUDGE REASONING
[Explanation] The model's response correctly identifies that a unit may voluntarily break at the start of the Rout Phase if it is within LOS and Normal Range of a known enemy unit and even if pinned, which matches the expected answer's key concepts. It also correctly states the prohibition against breaking if it would cause immediate surrender (reduction/elimination). However, the model incorrectly includes 'shellhole, entrenchment, or pillbox' as known enemy units, which is not consistent with the expected answer that specifies 'armed, unbroken, Known enemy ground unit and/or adjacent to an unbroken enemy ground unit.' The model also omits the adjacency condition. Therefore, while the main idea is captured, some key details are missing or inaccurate, leading to a partial judgment.
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
No. A routing unit may not move toward a Known armed enemy unit while it is in that enemy’s LOS; it must route toward the nearest building or woods (or out of LOS) and may not enter or end its rout adjacent to a Known enemy unit.
References:
- (A10.5) Routing units may not enter or end a hex ADJACENT to a Known enemy unit unless they are leaving that unit’s location.
- (A10.51) A routing unit must move to the nearest (by MF) building or woods hex at the start of the RtPh.
- (A10.531) A broken unit in Open Ground in the LOS and Normal Range of a Known, unbroken, armed enemy unit is forced to rout away from that LOS.
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's LOS, aligning with the expected answer. It also provides additional relevant details and references to the ASL rules (A10.5, A10.51, A10.531) that support the prohibition and routing requirements, which complements the expected answer without contradicting it. The mention of routing toward the nearest building or woods and not ending adjacent to a Known enemy unit captures the key concepts of the expected answer. The model's response does not contradict the exception noted in EXC D6.1 and focuses on the general rule, which is appropriate. Therefore, the response is correct.
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
Answer: Low Crawl is a routing option that lets a broken unit spend its entire MF allotment to move only one location (treated as an assault‑movement move) and, because it is a Low Crawl, the unit cannot be Interdicted (A10.52; A10.53). Its main benefit is that it protects the unit from Interdiction‑triggered NMCs and from being caught in a FFE blast area while routing.
References:
- (A10.52) Low Crawl – “a rout of one Location … cannot be Interdicted.”
- (A10.53) Interdiction – “A routing unit which enters an Open Ground hex without Low Crawl … is subject to a NMC.”
- (A10.5) Routing – defines the routing phase and the use of Low Crawl as a routing movement.
JUDGE REASONING
[Explanation] The model's response correctly identifies Low Crawl as a one-location rout using the unit's full MF allotment, matching the expected answer. It also correctly states the main benefit: the unit cannot be interdicted during the Low Crawl move. The model adds relevant context about protection from interdiction-triggered NMCs and FFE blast areas, which does not contradict the expected answer but rather expands on it. The references to the ASL rules sections further support the accuracy of the explanation.
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 roll (no other modifiers considered).
References:
- (A10.62) Desperation Morale (DM) – “a unit attempting to rally must add a +4 DRM (plus any leadership, terrain, and/or Self‑Rally modification).”
- (A10.63) Self‑Rally – notes that DM contributes a +4 DRM to rally attempts.
JUDGE REASONING
[Calculation] The model's response correctly states the +4 DRM for a rally attempt under Desperation Morale, matching the expected answer exactly. It also provides relevant rule references, confirming the accuracy. Since the question is a calculation/fact type and the final value matches the expected answer, the response is correct.
A broken leader that is not under DM and has a Morale Level of 8 on its broken site is trying to self-rally in open ground. What is the maximum value it can roll and still Rally?
EXPECTED
DR of 7 or less. Start with its Morale Level of 8 and subtract one for self-rally attempt
MODEL RESPONSE
Answer: The leader can succeed with an Original Rally DR of 7 or lower (7 + 1 DRM = 8, matching its broken‑side Morale Level).
References:
- (A10.62) Rally check – the final DR (Original DR + DRM) must be ≤ the unit’s broken‑side Morale Level.
- (A10.63) Self‑Rally – a Self‑Rally attempt always adds a +1 DRM.
- (A10.2) Leadership DRM does not apply to a leader rallying itself, and no terrain DRM applies in Open Ground.
JUDGE REASONING
[Calculation] The model's response correctly identifies that the maximum original DR to succeed is 7 or less, matching the expected answer. It correctly applies the -1 DRM for self-rally (expressed as +1 DRM to the DR, effectively reducing the maximum original DR by 1). The explanation references the correct rules and clarifies that the final DR plus DRM must be less than or equal to the Morale Level of 8. The model's reasoning and final answer fully align with the expected answer.
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 a known, unbroken, armed unit that has a SW (or other fire capability), is not CX, pinned, broken, or in melee, has LOS and is within its Normal Range, and the target hex is not protected by a positive TEM or a Hindrance that would block the Interdiction; units that would have to change VCA/TCA to fire or lack a SW (e.g., a leader without SW) are also excluded.
References:
- (A10.532) Interdictor – must have fire capability, cannot be CX/pinned/broken/melee, requires LOS and Normal Range, blocked by positive TEM or Hindrance.
- (A10.5) Routing units cannot be interdicted in a hex with positive TEM.
- (B10.31) Height‑Advantage TEM does not apply when LOS crosses a rowhouse vertex, affecting Interdiction eligibility.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key limitations on whether a unit can Interdict a routing unit, including the need for the unit to be known, unbroken, armed, not CX/pinned/broken/in melee, having LOS and being within Normal Range, and the target hex not being protected by positive TEM or Hindrance. It also correctly notes that units that would have to change VCA/TCA or lack a SW cannot Interdict. These points align well with the expected answer's emphasis on the ability to affect the routing unit in open ground within allowed range and LOS, and the impact of factors like required CA changes or penalties that prevent valid fire. The model also provides relevant references, adding to the completeness. The response covers all key concepts and does not contradict the expected answer.
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: Concealment does not change the routing‑destination calculation—routing units still must move to the nearest building or woods hex (A10.51) and are only prohibited from ending a rout adjacent to a **known** enemy unit (A10.5). Because a concealed unit is not “known,” it does not block the route, but if the routing unit (or any unit moving during the Rout Phase) performs a concealment‑loss activity—such as entering a building/woods, moving into LOS of a known Good‑Order enemy, or any other action listed in A12.14—it will immediately lose its “?” (A12.14, A12.121). Once the unit is no longer concealed (i.e., becomes known), it can then prevent routing or cause a routing unit to be eliminated for Failure to Rout (A10.5).
References:
- (A10.51) “Nearest building/woods hex” – routing destination is calculated regardless of concealment.
- (A10.5) Routing units may not end ADJACENT to a **known** enemy unit; concealed units are not “known.”
- (A12.14) Concealment‑loss activities (including moving in LOS of a known enemy) cause immediate loss of “?” status.
- (A12.121) Concealment‑gain/loss uses LOS checks; loss occurs only when an activity triggers it.
- (B23.922) Example of a fortified‑building unit not losing concealment when preventing enemy advance, illustrating that concealment loss is activity‑specific, not automatic.
JUDGE REASONING
[Explanation] The model's response correctly explains that concealed enemy units are not treated as known for routing path determination, matching the expected answer's key concept. It clarifies that routing units must move to the nearest building or woods hex and cannot end adjacent to a known enemy, while concealed units do not block routing. It also explains that concealment can be lost if the routing unit performs certain activities, after which normal routing restrictions apply. The model includes relevant rule references and additional context without contradicting the expected answer, covering all key concepts and providing a thorough explanation.
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 is a leader’s option at the start of the Rout Phase to **voluntarily break** his unit (A10.41) and then **route with it** (A10.711), even when the unit is not forced to rout by an adjacent unbroken enemy. The leader must be unbroken, not pinned, and the unit must have enough MF to move to its declared nearest building or woods hex (A10.51).
References:
- (A10.711) Voluntary Rout – allows a leader to break and route with his unit at the start of the RtPh.
- (A10.41) Voluntary Break – the prerequisite “break” action a leader may take before routing.
- (A10.51) Rout Destination – defines the nearest building/woods hex the broken unit must move toward when routing.
JUDGE REASONING
[Explanation] The model's response correctly explains that a leader may voluntarily rout by first voluntarily breaking the unit and then routing with it, even if not forced to rout by enemy presence. It specifies the leader must be unbroken and not pinned, and that the unit must have sufficient movement to reach the nearest building or woods hex, matching the expected answer's core concept that a non-berserk, non-pinned leader may voluntarily rout by accompanying a routing friendly unit. The model also provides relevant rule references, enhancing completeness. The response covers all key concepts and adds useful procedural detail without contradiction.
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: At the start of Close Combat each player rolls a die‑roll (dr); if one roll exceeds the other by three or more the higher‑rolling player gains Ambush status (A11.4). The ambushing side receives a –1 DRM on its own CC attacks and a +1 DRM on enemy attacks against it, retains any concealment it has, while the ambushed side immediately loses all concealment; the ambushing force may also withdraw before melee (A11.41).
References:
- (A11.4) Ambush status – roll‑difference rule and DRM effects, concealment loss for the ambushed side.
- (A11.41) Ambush withdrawal – option to withdraw before melee after the ambush is established.
JUDGE REASONING
[Explanation] The model's response correctly explains the determination of Ambush in Close Combat by describing the die roll difference of three or more and the higher roller gaining Ambush status, matching the expected answer. It also accurately details the immediate effects: favorable CC modifiers (–1 DRM for ambusher, +1 DRM against ambusher), loss of concealment for the ambushed side, and the ambusher retaining concealment. Additionally, it includes the ambusher's option to withdraw before melee, which is extra but correct context. The core concepts of determination and immediate effects are fully covered, making the response correct.
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: When attacking a vehicle, the Close Combat Value (CCV) is 5 for a squad, 4 for a crew, 3 for a half‑squad (HS), and 2 for a small‑model crew (SMC).
References:
- (A11.5) CCV – Squad 5, Crew 4, HS 3, SMC 2 (basic CCV values for vehicle attacks)【1†L1-L4】
- (A11.5) CCV – Squad 5, Crew 4, HS 3, SMC 2 (re‑stated in the CCV table)【4†L1-L3】
JUDGE REASONING
[Calculation] The model's response exactly matches the expected answer for the Close Combat Values (CCV) when attacking a vehicle: Squad 5, Crew 4, HS 3, and SMC 2. The inclusion of references to the ASL rulebook sections further supports the correctness. Therefore, the answer is fully correct.
A 4-6-7 squad and a 2-2-8 crew attack a 4-4-7 squad in Close Combat. What are the odds?
EXPECTED
3:2. Attack Strength: 4 + 2 = 6. Defense Strength = 4 (from the 4-4-7). 6:4 factors down to 3:2
MODEL RESPONSE
Answer: The combined attacker FP is 6 (4 + 2) versus the defender’s FP of 4, giving a 6:4 ratio, which rounds down to 3‑2 odds.
References:
- (A11.4) Close Combat FP – each unit contributes its CC FP to the attack.
- (A11.41) Odds — the ratio is rounded down to the nearest odds column on the Close Combat Table.
JUDGE REASONING
[Calculation] The model correctly calculates the attack strength as 6 (4+2) and the defense strength as 4, resulting in a 6:4 ratio. It then correctly reduces this ratio to 3:2, matching the expected answer. The reasoning and final odds are fully aligned with the expected answer.
In Close Combat, two 4-6-7 squads (total 8 FP) attack one 4-6-7 squad (4 FP). What odds column on the CC Table is used?
EXPECTED
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 attack is resolved using the 2‑1 odds column on the Close Combat Table.
References:
- (A11.4) – Each squad contributes its FP to the attack (4 FP + 4 FP = 8 FP attacker).
- (A11.41) – Odds are calculated as attacker FP : defender FP (8 : 4 = 2 : 1) and the corresponding column on the CCT is used.
JUDGE REASONING
[Calculation] The model's response correctly calculates the attacking firepower as 8 (two 4-6-7 squads) and the defending firepower as 4 (one 4-6-7 squad). It correctly computes the odds ratio as 8:4 = 2:1 and states that the 2-1 odds column on the Close Combat Table is used. The response also references the relevant rules (A11.4 and A11.41), matching the expected answer's key concepts and final conclusion.
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 state that occurs when infantry of both sides remain in the same Location after the initial Close‑Combat attacks are resolved; the units become “locked in Melee” and are prohibited from leaving the Location, interdicting routing units, or performing any action other than Close‑Combat attacks or a declared withdrawal.
References:
- (A11.15) Melee – infantry that stay together after CC are locked in Melee and may not leave the Location or attack except as part of CC.
- (A11.2) Withdrawal from Melee – the only other action permitted is a withdrawal declared by the attacker.
- (A11.19) Concealment exception – concealed units are not locked in Melee and thus are not subject to the restriction.
JUDGE REASONING
[Explanation] The model's response correctly defines Melee as the state when opposing infantry remain in the same Location after Close-Combat resolution, matching the expected answer. It accurately states that units locked in Melee cannot leave the Location or perform normal fire/movement actions, and are limited to Close-Combat attacks or withdrawal, which aligns with the expected answer's description of restrictions. The model also provides relevant rule references and additional correct context (e.g., concealment exception), which does not contradict the expected answer. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.
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: No – a broken unit cannot make a Close‑Combat attack; it may be attacked (receiving the –2 CC modifier) and may withdraw, but it cannot fire in CC.
References:
- (A11.16) Broken units may only withdraw from Melee (and therefore cannot attack in CC).
- (A10.4) Broken units may withdraw from CC, but the errata clarifies they cannot make a CC attack (the rule is superseded by A11.16).
- (A11.22) Infiltration (a post‑attack roll) is only available to units that have not been broken, confirming that broken units cannot roll a DR after a CC attack.
JUDGE REASONING
[Explanation] The model's response correctly states that broken units cannot make a Close Combat attack, which matches the expected answer's key concept that broken units may never attack. It also correctly notes that broken units may be attacked with a -2 DRM in CC, aligning with the expected answer. The model adds relevant references and clarifies that broken units may withdraw but cannot attack, which is consistent with the expected answer and adds useful context without contradiction. The mention of defending with full FP is implied by the model's focus on attack restrictions and the known rules, so the core concepts are covered.
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
Concealed units do not enter melee and keep their “?” unless they perform a concealment‑loss activity (such as attacking or moving into LOS of a Good‑Order enemy), at which point the “?” is lost (A12.14 – Concealment‑loss actions); when a concealed unit is ambushed the ambusher receives a –2 DRM and the defender receives a +2 DRM (reversed TEM) (A11.4 – Ambush rules; A11.19 – Ambush DRM).
References:
- (A12.14) Concealment loss actions (e.g., attack, LOS entry) cause loss of “?”
- (A11.4) Ambush can occur when advancing into CC against a concealed unit
- (A11.19) Ambusher gains –2 DRM (reversed TEM) when ambushing a concealed target.
JUDGE REASONING
[Explanation] The model's response correctly addresses concealment loss actions and ambush DRM effects related to concealed units, which are relevant to close combat. However, it misses the key concept that in close combat, attacks against concealed units have their firepower halved, and that dummy stacks are removed before attack designation because they cannot reveal strength factors. It also does not mention that a unit loses concealment if it suffers Casualty Reduction. Therefore, while the response covers some important concealment-related rules, it omits critical details directly related to how concealment affects close combat attacks as specified in the expected answer.
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: To withdraw from melee a unit must **announce the withdrawal before any CC attacks are declared**, be **pinned‑free, non‑berserk and non‑disrupted**, move **into an adjacent, accessible hex that is not occupied by a known enemy**, and may carry **no more than its IPC**; the withdrawing unit cannot fire and suffers a **‑2 DRM on all enemy CC attacks (modified by +1 DRM for each friendly unit in the melee that does not also withdraw)**, with special rules for Infiltration (A11.22) and Ambush Withdrawal (A11.41).
References:
- (A11.2) “Withdrawal from Melee” – declaration, pin/berserk/disruption limits, -2 DRM and +1 DRM per non‑withdrawing friendly unit.
- (A11.21) “Withdrawal Mechanics” – IPC limit, adjacent accessible location requirement, automatic elimination if entering a concealed enemy location.
- (A11.22) “Infiltration” – exception that allows withdrawal without the -2 DRM.
- (A11.41) “Ambush Withdrawal” – exception for ambush‑initiated withdrawals.
- (A11.3) “Sequential CC” – indicates withdrawal must be declared before CC attacks in a sequential combat situation.
JUDGE REASONING
[Explanation] The model's response covers all the core mechanics expected: withdrawal must be declared before CC attacks, the unit must be pin-free, non-berserk, and non-disrupted, must move into an adjacent accessible hex not occupied by a known enemy, and the unit leaves melee if it survives required CC effects. It also correctly mentions the -2 DRM and +1 DRM per non-withdrawing friendly unit, which are part of the withdrawal mechanics. The response includes additional relevant details and references to specific rules, which do not contradict the expected answer but rather expand on it. Therefore, it fully covers the key concepts and is judged 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 may move only to an adjacent hex that is **accessible under normal APh movement** (i.e., the terrain, roadblocks, etc., must allow entry) and that is **not currently occupied by a Known enemy unit**; the unit may carry no more than its IPC, must stay within its MF allowance, and if it enters a concealed enemy’s location it is eliminated, while moving into a non‑Open‑Ground hex lets it keep any concealment it had.
References:
- (11.2) “Any Infantry unit … may attempt to Withdraw from Melee … must enter an adjacent Location which is Accessible to that Unit under normal APh conditions.”
- (11.21) “The Location withdrawn to cannot be currently occupied by a Known enemy unit … may carry only ≤ its IPC …”
- (4.72) Definition of “Accessible” under normal APh conditions.
- (12.14) “If previously concealed, a withdrawing unit retains concealment when it withdraws into a non‑Open‑Ground Location.”
- (11.41) Ambush Withdrawal rules modify the DRM but do not change destination restrictions.
JUDGE REASONING
[Explanation] The model's response accurately covers all key concepts from the expected answer: the withdrawing unit must move to an adjacent Location accessible under normal Advance Phase conditions, cannot enter a Location occupied by a Known enemy unit, may carry only IPC or less, is eliminated if entering a concealed enemy unit's Location, and retains concealment if withdrawing into a non-Open Ground Location. The model also correctly references relevant rules and clarifies the meaning of 'Accessible.' Minor wording differences do not affect the correctness.
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 lets an Infantry‑Cavalry unit that rolls an Original 2 DR (or is tacked by an Original 12 DR) withdraw from the Close‑Combat location instantly, escaping any further enemy attacks in that CC Phase as long as it isn’t already eliminated, captured or pinned.
References:
- (A11.22) Infiltration – “any Infantry/Cavalry unit which rolls Original 2 CC DR may withdraw … immediately thereafter in the same CCPh without being attacked… any Infantry/Cavalry unit(s) tacked by an Original 12 CC DR may likewise withdraw”
- (A11.21) Withdrawal mechanics – the withdrawal must be announced and carried out before any other attacks in the location.
- (A11.2) Withdrawal from Melee – a unit may withdraw if not pinned.
JUDGE REASONING
[Explanation] The model's response correctly explains that Infiltration allows an Infantry-Cavalry unit that rolls an Original 2 or is tacked by an Original 12 to immediately withdraw from Close Combat, escaping further attacks in that phase. It also correctly notes the immediacy of the withdrawal and the conditions under which it can occur (not eliminated, captured, or pinned). The references to the relevant rules support the explanation. The response covers all key concepts from the expected answer and adds useful detail without contradiction.
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 present, the fight is still a normal Close‑Combat (CC) attack, but it must be declared **sequentially** (A11.31) and the vehicle contributes **no fire‑power** to the defender’s FP (A11.4); the attackers’ FP is compared to the defenders’ FP (infantry only) and the odds are taken from the Close‑Combat Table, with no TEM or LOS‑hindrance modifiers applied (A11.4).
References:
- (A11.4) – CC basics: no TEM/LOS hindrance, FP compared for odds.
- (A11.31) – All CC attacks in a Location containing a vehicle must be declared sequentially.
- (B30.6) – Vehicle in a Location does not fire in CC; it is a target only.
JUDGE REASONING
[Explanation] The model's response correctly identifies that Close Combat in a Location with a vehicle is resolved sequentially, citing the relevant rules (A11.31) that require sequential declaration. It also correctly states that the vehicle contributes no firepower to the defender's FP, aligning with the expected answer's emphasis on the non-vehicular side attacking first and the sequential nature of attacks. While the model adds additional correct details about FP comparison and lack of TEM/LOS modifiers, these do not contradict the expected answer and enhance understanding. Therefore, the core concept of sequential resolution with the non-vehicular side attacking first is captured, meeting the criteria for a correct evaluation.
What special sequential CC rule applies to prisoners?
EXPECTED
Prisoners attempting to eliminate their captor resolve all of their CC attacks first under the sequential CC rules.
MODEL RESPONSE
Answer: Prisoner units resolve their Close Combat attacks sequentially, making all of their attacks before any other unit can attack them (A20.55; 11.33 PRISONERS).
References:
- (A20.55) “Prisoner CC attacks are sequential… prisoners may make all of their CC attacks before they can be attacked.” – sequential CC rule for prisoners.
- (11.33) “Prisoners attempting to eliminate their captor may resolve all of their CC attacks first (20.55).” – reinforces the sequential resolution.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key concept that prisoners resolve all of their close combat attacks first under the sequential CC rules. It explicitly states that prisoner units make all their CC attacks before any other unit can attack them, which matches the expected answer. The inclusion of rule references (A20.55 and 11.33) supports the accuracy and completeness of the explanation. The response covers all key concepts without contradiction and provides additional context, which is allowed.
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: An ambushing side may withdraw from the Close‑Combat location into any Accessible Location (including the hex it entered from) before any attacks are resolved, and it retains its concealment when it does so.
References:
- (A11.41) Ambush Withdrawal – allows a force that has qualified for Ambush to decline CC and withdraw immediately to an Accessible Location, preserving concealment, provided it is not pinned, berserk, or disrupted.
- (A11.4) Ambush – defines when Ambush can occur and the DRM effects, establishing the condition that triggers the withdrawal option.
JUDGE REASONING
[Explanation] The model's response correctly identifies the special withdrawal option available to a side that achieves Ambush in Close Combat. It states that the ambushing side may withdraw immediately to any Accessible Location before attacks are resolved, preserving concealment, which aligns with the expected answer's key concept of declining CC altogether by withdrawing immediately. The model also notes the conditions (not pinned, berserk, or disrupted) and references the correct rules sections, matching the expected answer's details. The model's wording differs slightly but covers all key concepts, including the timing and conditions of withdrawal, making the response correct.
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: A unit cannot gain “?” while it is in the line‑of‑sight of an enemy Dummy unit unless it is also in Concealment Terrain (which allows a gain via Case K); otherwise the presence of the Dummy (treated as an unbroken enemy ground unit) blocks concealment gain.
References:
- (A12.121) Concealment Loss/Gain Table – Case J (no LOS to any unbroken enemy ground unit) and Case K (in Concealment Terrain) govern “?” gain.
- (A12.122) Concealment dr – defines “unbroken enemy ground unit” and includes Dummy stacks (see note “including a Dummy stack”).
- (12.14) Concealment loss/gain rules – LOS checks are made against unbroken enemy ground units, which encompass Dummy units.
JUDGE REASONING
[Explanation] The model's response correctly states that a unit cannot gain concealment ('?') while in the LOS of an enemy Dummy unit, which is treated as an unbroken enemy ground unit. It also correctly notes the exception involving Concealment Terrain (Case K), which is part of the official rules. The references to the relevant ASL rules (A12.121, A12.122, 12.14) support the explanation and align with the expected answer. The response covers all key concepts and adds useful context without contradicting the expected answer.
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 concealment rule that lets a player record a unit’s location secretly on a side‑sheet (instead of placing it on the board under a “?” counter) when the unit is set up in Concealment Terrain; the unit remains hidden until a rule‑specified loss of concealment occurs.
References:
- (A12.3) HIDDEN INITIAL PLACEMENT (HIP) — defines HIP as a form of concealment where the location is recorded rather than placed on board.
- (A12.3‑34) Section title “Hidden Initial Placement” — indicates the rule’s location in the rulebook.
- (A12.33) Fortifications in Concealment Terrain may always set up hidden and remain hidden until protective TEM is claimed.
JUDGE REASONING
[Explanation] The model's response accurately captures the core concept of HIP as a concealment rule allowing secret recording of unit locations on a side-sheet instead of placing them on the map under a '?' counter, specifically when set up in Concealment Terrain. It also correctly notes that the unit remains hidden until concealment is lost per rules. The response aligns well with the expected answer's key points and adds relevant references without contradicting the expected answer.
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
Answer: A concealed unit loses its “?” when it (1) fires a weapon or makes a Close‑Combat attack, (2) makes a non‑assault move into an illuminated Open‑Ground hex at night, or (3) an enemy unit attempts to move into its location while the enemy has LOS (A12.14 – concealment‑loss activities; E1.31 – night loss for non‑assault movement; A12.14 – enemy entry triggers loss).
References:
- (A12.14) Concealment loss activities – firing, CC attack, or enemy unit moving into the concealed unit’s Location.
- (E1.31) Night loss – a concealed infantry unit loses “?” if it uses Non‑Assault Movement in an illuminated location.
- (A12.14) Loss due to enemy LOS – any enemy infantry/cavalry unit entering the concealed unit’s hex forces loss of concealment.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a concealed unit loses concealment when it fires or makes a close-combat attack, and when an enemy unit moves into its hex with LOS. It also correctly mentions loss due to non-assault movement into an illuminated open-ground hex at night, which is a valid specific situation. However, it misses the key concept of losing concealment when the unit fails a morale check or breaks, which is explicitly stated in the expected answer. Additionally, the model's explanation about enemy LOS is less precise, focusing on enemy units moving into the concealed unit's hex rather than the broader condition of moving into LOS within 16 hexes in open ground. Therefore, while the model covers some key concepts, it omits an important one and slightly misrepresents another, making the response partial.
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—once a hidden unit has been revealed it cannot become hidden again; it may only become concealed (e.g., via HIP) and only in limited exceptions such as bypassing caves.
References:
- (A12.31) “Once revealed, a hidden unit may never regain hidden status [EXC: Bypass Caves; G11.75], although it can gain concealed status.”
- (A12.32) “Hidden units may not move … and remain hidden; if a hidden unit moves it must first be placed beneath a ‘?’ and then may become concealed but not hidden.”
- (A12.14) Allows a hidden unit to sacrifice hidden status to become concealed, but does not permit regaining hidden status.
JUDGE REASONING
[Explanation] The model's response correctly states that once a hidden unit is revealed, it cannot regain hidden status except for specific cave-related exceptions. It also correctly notes that the unit may regain concealed status if eligible. The references cited align with the expected answer, and the explanation covers all key concepts without contradiction.
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 stay hidden; to move it must first be placed beneath a “?” and will lose its hidden status (becoming merely concealed).
References:
- (A12.32) “Hidden units may not move… if a hidden unit is to move/advance it must first be placed on the mapboard beneath a ‘?’; normal concealment rules then apply to its activity.”
- (A12.31) “Once revealed, a hidden unit may never regain hidden status…” (except limited exceptions).
JUDGE REASONING
[Explanation] The model's response correctly states that a hidden unit cannot move and remain hidden, and that it must first be placed on the mapboard beneath a '?' (concealed) before moving. It also correctly notes that once revealed from HIP, the unit loses hidden status and normal concealment rules apply. The references to the relevant rules (A12.31 and A12.32) support the explanation. The response covers all key concepts from the expected answer 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: A hidden fortification remains HIP until one of three things occurs – its protective TEM is expended, the unit inside loses concealment, or a Good‑Order enemy ground unit obtains LOS to the fortification and is within 16 hexes (any range). If the fortification is set up in non‑concealement terrain it is treated as if in concealment terrain but loses HIP immediately when any enemy LOS appears (12.33 [FORTIFICATIONS]; 12.2 [CONCEALED 5/8″ counters]).
JUDGE REASONING
[Explanation] The model's response correctly identifies the trigger conditions for a hidden fortification to lose HIP status, including the expenditure of protective TEM, loss of concealment by the unit inside, and enemy LOS within a specified range. It also correctly notes the special treatment of fortifications in non-concealment terrain, matching the expected answer's key concepts. The response includes relevant rule references and additional detail without contradicting the expected answer.
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 moves into a hex that contains a concealed enemy Personnel unit, the hidden unit must immediately make a combined PAATC (A12.41). If the PAATC succeeds the unit stays concealed and the vehicle simply occupies the location; the vehicle cannot overrun in that same move (A12.41, A12.42). If the PAATC fails the unit loses its “?”/HIP and becomes pinned, after which the vehicle may attempt an overrun (if it still has MP) but only after the PAATC result (A12.41).
References:
- (A12.41) Concealed units must take a combined PAATC when an enemy enters their location; pass = remain concealed, fail = lose concealment and become pinned.
- (A12.42) Vehicle entering a concealed enemy location cannot declare an OVR as part of that entry; OVR must be declared before entering.
- (D7.1) Overrun MP cost and resolution (relevant after a failed PAATC).
- (A12.41) “If the PAATC is passed, those concealed units remain and thus can be OVR only as Area Fire.”
- (A12.41) “If the PAATC is failed, those concealed units lose concealment and become pinned.”
JUDGE REASONING
[Explanation] The model's response accurately covers the key concepts of the expected answer: concealed personnel must resolve the PAATC process upon vehicle entry, the outcomes of passing or failing the PAATC (remaining concealed or losing concealment and becoming pinned), and the implications for overrun attempts (cannot overrun on the same move if PAATC passed, may attempt overrun after failure). The model also correctly references the relevant rules (A12.41, A12.42, D7.1) and explains the sequence of events clearly. Although more detailed than the expected answer, it does not contradict and fully aligns with the core meaning, thus it is correct.
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: It must end up with a final concealment total of 5 or less – so the die must show 5 or lower (after any DRMs).
References:
- (12.122) Concealment dr – a unit gains “?” only if the final result is ≤ 5.
- (12.14) Concealment loss/gain – the same ≤ 5 threshold applies to the concealment roll.
JUDGE REASONING
[Calculation] The expected answer specifies that the half squad must roll a three or less due to a +2 DRM, resulting in a final required roll of 5 or less. The model's response incorrectly states that the die must show 5 or lower after DRMs, which contradicts the expected answer's calculation and the scenario of a +2 DRM. Therefore, the model's answer does not match the expected calculation and is incorrect.
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 – a German MMC that is out of LOS of all un‑broken enemy ground units can still gain concealment, but because it is within 16 hexes and not in Concealment Terrain it must make a concealment DR and succeed (final result ≤ 5 after DRM).
References:
- (A12.122) Concealment dr – units within 16 hexes of an un‑broken enemy ground unit must roll a DR to gain “?” if they are out of LOS.
- (A12.12) Concealment gain – automatic gain only in Concealment Terrain; otherwise a DR is required.
- (A12.121) Concealment Table – determines the cases (including “out of LOS, within 16 hexes”) that allow a DR roll.
JUDGE REASONING
[Explanation] The model correctly states that a German MMC out of LOS of all unbroken enemy ground units can gain concealment by making a concealment DR, and that being within 16 hexes and not in Concealment Terrain requires a DR roll. However, the model's response does not specify the exact DR needed (≤2 after DRM) as given in the expected answer, nor does it mention the specific DRM (+3 for US#3 for an MMC) or the maximum DR of ≤5 before applying DRM. The references cited are relevant and support the explanation, but the key numeric details from the expected answer are missing, making the response 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
Answer: Searching lets a Good‑Order infantry or cavalry MMC (or a moving stack that contains one) expend one extra MF in its current hex to make a Search die, which can reveal concealed enemy units, minefields, fortifications, etc., in any accessible hexes and may trigger a Search‑Casualty die; the base cost is 1 MF (plus any modifiers).
References:
- (A12.152) SEARCHING – “may attempt to reveal concealed enemy units … by expending one additional MF in its present hex and making a Search dr.”
- (A12.154) SEARCH CASUALTIES – “if a searched Location contains … the defender may make one Casualty dr per Search dr.”
JUDGE REASONING
[Explanation] The model's response correctly identifies that Searching is performed by a Good Order infantry or cavalry MMC (or a moving stack containing one) by expending one additional MF in its current hex to make a Search die. It also correctly states that this can reveal concealed enemy units and other hidden elements in accessible hexes, matching the expected answer's core concept. The model also mentions the possibility of triggering a Search-Casualty die, which is additional correct context. Although the model does not explicitly state that the searching unit or moving stack becomes TI for the rest of the Player Turn, the rest of the key concepts are covered accurately, making the response correct with high confidence.
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: Any unit that can be set up concealed may be placed using HIP – this includes squads, half‑squads, crews, SMCs, emplaced guns, pillboxes, caves/complexes, fortified buildings and any other counters that the rules allow to be set up hidden, provided the scenario or SSR authorises HIP for that unit type.
References:
- (A12.3) Hidden Initial Placement (HIP) – defines HIP and states that “a unit may be set up concealed (HIP)”.
- (A12.34) HIP for guns – requires the gun to be emplaced before it can be set up HIP.
- (A12.31) HIP placement – clarifies that a HIP unit is not placed on board concealed unless a rule covering that situation calls for it.
- (B13.31) Example of a HIP‑set‑up Armored Car (AC) in woods, showing that vehicles can also use HIP when allowed.
- (A12.33) Fortifications in Concealment Terrain – forts, pillboxes, caves, etc., may always be set up hidden (HIP) and remain hidden until their protective TEM is used.
JUDGE REASONING
[Explanation] The model's response correctly identifies the types of units eligible for HIP, including infantry squads, half-squads, crews, SMCs, emplaced guns, pillboxes, caves/complexes, fortified buildings, and other counters allowed by scenario or SSR. It aligns with the expected answer's core concept that HIP applies to defender's infantry, guns, and fortifications as specified by scenario rules. The model also correctly notes that HIP units are not placed on the map at setup but are recorded secretly, consistent with the expected answer. Additionally, the model provides relevant rule references and examples, enhancing the explanation without contradicting the expected answer. The inclusion of vehicles (e.g., armored cars) as potentially eligible when allowed by scenario or SSR is an acceptable extension and does not detract from correctness. Overall, the model covers all key concepts and provides a comprehensive explanation.
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 achieve a Sniper Check Final DR of 2 or less (≤ 2) to eliminate the enemy Sniper.
References:
- (A14.4) Sniper Check Final DR ≤ 2 eliminates the Sniper (DR 3 pins it).
- (A14.4) Sniper Check DR 3 pins the Sniper (A 14.4).
JUDGE REASONING
[Calculation] The model correctly states that a Sniper Check final die roll (DR) of 2 or less eliminates the enemy Sniper, which matches the core mechanic. However, it omits the key detail that the squad receives a -2 DRM applied to the die roll, effectively meaning the squad must roll a 4 or less on the raw die to achieve a final DR of 2 or less. The expected answer explicitly includes this -2 DRM and the raw roll needed (4 or less), which is important for understanding the mechanic. Therefore, the model's answer is mostly correct but incomplete, missing the crucial DRM application.
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: If the initially chosen hex contains no eligible target, the Sniper moves to the nearest hex that does contain an eligible target (or the enemy Sniper counter); when two such hexes are equally distant, the one with the lowest (minimum zero) TEM/SMOKE DRM is selected.
References:
- (14.4) – Sniper attack resolution, “ALTERNATE TARGET” rule that redirects the attack to the closest hex with a target.
- (14.22) – Defines what constitutes an eligible Sniper target.
- (A14.21) – Tie‑break procedure: choose the hex with the lowest TEM (minimum zero) when equidistant options exist.
JUDGE REASONING
[Explanation] The model's response correctly explains that if the initially chosen hex has no eligible target, the sniper attack shifts to the nearest hex with an eligible target or enemy sniper counter. It also correctly states that if multiple hexes are equally distant, the hex with the lowest TEM (minimum zero) is chosen, matching the expected answer's key concepts. The model references the relevant rules and includes the tie-break procedure, which aligns well with the expected answer. The only minor omission is the explicit mention of exclusions like Height Advantage and Factory-only bonuses, but this does not significantly detract from the core explanation, so the response is considered correct.
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: A14.22 states that every unit can be a Sniper target **except** AFVs that do **not** have a vulnerable PRC, units occupying subterranean hexes (e.g., caves or other underground locations), units in In‑Locations, prisoners, concealed units, friendly units, and aerial units.
References:
- (A14.22) “NON‑TARGETS: All units are eligible Sniper targets except AFV no Vulnerable PRC, units in subterranean [EXC: Caves; G11.8] or In‑Locations, prisoners, or hidden/friendly/Aerial units.” – lists the ineligible target categories.
- (A14.21) “ALTERNATE TARGET… Only the lowest (to a minimum of zero) in‑hex TEM/SMOKE DRM applicable to any eligible target is considered” – shows that only units not excluded by A14.22 are considered for target selection.
JUDGE REASONING
[Explanation] The model's response correctly identifies most of the key categories of ineligible sniper targets under A14.22, including AFVs without vulnerable PRCs, units in subterranean hexes, units in In-Locations, prisoners, concealed (hidden) units, friendly units, and aerial units. However, it incorrectly states that caves are an exception to the subterranean exclusion, whereas the expected answer and the rules clarify that caves are an exception and thus units in caves are eligible targets. The model's wording implies caves are included in the exclusion, which is inaccurate. Additionally, the model omits mention of the option for unarmored vehicles with no PRC to be treated as ineligible at the sniper player's option, which is a notable detail in the expected answer. Therefore, while the main concepts are mostly covered, the inaccuracies and omission justify a partial rating.
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: When a Sniper’s random‑location DR lands on a hex that holds a concealed stack, the stack is treated as a single “position” for target selection (A14.21) and the Sniper player only knows that the hex contains a concealed eligible target (A14.23); the hex with the lowest in‑hex TEM/SMOKE DRM is then chosen (A14.21) and the Sniper attack removes the concealment and resolves normally (A14.31).
References:
- (A14.21) Target selection – concealed stack counts as one target/position.
- (A14.23) Information available to the Sniper before choosing a target – only that a concealed target exists.
- (A14.31) Sniper attack resolution – concealment is removed and the attack proceeds as a normal Sniper dr.
JUDGE REASONING
[Explanation] The model correctly states that a concealed stack counts as a single target/position during Sniper target randomization and that the Sniper player only knows a concealed target exists in that hex. It also correctly notes that concealment is removed upon attack resolution. However, the model omits the key procedural detail that if a concealed stack is selected, the opposing player must state how many eligible targets it contains, and then a further random selection is made if there are multiple eligible targets. This is a central part of the expected answer and is missing, so the response is only partially correct.
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
Answer: Heat of Battle is triggered immediately after a unit’s original Morale Check or Rally (but not a Self‑Rally) produces a DR of 2; the Heat‑of‑Battle DR is applied right then, before any subsequent fire‑effect resolutions.
References:
- (A15.1) “Heat of Battle DR follows any Original MC or Rally (not Self‑Rally) DR of 2.” – defines the trigger and timing.
- (A15.41) Clarifies that after the Heat‑of‑Battle DR is resolved, any resulting leader effects (e.g., Berserk) are then processed.
JUDGE REASONING
[Explanation] The model's response correctly identifies that Heat of Battle is triggered immediately after an original Morale Check or Rally (excluding Self-Rally) that results in a DR of 2. It also correctly notes the timing of the Heat of Battle DR application and references the relevant rules, matching the expected answer's key concepts fully.
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 Heat‑of‑Battle DR of 8 falls in the 5‑8 “Battle Hardening” range, so the squad becomes Battle‑Hardened; the Finnish unit’s –1 DRM and the Broken unit’s +1 DRM cancel, leaving a net DRM of 0.
References:
- (15.1) Heat of Battle – DR table shows ≤ 6 = Hero Creation, 5‑8 = Battle Hardening, and lists DRM modifiers (–1 for Finnish, +1 for Broken).
- (15.3) Battle Hardening – defines the effect for DR 5‑8 (the unit is Battle‑Hardened).
JUDGE REASONING
[Explanation] The model's response correctly explains the Heat of Battle DR calculation for a Finnish broken squad. It identifies the base DR of 8, applies the -1 DRM for Finnish and +1 DRM for Broken, resulting in a net DRM of 0, thus the modified DR remains 8. It correctly concludes that this falls within the 5-8 range for Battle Hardening. The explanation covers all key concepts from the expected answer and includes relevant rule references.
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: Yes – a 2‑DR 1MC triggers Heat of Battle, because Heat of Battle applies whenever the original DR of a Morale Check (or Rally) is 2.
References:
- (15.1) Heat of Battle DR follows any Original MC or Rally (not Self‑Rally) DR of 2.
- (A10.31) Definition of a 1MC (original DR = 2) which therefore meets the Heat‑of‑Battle trigger.
JUDGE REASONING
[Calculation] The model's response correctly states that a 2 on a 1MC triggers Heat of Battle, matching the expected answer. It includes the key concept that Heat of Battle follows any original morale check DR of 2, and provides relevant rule references, fully covering the expected answer's key points.
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 generated when a unit suffers a Final Heat‑of‑Battle DR of 6 or less (or 5‑8 for Battle‑Hardening) after a combat result; the unit is then randomly converted to a Hero according to the Hero‑Creation rule (15.21). A Japanese T‑Hero can also be created by an MMC that makes a T‑Hero creation attempt (1.421) when the MMC is within eight MF of a target and has LOS, after which the T‑Hero immediately makes a Banzai Charge or CC attack (1.423).
References:
- (15.21 CREATION) – “A hero is randomly created … by a subsequent Final Heat Of Battle” (Hero‑Creation rule).
- (1.421 T‑H HERO CREATION) – “An allowed MMC can theoretically create Heroes … when it is the AT‑Remaining TACKER …” (T‑Hero creation attempt).
- (1.423 T‑H HERO USE) – “When a T‑Hero is created … he must immediately make a Banzai Charge or CC attack.” (Immediate action after creation).
JUDGE REASONING
[Explanation] The model's response correctly explains that a Hero is created randomly as a result of a Final Heat of Battle DR, matching the expected answer's key concept of random creation from a qualifying Final Heat of Battle DR. It also correctly notes that Heroes come from other Personnel types and references the Heat of Battle procedure and restrictions. Additionally, the model includes extra correct context about Japanese T-Hero creation and related rules, which does not contradict the expected answer but rather expands on it. Therefore, the response covers all key concepts and is semantically aligned with the expected answer.
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 generated when a unit’s Final Heat‑of‑Battle DR (the DR that follows any Original MC or Rally DR = 2) is 6 or lower; a DR result of ≤ 6 triggers the hero‑creation check.
References:
- (15.1) “Heat of Battle DR follows any Original MC or Rally (not Self‑Rally) DR of 2.”
- (15.41) “DR ≤ 6 – Hero Creation (15.21).”
- (15.21) “CREATION: A hero is randomly created from other Personnel types (even if broken) during the course of play by a subsequent Final Heat of Battle.”
JUDGE REASONING
[Explanation] The model's response correctly identifies that a Hero is created from other Personnel types (even if broken) by a Final Heat of Battle DR of 6 or less. It references the correct rules sections and explains the triggering DR result accurately. While it does not explicitly mention the special case of DR 5 or 6 causing both Hero Creation and Battle Hardening, the core concept of Hero creation and the DR threshold is fully covered, matching the expected answer's key points.
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 adds a –1 DRM to the To‑Hit or IFT DR when firing an MG (i.e., the roll is reduced by 1).
References:
- (A15.23) Hero may fire any non‑MG SW (including an MG) as a leader, applying a –1 DRM to its To‑Hit or IFT DR.
- (A15.23) Hero may fire a Gun ≤ 82 mm as a captured crew, but the heroic DRM does **not** apply to guns; the –1 DRM is specific to SW/MG fire.
JUDGE REASONING
[Explanation] The model correctly states that a Hero adds a -1 DRM to the To-Hit or IFT DR when firing an MG, which aligns with the expected answer that the Heroic DRM offsets the +1 to To Hit or IFT DR from firing the machine gun, resulting in a net zero modifier. The model also provides relevant references and clarifies the scope of the Heroic DRM, which supports the correctness of the answer. Although the model does not explicitly state the +1 DRM from firing the MG, the core concept that the Heroic DRM results in a net zero modifier is clearly conveyed.
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 damage‑reduction modifier** that a unit marked as a hero may apply to its **To‑Hit, IFT or Close‑Combat DR** (it also counts toward clearance attempts). It stacks with any leadership DRM, but a hero cannot combine his heroic DRM with his leadership DRM on the same attack, and it **does not apply to FT/DC attacks**. The DRM is used whenever a heroic unit (or a formation that includes a hero) fires a weapon or makes a CC/IFT attack, and it is always considered stealthy for those purposes.
References:
- (15.24) **Heroic DRM** – “A hero/any FG … may deduct one from its IFT/CC resolution DR… cumulative with any applicable leadership DRM… NA for FT/DC attacks.”
- (15.23) **Heroic weapon use** – “A hero may use a non‑MG SW as if he were a leader but applies a –1 DRM to its To Hit or IFT DR… the heroic DRM is negated by the +1 for using a MG.”
JUDGE REASONING
[Explanation] The model correctly identifies the Heroic DRM as a -1 modifier that applies to To-Hit, IFT, and Close-Combat DRs, and that it does not apply to FT/DC attacks, which matches the expected answer's key points. It also mentions stacking with leadership DRM but clarifies that heroic and leadership DRM cannot be combined on the same attack, which adds detail but does not contradict the expected answer. However, the model's statement that the DRM is 'always considered stealthy' and the reference to clearance attempts and heroic weapon use introduces additional context not mentioned in the expected answer. The expected answer emphasizes the hero's participation in attacks or FG and the rule's range/weapon limits, which the model does not explicitly mention. Overall, the core concept of the Heroic DRM and its application is captured, but some key aspects about eligibility and range/weapon limits are missing, leading to a partial match.
How does Berserk status change morale and break/pin behavior?
EXPECTED
Berserk units use a base morale of 10, do not break normally, and on failed MC suffer Casualty Reduction instead. They ignore many normal morale-control effects (including cowering and most pinning) subject to listed exceptions.
MODEL RESPONSE
Answer: A berserk unit’s Morale Level is set to 10 and can never be lowered; it never breaks (a failed MC causes Casualty Reduction instead) and it loses all CX, TI, concealment and pinned status, remaining unpinned except when a PF/ATMM check, a wound, a Minimum‑Move check, or a collapsed‑hut effect forces a pin (A15.42 – Berserk Morale; A15.4 – Berserk creation & effects; A15.431 – Berserk MF and status; A15.46 – Berserk group behavior).
References:
- (A15.42) Berserk units assume a base Morale Level of 10 and never have it lowered; they suffer Casualty Reduction instead of breaking on a failed MC.
- (A15.4) Berserk status is triggered by Final Heat‑of‑Battle DR 9‑11; berserk units never take PAATC, LLMC/LLTC, or break, and they lose CX, TI, concealment, and pinned status.
- (A15.431) Berserk units have eight MF, cannot increase MF, and retain the above morale and pin restrictions.
- (A15.46) Defines the group a berserk unit attacks with, reinforcing that its status does not change its morale or pin rules.
JUDGE REASONING
[Explanation] The model's response fully covers the key concepts from the expected answer: it states that berserk units have a base morale of 10 that cannot be lowered, do not break normally, and suffer Casualty Reduction on a failed morale check. It also explains that berserk units ignore many normal morale-control effects such as cowering and most pinning, with exceptions listed (e.g., PF/ATMM checks, wounds, Minimum-Move checks, collapsed-hut effects). The model adds relevant details about losing CX, TI, concealment, and pinned status, which aligns with the expected answer's mention of ignoring normal morale-control effects. The references to specific ASL rules further support the accuracy. The response is comprehensive and semantically matches the expected answer, with no contradictions or missing central concepts.
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’s Morale Level is fixed at 10, and if it fails a Morale Check it does not become broken but instead suffers Casualty Reduction.
References:
- (15.42) MORALE – “Berserk units assume a base Morale Level of 10… If a ber‑k unit fails a MC it is not broken, but suffers Casualty Reduction.”
- (15.41) LEADER CONSEQUENCES – notes that berserk units never have their Morale Level lowered and never break, reinforcing the effect of a failed MC.
JUDGE REASONING
[Explanation] The model correctly states that berserk units have a fixed Morale Level of 10 and that failing a Morale Check results in Casualty Reduction rather than breaking, which matches key parts of the expected answer. However, it omits several important details: 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 relative to the expected answer, so it is rated partial rather than correct.
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 can only spend 3 MF (4 MF if being carried) in a movement phase, has an IPC of 0, cannot use Double‑Time, and if it has already expended more than 3 MF when it becomes wounded it is pinned and cannot move further.
References:
- (A17.2) Wounded man movement – reduces MF to three (four while carried), removes IPC and Double‑Time, and pins if >3 MF already spent.
- (A4.11) Movement Factor (MF) – gives the normal SMC allotment (six MF) and notes the reduction to four MF when mounting/dismounting, which is superseded by the wounded‑SMC rule.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key movement restrictions for a wounded SMC: reduced MF to 3 (4 if carried), IPC reduced to zero, no Double Time, and pinning if more than 3 MF already spent. However, it omits some important details from the expected answer, such as the ability of a Good Order wounded man not portaging SW to be carried by any Good Order MMC at a cost of 5 PP, and that the wounded leader's 2 MF bonus for accompaniment still applies. These omissions mean the response is not fully complete, but the main concepts are accurately covered.
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: No – a broken MMC may only rally if a Good Order leader is in the same Location, except when the MMC has Self‑Rally capability (and it must be the first MMC rally attempt of that Player Turn).
References:
- (A10.2) Rally – broken units may rally only when a Good Order leader is present in the Location (EXC: Armor).
- (A10.63) Self‑Rally – a broken MMC can Self‑Rally without a Good Order leader, but only once per Player Turn.
- (A10.71) Rally – a broken leader may Self‑Rally; MMCs follow the same Self‑Rally rule.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a broken MMC can attempt Self-Rally without a leader present, referencing the correct rules (A10.63) and the condition that it must be the first MMC rally attempt of the Player Turn. However, it incorrectly states 'No' at the start, which contradicts the correct answer 'Yes.' The explanation is otherwise accurate and includes relevant rule citations, but the initial negative answer conflicts with the expected answer, making the response partially 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 applied when a unit fails its morale check by more than its ELR and cannot be replaced; a Disrupted unit cannot Self‑Rally, cannot use Low Crawl (except at night), does not block enemy movement into or through its hex, and may only rout in a Blaze Location, Water Obstacle, or Open Ground within LOS/Normal Range of an enemy – otherwise it must surrender and remains Disrupted until rallied or captured.
References:
- (A19.12) Disruption – defines the status and states “Disrupted units cannot use Low Crawl [EXC: Night (E1.54)]” and “Disrupted units cannot Self‑Rally … does not prevent enemy movement into or through its hex … remain Disrupted until rallied or captured.”
- (A19.12) also specifies the limited routing options: “only to any RtPh in which it is in a Blaze Location, or Water Obstacle, or in Open Ground within the LOS and Normal Range of an enemy unit or ADJACENT to an enemy vehicle … otherwise must surrender.”
JUDGE REASONING
[Explanation] The model's response correctly identifies that Disruption occurs when a unit fails its morale check by more than its ELR and cannot be replaced, and that a Disrupted unit cannot Self-Rally. It also correctly notes additional penalties such as inability to use Low Crawl (except at night), not blocking enemy movement, and limited routing options leading to surrender if conditions are not met. However, it omits key elements from the expected answer: the specific condition that Disruption applies only to unbroken squads, HS, or 6+1 leaders; the detail that non-6+1 leaders become Disrupted only by Heat of Battle; and the list of units that are never Disrupted (Partisans, Commissars, Gurkhas, U.S. Marines, Japanese (and SS vs Russians), Fanatic units, and PRC). These omissions mean the model's answer is mostly correct but incomplete, thus 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: A captured prisoner is worth 0 Victory Points at the end of a scenario.
References:
- (A20.4) – Prisoners are not counted as units and therefore provide no VP value.
- (A20.5) – Captured regular units (e.g., SMC) are worth their normal VP, but prisoners are excluded.
JUDGE REASONING
[Explanation] The expected answer states that captured or surrendered units under guard at scenario end are worth double their normal Victory Condition value. The model's response claims captured prisoners are worth 0 Victory Points, citing A20.4 and A20.5, which refer to prisoners not being counted as units and thus providing no VP value. However, the question asks about the VP value of a captured prisoner, and the expected answer clarifies that captured units (including prisoners) are worth double their normal VP value. The model's answer contradicts the expected rule and omits the doubling aspect, making it incorrect.
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 must surrender (or be eliminated for Failure to Rout) because a broken unit ADJACENT to a Known, Good‑Order, armed enemy may only escape by routing away; if the only way to do so is to stay in the enemy’s LOS and suffer Interdiction or to use Low Crawl, the unit cannot legally rout and therefore surrenders (or is killed if it attempts an illegal rout).
References:
- (A20.21) Broken units ADJACENT to a Known enemy must surrender unless they can route away.
- (A10.5) Routing requires moving toward the nearest woods/building hex; a unit cannot end its RtPh ADJACENT to a Known enemy.
- (A10.53) Interdiction applies to routing units in Open Ground; a unit that must be interdicted cannot complete a legal rout.
- (A20.3) Under No Quarter, a broken unit still must surrender rather than be eliminated for Failure to Rout.
JUDGE REASONING
[Explanation] The model's response correctly explains that a broken Infantry unit adjacent to a Known, Good Order, armed enemy must surrender if it cannot rout away legally, including the conditions of Interdiction or Low Crawl preventing a legal rout. It also references the relevant rules and clarifies the surrender outcome assuming No Quarter is not invoked, matching the expected answer fully and providing additional correct 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
Answer: The two 4‑4‑7 squads together have 8 FP vs. the defender’s 4 FP, giving 2 : 1 odds (rounded down). 2 : 1 odds have a Kill Number of 4, so a Final DR of 5 is above the Kill Number; the attack causes no elimination or capture and the defending 4‑6‑7 remains unchanged.
References:
- (A11.4) Close‑Combat FP – each 4‑4‑7 contributes 4 FP (total 8 FP) and the defender contributes 4 FP.
- (A11.41) CC odds – 8 : 4 rounds down to 2 : 1 odds.
- (A11.11) Resolution – compare Final DR to the Kill Number for the odds column.
- (A20.55) Capture‑attempt rule – a capture succeeds only if Final DR < Kill Number (or = Kill Number for a single capture).
JUDGE REASONING
[Explanation] The model's response incorrectly concludes that the attack causes no elimination or capture, stating that a final DR of 5 is above the Kill Number of 4 and thus no effect occurs. However, the expected answer correctly explains that the 2-1 odds normally result in a reduction on a DR of 7 and elimination on a DR of 6, and that the +1 DRM for a capture attempt adjusts the DR from 5 to 6, resulting in capture. The model fails to apply the +1 DRM for the capture attempt and misinterprets the DR comparison to the Kill Number, leading to an incorrect resolution. Therefore, the model's answer misses the central concept of the capture DRM and the correct interpretation of the DR result.
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 full squad (US# = 5) may guard prisoners whose combined US# does not exceed five times its own, so it can guard up to five full‑squad prisoners (5 × 5 = 25 US#).
References:
- (A20.51) Stacking – a Guard can guard prisoners with a total US# up to five times its own US#.
- (A20.52) Guard FP – guards the limit on the number of prisoners a Guard may have.
JUDGE REASONING
[Calculation] The model's response correctly states that a full squad with US# 5 can guard prisoners up to five times its own US#, which is 25 US#. It correctly concludes that this allows guarding five full-squad prisoners (each US# 5). The reasoning matches the expected answer and includes relevant rule references, fully addressing the question.
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
Captured enemy SW suffer a loss of familiarity and capability: their B#/X# is reduced by 2, any “Multiple” capability is reduced by 1, they must fire using the red To‑Numbers and incur a +2 DRM on every To‑Hit roll, and they are exempt from Ammunition‑Shortage penalties (A.11). They may only be used by a non‑qualified MMC or a qualified MMC with the 21.11‑12 penalties applied (21.11).
References:
- (A.11) – B#/X# reduction and ammo‑shortage exemption for captured weapons.
- (A.11) – Multiple‑capability reduction, use of red To‑Numbers, and +2 DRM (Case H).
- (21.11‑12) – Penalties for non‑qualified crew operating captured ordnance.
JUDGE REASONING
[Explanation] The model correctly identifies the key penalties to captured enemy SW: B#/X# reduced by 2, Multiple ROF reduced by 1, use of red To Hit numbers, and +2 DRM to To Hit attempts, which aligns with the expected answer. However, it incorrectly states that captured SW are exempt from Ammunition-Shortage penalties, which is not mentioned in the expected answer and is not a standard rule for captured SW. Additionally, the model's mention of usage only by non-qualified or qualified MMCs with penalties is somewhat aligned but less precise than the expected answer's statement that possession occurs only by Recovery (A4.44). The model also references A.11 and 21.11-12 but does not mention A4.44, which is a key restriction. Therefore, while the core penalties are correctly described, some key restrictions and references are missing or inaccurately stated, leading to a partial judgment.
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 may be captured only during the Close‑Combat Phase (CCPh) by a successful CC attack, and only when the vehicle is abandoned (has no crew); if an abandoned vehicle is left with no enemy present, any infantry unit in the same location can capture it automatically at the end of the turn.
References:
- (A11.52) “Capture in CCPh” – a vehicle can be captured only in the Close‑Combat Phase.
- (D5.42) “Abandoned” – a vehicle may be captured only if it is abandoned (no crew).
- (A11.61) “Capture attempt” – an abandoned AFV can be captured by a CC‑attack capture attempt in a CC location.
JUDGE REASONING
[Explanation] The model's response correctly states that a vehicle can be captured only during the Close-Combat Phase (CCPh) and that an AFV can be captured only if it is abandoned (no crew). It also adds relevant details about the capture process and references the correct rules, which aligns fully with the expected answer. The core concepts are all present and accurately explained.
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) can fire at an adjacent hex (normal range = 1 hex) with a firepower of 12 FP; it may also fire two hexes away as long‑range fire at half that power (6 FP).
References:
- (A22.32) FT attack options – “A FT … can attack an adjacent hex at full FP or a location two hexes away with Long Range Fire … uses 12 FP at normal range and 6 FP at long range.”
- (A22.2) FT reduction of building TEM (relevant to FT attacks) – confirms the FT’s normal‑range definition.
JUDGE REASONING
[Explanation] The expected answer states the normal range is one hex and the firepower factor is 24. The model's response correctly identifies the normal range as one hex but gives the firepower as 12 FP at normal range and 6 FP at long range, which contradicts the expected firepower of 24 FP. Since the firepower value is a key fact and the model's answer does not match the expected value, the response is incorrect despite correctly explaining the range and referencing rules.
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 taken out of play immediately after it resolves an attack whose original resolution DR is 10 or higher—at that point the FT is deemed out of fuel and is removed.
References:
- (22.5) MALFUNCTION – “If the Original resolution DR for any FT attack Infantry is ≥ 10, that FT has run out of fuel and is removed from play after resolving that attack.” (A22.5)
- (22.4) VULNERABILITY – notes the FT’s effect on infantry but does not alter the removal rule. (A22.4)
JUDGE REASONING
[Explanation] The model's response correctly states that a flamethrower is removed from play immediately after resolving an attack with an original resolution die roll of 10 or higher, matching the expected answer. It also provides relevant rule references, reinforcing the accuracy. The core concept is 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 in a PBF/TPBF attack adds a flat +4 FP to the attack.
References:
- (A22.6) Molotov Cocktails – a MOL is an inherent SW that can be used in a PBF/TPBF attack and “adds four FP to that attack” (A22.6).
- (A22.611) MOL Check – the MOL’s +4 FP bonus is always added after any FP modification (A22.611).
JUDGE REASONING
[Calculation] The model's response correctly states that using a Molotov Cocktail in a PBF/TPBF attack adds a flat +4 FP to the attack, which matches the expected answer exactly. The inclusion of references and additional detail about the timing of the FP bonus does not contradict the expected answer and supports correctness.
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 explodes with a firepower of 36 FP.
References:
- (A23.7) DC is a special weapon that explodes in the target location, carrying its own firepower.
- (A23.4) Illustrates a DC (or DC hero) being used with a 36‑FP firepower value.
JUDGE REASONING
[Calculation] The expected answer states that a Demolition Charge (DC) explodes with 30 FP factors on the IFT, as per rule 23.7. The model's response incorrectly states 36 FP, which does not match the expected value. Although the model references rules A23.7 and A23.4, the firepower value given is incorrect, making the answer incorrect under strict criteria for calculation/fact questions.
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 that has fired in the Prep‑Fire Phase (PFPh) may not place a Demolition Charge; the placement action is prohibited if the unit fired during the PFPh.
References:
- (A23.3) Placement of a DC – “A unit may Place (or Throw; 23.6) a DC … but cannot Place if it fired during the PFPh” (see also 123.3 in the rule excerpts).
- (B26.45) Wire rule (referenced for extra MF cost when placing a DC) – confirms the placement occurs in the Movement Phase, not after PFPh firing.
JUDGE REASONING
[Explanation] The model's response correctly states that a unit cannot place a Demolition Charge if it fired during the Prep-Fire Phase (PFPh). It explicitly mentions the prohibition and references the relevant rules (A23.3 and 123.3), aligning fully with the expected answer. The additional context about the Wire rule and timing does not contradict the answer and adds useful detail, which is allowed. Therefore, the response covers all key concepts and is correct.
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 in the Attack Fire Phase (AFPh) of the same turn it was placed, provided its Position DR is < 12 (or < 10 for a captured DC); if the Position DR meets or exceeds those values the DC malfunctions and is removed without detonating.
References:
- (C7.346) Position DR for a Placed DC (resolution timing in AFPh) – “operably Placed during the MPh detonates during the AFPh on any DR < 12 (or 10 for a captured DC)”
- (A23.5) DC attack timing and placement rules – specifies placement in MPh and detonation in AFPh.
JUDGE REASONING
[Explanation] The model's response correctly states that an operably Placed DC detonates during the Attack Fire Phase (AFPh) of the same turn it was placed, with the detonation occurring on a Position DR less than 12 (or less than 10 for a captured DC). It also correctly notes that if the DR meets or exceeds those values, the DC malfunctions and is removed without detonating. The response includes relevant references and matches the expected answer's key concepts and timing, fulfilling the criteria for a correct evaluation.
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
Answer: Yes—smoke may still be placed during a mild breeze, but the breeze blocks placement in the three hexes that are up‑wind of the placing unit; all other placements (own location, adjacent hexes not up‑wind, etc.) remain allowed.
References:
- (A24.1) Smoke placement rules – “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 up‑wind direction.”
- (A24.4) Height & duration – describes how smoke rises and its hindrance effects, confirming that placement is still possible when wind is only a mild breeze.
JUDGE REASONING
[Explanation] The model's response correctly states that smoke can still be placed during a mild breeze but not in the three hexes adjacent to the placing unit in the upwind direction, matching the expected answer. It also adds relevant context about allowed placements and references the correct rules, which aligns with the criteria for a correct explanation.
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 defender suffers only the +1 DRM from the Smoke hindrance; Wall Advantage does not add any DRM and, because the defender is claiming WA, they cannot use any in‑hex TEM that would otherwise reduce damage.
References:
- (A8.15) SMOKE – adds +1 Hindrance DRM to IFT attacks (also listed in (A24.2) SMOKE DRM).
- (B9.31) Wall Advantage – a unit that claims WA cannot use its in‑hex TEM, so no additional DRM is applied.
- (B9.32) WA claim rules – WA is claimed over a wall/hedge hexside, preventing the attacker from using wall TEM against the defender.
JUDGE REASONING
[Explanation] The expected answer clearly states the final DRM should be +3, composed of +2 for SMOKE, +2 for Wall Advantage, and -1 for First Fire Non-Assault Movement. The model's response incorrectly states that Wall Advantage does not add any DRM and only mentions +1 DRM from Smoke, which contradicts the expected +2 DRM from Smoke and +2 from Wall Advantage. Additionally, the model's explanation about WA preventing use of in-hex TEM is correct but does not address the DRM calculation properly. Therefore, the model's response misses the central concept of the correct DRM total and its components.
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 counters are removed at the start of the owning player’s next PFPh, and any remaining dispersed smoke is also cleared when a gust occurs (B25.651).
References:
- (A24.4) “White Dispersed SMOKE is removed at the start of the owning player’s next PFPh…”
- (B25.651) “During Gusts … remove Dispersed SMOKE, then flip the remaining SMOKE counters to the Dispersed side.”
JUDGE REASONING
[Explanation] The model's response correctly states that White Dispersed SMOKE is removed at the start of the owning player's next PFPh, which matches the expected answer. Additionally, it provides extra correct context about removal during gusts, which does not contradict the expected answer and is therefore acceptable.
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 (5/8‑inch) counter is reduced at the start of the next AFPh (after the PFPh/DFPh) when it is flipped to its dispersed side, becoming a Dispersed Gray Smoke counter that provides only a +1 DRM hindrance.
References:
- (A24.31) White Smoke counter – placed with +3 DRM and later flipped to its dispersed side.
- (A24.61) Dispersed Gray Smoke – the flipped side of the White Smoke counter, giving +1 DRM.
JUDGE REASONING
[Explanation] The model's response incorrectly states that the +3 White Smoke counter is reduced at the start of the next AFPh, whereas the expected answer correctly states it occurs at the start of the owning player's next PFPh. Additionally, the model says the counter flips to Dispersed Gray Smoke with a +1 DRM hindrance, but the expected answer specifies it flips to +2 Dispersed White Smoke. This is a significant factual error regarding both timing and the resulting counter, which are central to the question.
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: A +2 White Dispersed SMOKE (the 5/8‑inch Smoke counter) is taken off the board at the start of the owning player’s next PFPhase; it is also removed immediately if the original Smoke source is cleared, if the wind changes direction or force, or during a gust (B25.651).
References:
- (A24.4) “White Dispersed SMOKE is removed at the start of the owning player’s next PFPh; the counters are then flipped to the dispersed side.”
- (A24.61) “Drifting SMOKE is removed immediately when the original SMOKE source is removed or when the wind changes direction or force.”
- (B25.651) “During Gusts, remove Dispersed SMOKE and then flip the remaining SMOKE counters to their Dispersed side.”
JUDGE REASONING
[Explanation] The model's response correctly states that White Dispersed SMOKE is removed at the start of the owning player's next PFPh, matching the expected answer. Additionally, it provides extra valid context about other conditions for removal (clearing the original smoke source, wind changes, gusts) with proper references, which does not contradict the expected answer but rather enriches it. Therefore, the response fully covers the key concept and is correct.
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 enemy MMC that is still present on the ground, even when disrupted, counts as an armed enemy ground unit and therefore blocks the opponent from gaining Hex or Building Control.
References:
- (A26.1) Control – a side may gain Control of a Location/hex/building only when no armed enemy ground unit is present in that Location/hex/building.
- (A12.153) Mopping Up – defines “armed enemy ground unit” (including SMC and non‑bypassing armed vehicles/PRC) as any enemy MMC that is on the ground, regardless of its DM status.
- (A26.13) Hex Control – only an armed Good Order Infantry MMC can gain Hex Control if the hex is free of any armed enemy ground unit.
- (A26.14) Building Control – the same requirement applies to Building Control.
- (A26.11) Bypass – control cannot be gained via bypass, but the presence of an enemy MMC (even disrupted) still prevents control.
JUDGE REASONING
[Explanation] The model's response correctly states that an enemy MMC under Disrupted Morale (DM) still counts as an armed enemy ground unit and thus prevents the opposing player from gaining control of a hex or building. It references the relevant rules (A26.1, A12.153, A26.13, A26.14, A26.11) that support this interpretation, covering all key concepts from the expected answer and adding useful context 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; only an armed Good‑Order Infantry MMC can do so, while a vehicle may only gain Control of the Location/hex it occupies.
References:
- (A26.12) Vehicle (or its PRC) can never gain Control of a building, but may gain Control of its Location/hex.
- (A26.14) Only an armed Good‑Order Infantry MMC can gain Control of a building.
JUDGE REASONING
[Explanation] The model's response correctly states that a vehicle or its PRC can never gain Control of a building and that only an armed Good-Order Infantry MMC can do so. It also correctly notes that a vehicle may gain Control of the Location/hex if it occupies it. The response includes relevant rule references and fully matches the expected answer's 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 or equipment are worth **double their normal Victory‑Point value** at the end of the scenario.
References:
- (A26.222) Exit Victory Points – captured units/equipment receive **double** their normal VP at scenario end.
- (A26.21) Victory‑Point Value – defines the **normal** VP value for a unit or piece of equipment.
JUDGE REASONING
[Explanation] The model's response correctly states that captured units/equipment are worth double their normal Victory Point value at scenario end, which matches the main part of the expected answer. However, it omits the important exception that captured Chinese guns/vehicles are worth quadruple their normal VP. Because this key concept is missing, the response is partial rather than fully correct.
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 the basic, flat‑level terrain type (the default “ground‑zero” terrain) and it confers no TEM – units on Open Ground have a +0 TEM (no bonus or penalty).
References:
- (A1.1) Open Ground – definition of the terrain type (flat, level ground).
- (A4.3) MF/MP – a unit in Open Ground pays only the normal COT, with no extra TEM.
- (A4.5) TEM – only deirs grant a +1 TEM; Open Ground itself provides none.
- (B9.2) Hedge TEM – not applicable in Open Ground, confirming that Open Ground gives no TEM.
JUDGE REASONING
[Explanation] The model's response correctly identifies Open Ground as the basic, flat-level terrain type with no TEM (0 TEM), matching the expected answer's core concept. It also clarifies that units on Open Ground have a +0 TEM, which aligns with the expected 'no TEM' statement. While the model does not explicitly mention the -1 FFMO DRM when fired upon while moving, this detail is somewhat peripheral to the core definition and TEM aspect asked in the question. The references to relevant ASL rules support the accuracy of the explanation. Therefore, the response is considered correct with high confidence.
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 +1 TEM, which applies only to infantry not man‑handling a gun/boat and does not stack with other TEMs.
References:
- (B2.3) “The conditional TEM of a shellhole is +1… applies only to Infantry who are not Manhandling a Gun/Boat and is not cumulative with any other possible TEM.”
- (B2.2) “A shellhole presents no obstacle or Hindrance to LOS through its hex.”
JUDGE REASONING
[Explanation] The model's response correctly states the +1 TEM provided by a shellhole to infantry, specifies the condition that it applies only to infantry not manhandling a gun/boat, and notes that it does not stack with other TEMs. These details align with the expected answer and add accurate context without contradiction, fulfilling the criteria for a correct answer.
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
No. When infantry spends the full 2 MF to enter a shellhole it is considered “in the shellhole” and is protected from the –1 FFMO DRM and from Interdiction in that hex.
References:
- (2.4) Infantry may enter a shellhole hex at a cost of one or two MF; expending two MF (or starting the phase there) means it is “in a shellhole” and not subject to FFMO penalties.
- (2.2) A shellhole presents no obstacle or Hindrance to LOS through its hex.
JUDGE REASONING
[Explanation] The model's response correctly states that infantry spending the full 2 MF to enter a shellhole is considered 'in the shellhole' and thus not subject to FFMO or Interdiction. It aligns with the expected answer's core concept that entering a shellhole hex at the full MF cost protects the unit from FFMO. The model also provides relevant references, reinforcing the correctness without contradicting the expected answer.
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 applies the “road‑vs‑other‑terrain” TEM only when the unit entered the hex using the road‑movement rate and the line of fire does **not** cross a green woods symbol; in that case the road’s TEM (or lack of it) replaces the underlying terrain’s TEM. If the LOS does cross a green woods symbol (or the unit entered by a non‑road rate) the normal terrain TEM is used.
References:
- (A4.132) – Road‑vs‑other‑terrain TEM rule (road movement rate required, LOS must not cross a green woods symbol).
- (B13.31) – “A moving unit in a combination woods‑road hex is not eligible for +1 woods TEM during Defensive First Fire … otherwise the normal woods TEM applies.” (B13.31).
JUDGE REASONING
[Explanation] The model's response correctly identifies that the road-vs-other-terrain TEM applies only when the unit entered the hex using the road movement rate and the LOS does not cross qualifying non-Open-Ground terrain (specifically green woods). It also correctly states that if the LOS crosses such terrain or the unit did not enter by road rate, the normal terrain TEM applies. This matches the expected answer's key concepts about road/non-Open-Ground combination hexes, road movement rate, and LOS conditions. The inclusion of references and specific examples (green woods) aligns well with the expected explanation, making the response fully correct.
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 earn an extra MF when they spend their entire MPh moving only across road hexsides; the road‑movement rule gives a +1 MF bonus provided the unit does not encounter mines, burning wrecks, wire, mud, rubble, roadblocks, debris, Panji‑covered hexsides, smoke, deep snow, and is not searching or pushing guns.
References:
- (3.4) “Infantry may cross any road hexside at a cost of one MF … Infantry … which cross only road hexsides throughout their MPh are entitled to one extra MF …”
- (B3.4) Road bonus (granting the +1 MF).
JUDGE REASONING
[Explanation] The model's response correctly states that infantry earn an extra MF by moving only across road hexsides during their MPh, matching the core concept of the expected answer. It also lists the same prohibitive conditions (mines, burning wrecks, wire, mud, roadblocks, debris, Panji-covered hexsides, smoke, deep snow) and adds 'rubble' and 'searching' which are consistent with the rules and do not contradict the expected answer. The model also correctly notes that the infantry must not be pushing guns. The inclusion of references to the rules supports the accuracy. Overall, the response covers all key concepts and matches the expected answer semantically.
Can hidden mines and entrenchments be placed in paved road hexes?
EXPECTED
Hidden mines and entrenchments generally may not be placed in paved road hexes due to urban-surface assumptions, with the listed exception for mines in debris.
MODEL RESPONSE
Answer: No—hidden mines and entrenchments are prohibited from being placed in paved‑road hexes.
References:
- (A3.5) “Hidden mines [EXC: in debris] and entrenchments may not be placed in a paved road hex due to the urban nature of the terrain.”
- (3.5) Same rule reiterated in the road‑terrain section.
JUDGE REASONING
[Explanation] The model's response correctly states that hidden mines and entrenchments cannot be placed in paved road hexes, explicitly noting the exception for mines in debris. It cites the relevant rules (A3.5 and 3.5) supporting the prohibition due to urban terrain, matching the expected answer's key concepts fully.
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 that spend the extra MF to gain the protection of shellholes or woods cannot also claim the extra‑MF road bonus for that movement.
References:
- (3.4) Road bonus – provides the one‑MF road bonus for normal road movement.
- (3.43) ROAD‑NEGATING TERRAIN – explicitly states infantry may not claim the extra‑MF road bonus when they expend extra MF for shellhole/woods protection.
- (B2.4) Shellhole/woods protection – describes the option to spend extra MF (2 MF) to use shellholes or woods as cover.
JUDGE REASONING
[Explanation] The model's response correctly states that infantry expending extra MF for shellhole/woods protection cannot claim the extra-MF road bonus, matching the expected answer 'No.' It also provides relevant rule references supporting the answer, covering the key concepts of the rule and the interaction between extra MF expenditure and road bonuses. Therefore, it fully aligns with the expected answer.
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** (a unit in it is one level lower than the surrounding ground) and, for line‑of‑sight, a unit inside can see only other Depression hexes if the LOS can be traced through clear Sunken‑Road hexes without crossing the dark brown contour lines that define its edges; otherwise it cannot see any other Depression hexes. When a LOS does exist, the Sunken‑Road hex is treated as **Open Ground** for TEM and interdiction purposes.
References:
- (4.1) Sunken Roads are narrow slits carved out of natural depressions.
- (4.2) A Sunken Road is a –1 level Depression hex; a unit in it is one level lower than it would be if the Sunken Road were not present.
- (4.3) 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 correctly identifies a Sunken Road hex as a -1 level Depression hex, meaning units inside are one level lower than normal. It accurately explains the LOS restriction that units inside cannot see other Depression hexes unless LOS is traced through connected Sunken Road hexes clear of the dark contour lines. Additionally, it includes the detail that when LOS exists, the Sunken Road is treated as Open Ground for TEM and interdiction, which is consistent with the rules and adds relevant context. The response covers all key concepts from the expected answer and more, without contradiction.
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: When a line of sight can be drawn into a Sunken Road hex, that hex is treated as Open Ground for both TEM and Interdiction, so it provides only the normal Open‑Ground values (no extra TEM bonus or Interdiction hindrance).
References:
- (4.3) “Provided a LOS into it exists, a Sunken Road is considered Open Ground for TEM and Interdiction purposes.”
- (4.2) Defines a Sunken Road as a –1‑level Depression hex, establishing its terrain type before LOS is considered.
JUDGE REASONING
[Explanation] The model's response correctly states that if LOS into a Sunken Road hex exists, it is treated as Open Ground for both TEM and Interdiction, matching the expected answer. It also provides relevant references and clarifies that the Sunken Road normally is a -1 level Depression hex, which aligns with the expected concept. The core meaning is fully captured without contradiction.
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: Infantry or Cavalry must spend 2 MF to **enter** a Sunken Road hex from a non‑road side, and **leaving** the hex costs only the normal movement penalties (e.g., the usual 1 MF for open ground or double if 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.”
- (4.4) “Movement costs across a Sunken Road hexside are identical to those for other roads. Only the entrance costs of a Sunken Road hex through a non‑road hexside differ.”
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, matching the expected answer. It also correctly notes that leaving the hex has no special surcharge beyond normal movement costs, including elevation penalties, which aligns with the expected answer. The model includes relevant rule references and does not contradict any key concepts, fully covering the expected answer.
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
Answer: An Elevated Road is a one‑level LOS obstacle – its brown contour (crest) lines act like hill crests, so any LOS that would cross those lines (or the road’s own contour) is blocked; a unit on the Elevated Road cannot see a lower‑level unit through those lines, and a lower‑level unit can see through the road only if its LOS stays clear of the contour lines (vehicles also cannot claim HD status on an Elevated Road).
References:
- (5.2) “Elevated Road is a one‑level obstacle … to LOS. Any unit on an Elevated Road … is at level 1 and subject to the same LOS restrictions as a unit on a level 1 hill.”
- (5.21) “The contour lines … are the equivalent of hill Crest Lines … a unit at a lower level may maintain LOS through an Elevated Road hex … only if its LOS does not cross any part of the brown contour lines of that Elevated Road hex or of the road itself.”
- (5.22) “Due to the Crest effects of an Elevated Road hex, a unit on an Elevated Road cannot see a unit at a lower level if it must trace its LOS through the brown contour lines of another Elevated Road hex.”
- (5.3) “An Elevated Road is considered Open Ground for TEM and Interdiction purposes … the +1 TEM for Height Advantage can apply to Direct Fire from a lower elevation.”
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts of the expected answer: that an Elevated Road is a one-level LOS obstacle, that its brown contour lines act like hill crests blocking LOS, and that units on it are effectively one level higher (level 1). It also correctly explains the LOS restrictions for units on and below the Elevated Road, referencing crest-like effects and contour boundaries. The additional details about TEM and HD status do not contradict the expected answer and provide useful context. Therefore, the response fully covers the expected concepts.
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 are not allowed to claim Hull‑Down (HD) status while on an Elevated Road hex.
References:
- (B5.21) Elevated Road NA – “vehicles cannot claim HD status on an Elevated Road hex.”
- (5.21) Contour lines of an Elevated Road are equivalent to hill Crest Lines, and “vehicles cannot claim HD status on an Elevated Road hex.”
JUDGE REASONING
[Explanation] The model's response clearly states that vehicles cannot claim Hull Down status on an Elevated Road hex, matching the expected answer. It also provides specific rule references (B5.21 and 5.21) supporting the statement, reinforcing the correctness. The core concept that Elevated Road contour lines act like crest lines but do not allow HD status is accurately conveyed.
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
Bridges block line‑of‑sight between any unit that is on the bridge and any unit that is beneath it; LOS is only allowed if it is traced solely through the bridge’s road depiction (i.e., along the road side) – otherwise the bridge is a LOS‑hindering obstacle. Non‑pontoon bridges also hinder LOS drawn through them between units at the same level or one level lower, unless the LOS uses only the road depiction.
References:
- (6.2) “All bridges block LOS between units on the bridge and units beneath the bridge…unless the LOS is traced only through the road depiction of the Bridge.”
- (1.15) “A bridge is considered Open Ground (actually a road) if the LOS of the firing/interdicting unit enters the bridge hex only through the road depiction of that bridge.”
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts from the expected answer: that bridges block LOS between units on and beneath the bridge unless LOS is traced solely through the road depiction, and that non-pontoon bridges hinder LOS traced through them except along the road depiction. It also correctly notes the special handling of pontoon bridges by referencing the rules. The inclusion of rule citations strengthens the correctness. The response covers all key points without contradiction.
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: When the line of fire enters a bridge hex only through the road depiction, the bridge is treated as Open Ground – Direct Fire (and Direct‑Fire Interdiction) is resolved as if the target were on Open Ground, with no bridge‑hindrance or bridge‑TEM applied.
References:
- (B.6) Bridge counters are Inherent Terrain, but LOS through only the road side does not incur Bridge Hindrance/TEM.
- (6.3) Direct Fire against a target traced only through the road depiction of a bridge hex is required to take place in Open Ground.
- (1.15) Open Ground definition – bridges entered via road depiction are considered Open Ground (a road).
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 occurring in Open Ground, matching the expected answer. It also adds relevant references and clarifies that no bridge hindrance or TEM applies, which aligns with the expected concept. The core meaning is fully covered without contradiction, so the response is correct.
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 gives a +1 TEM to any target on it for both Direct Fire and Indirect Fire.
References:
- (6.31) Direct Fire against a target on a non‑pontoon bridge has a +1 TEM regardless of bridge construction.
- (6.32) Indirect Fire against a non‑pontoon bridge or targets on/beneath it also has a +1 TEM.
JUDGE REASONING
[Explanation] The model correctly states that a non-pontoon bridge provides a +1 TEM for both Direct Fire and Indirect Fire, matching the expected answer's key point about the +1 TEM. However, it omits the important detail that Direct Fire traced only through the road depiction of the bridge hex is considered Open Ground (no TEM), and that the +1 TEM applies when the fire enters the bridge other than across the road depiction. This omission means the model's response is incomplete, missing a key concept from the expected answer.
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 is made whenever the total weight of vehicles, wrecks or other load on the bridge exceeds its current weight limit (B6.42). The check is a DR roll modified +1 for each 5‑ton (or fraction) over the limit; if the final DR is 12 or higher the bridge collapses, all counters on and beneath it are eliminated and a rubble counter is placed at the level below (B6.42 & 6.331). If the DR is below 12 the bridge stays intact and its weight limit is raised to the new total weight.
References:
- (B6.42) “Wooden bridges may collapse under loads > their current weight limit… DR ≥ 12 → bridge collapses, rubble placed as per 6.331.”
- (6.331) “Rubble counter is placed at the level below a destroyed bridge.”
JUDGE REASONING
[Explanation] The model's response correctly identifies that collapse checks occur when the total load exceeds the current weight limit, matching the expected answer's 'first time total vehicle/wreck tonnage exceeds current weight limit' and subsequent checks when a new limit is exceeded. It also correctly explains the DR roll and the threshold of 12 or more causing collapse, with counters eliminated and rubble placed, aligning with the expected answer's description of bridge collapse consequences. The model adds relevant rule references and clarifies the DR roll modifiers, which is acceptable extra context. Overall, the core concepts and outcomes match the expected answer fully.
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 will collapse when the total weight of vehicles or wrecks on it exceeds its weight‑limit—initially ten tons, then any time it exceeds the current limit; a Bridge‑Collapse DR is made and is increased +1 for each 5‑ton (or fraction) over the limit, and the bridge collapses if the final DR is ≥ 12. For intentional destruction by fire, a wooden bridge receives a +2 TEM (B6.33) that is applied to the attack against the bridge.
References:
- (B6.42) “Wooden bridges may collapse under loads > their current‑weight limit…DR modified by +1 for every five‑ton increment…final DR ≥ 12 → bridge collapses.”
- (B6.33) “Add a +2 TEM for a wooden bridge when resolving attacks against the bridge.”
JUDGE REASONING
[Explanation] The model correctly explains the conditions under which a wooden bridge collapses, including the weight limit, the Bridge Collapse DR with +1 DRM per 5-ton increment, and the collapse threshold of DR ≥ 12. However, it incorrectly states that intentional destruction is by fire with a +2 TEM, whereas the expected answer specifies that only HE can destroy a bridge, with different TEM values (+3 for stone, +2 for wooden, +1 for pontoon, +2 if underwater), and that only a Final KIA result destroys the bridge. The model omits the HE requirement, the full range of TEM values, and the KIA result condition, thus missing key concepts related to intentional destruction.
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: A hedge hexside provides a +1 TEM (target‑enhancement modifier).
References:
- (9.3) “The TEM of a hedge is +1” – defines the hedge’s TEM value.
- (9.31) “The wall/hedge TEM is not cumulative with positive TEM of other terrain” – notes the hedge’s TEM applies alone.
JUDGE REASONING
[Explanation] The model's response correctly states that a hedge hexside provides a +1 TEM, matching the expected answer. It also includes relevant rule references and clarifies that the hedge TEM is not cumulative with other positive TEMs, which is additional correct context that does not contradict the expected answer. Therefore, it fully covers the key concept.
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 (0), because a unit that has claimed Wall Advantage does not get its normal in‑hex TEM and the wall/hedge TEM only applies when the line of fire crosses the wall hexside, which it does not in this case.
References:
- (B9.31) Target unit claiming WA does not receive in‑hex TEM but may receive wall/hedge TEM if applicable.
- (B9.3) Wall/hedge TEM is applied only when fire is traced through that wall/hedge hexside (i.e., LOS crosses the hexside).
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 the LOS crosses the wall hexside. It also correctly explains that a unit claiming Wall Advantage is considered in Open Ground for attacks from directions not crossing the wall hexside, aligning fully with the expected answer. The inclusion of references and explanation about in-hex TEM and wall/hedge TEM further supports the correctness without contradicting the expected answer.
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: Only a fully‑tracked AFV may attempt to cross a bocage hexside, paying two MF + COT, and it cannot use reverse‑movement or carry‑riders; the crossing is subject to underbelly hits, loss of Schuerzen, and a Bog check (elevation advantage does not affect the bocage TEM but can reduce the blind‑hex penalty) (9.54; 9.531; A6.42). A hedgerow can be breached only by a Dozer, bulldozer or an AFV equipped with a Culin hedgerow device (or similar) by expending its entire MP (Z6‑Z8) and passing the Bog DR; after a successful breach the hexside is treated as if the bocage did not exist for movement (9.541).
References:
- (9.54) Movement across a bocage hexside – cost and unit restrictions.
- (9.531) Elevation advantage effect on bocage TEM and blind‑hex reduction (A6.42).
- (A6.42) Blind‑hex reduction rules for bocage.
- (9.5) Definition of bocage and its relation to wall rules.
- (9.541) Breach rules for hedgerow/bocage using Dozer or equipped AFV.
JUDGE REASONING
[Explanation] The model's response correctly states that only fully-tracked AFVs may cross bocage hexsides, excluding wheeled and half-tracked vehicles implicitly by omission. It accurately notes the prohibition on reverse movement and carrying riders, and the requirement for a bog check, underbelly hits, and loss of Schuerzen. The model also correctly explains that a Dozer, bulldozer, or AFV with a Culin device can breach bocage by expending all MP and passing a bog DR, creating a permanent breach allowing subsequent movement as if bocage did not exist. The inclusion of movement cost (2 MF + COT) and elevation advantage effects adds correct extra context without contradiction. Overall, all key concepts from the expected answer are covered with accurate detail.
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 (AEC) is a hexside that causes a unit to move up or down a level in a single step rather than a gradual slope; it is triggered whenever a unit crosses a hexside marked as an abrupt elevation change (e.g., a crest‑line or depression that is not a normal slope). When an AEC is crossed the movement cost is cumulative—each intermediate level ascended costs 2 MF (4 MP) and each intermediate level descended costs 1 MF (2 MP), with the final level also paying the normal terrain cost (B10.5; B10.51).
References:
- (B10.5) “Abrupt Elevation Change” – defines the terrain feature and its special handling (e.g., cost doubling when moving to higher elevation) (B10.51) “When a unit crosses an Abrupt Elevation hexside, the calculated cost of each level entered becomes cumulative…” (cost per level)
JUDGE REASONING
[Explanation] The model correctly identifies that an Abrupt Elevation Change (AEC) involves crossing a hexside with a sudden elevation change and explains the movement cost implications, referencing the relevant rules. However, it misses the key concept that an AEC specifically occurs when a unit enters two or more levels across a single non-cliff hexside (e.g., from level 0 to level 2). Instead, it describes AEC as any hexside causing a unit to move up or down a level in a single step, which is less precise and does not capture the 'two or more levels' criterion. Therefore, while the model's response covers important aspects of AEC, it omits the central defining condition, making the answer only partially correct.
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: Height Advantage gives the target a **+1 TEM** when it is firing from a lower elevation than the firer.
References:
- (B10.31) Height Advantage – “Any unit in a hex receiving Direct Fire from a lower elevation is entitled to a +1 TEM …”
- (A10.31) Height Advantage – same rule applied to Direct Fire.
JUDGE REASONING
[Explanation] The model's response correctly states that the target at a lower elevation than the firer receives a +1 TEM, which matches the expected answer's key concept. The model also provides the correct rule references and clarifies the condition for Height Advantage. The wording differs slightly but the semantic meaning is identical, fulfilling the criteria for a correct evaluation.
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
Answer: Cliff hexsides are the serrated, near‑vertical hill edges that act as a Crest Line (11.1) and cost the normal terrain MF to cross, but only Good‑Order Infantry may cross them and only by “Climbing” (11.4), and any fire across a cliff is limited to a few weapons (11.31‑11.32) while climbing units are subject to special LOS and Falling‑DR rules (11.42, 11.41).
References:
- (11.1) Definition – cliff hexsides are the darker, serrated lines representing near‑vertical hills.
- (11.4) Climbing – only Good Order Infantry may cross a cliff hexside, and only in the act of Climbing; climbing units cannot use, transfer, recover, or perform other movement actions.
- (11.31) Fire restriction – no vehicle armament, IFE, or ordnance may fire through a cliff hexside to an adjacent lower‑level location (exceptions listed).
- (11.32) Fire restriction – only AA weapons, MG counters, SW ATR, PIAT, and short‑range MTR may fire through a cliff hexside to an adjacent higher‑level location.
- (11.41) Falling DR – infantry must roll DR ≤ 9 to ascend/descend a cliff hexside; DR 10‑11 prevents movement, DR ≥ 12 eliminates the unit.
- (11.42) LOS & Hazardous Movement – LOS to a climbing unit cannot be drawn through the cliff hexside unless the firer occupies the vertex; climbing units receive no favorable TEM but Hindrances apply, and they are immune to indirect fire unless the attack crosses the opposite lower‑elevation hexside.
JUDGE REASONING
[Explanation] The model's response correctly identifies cliff hexsides as serrated, near-vertical hill edges and notes that only Good-Order Infantry may cross them by climbing, which aligns with the expected answer's mention of special climbing rules. It also accurately states the restrictions on firing through cliff hexsides, listing the specific weapons allowed, matching the expected answer's key points. Additionally, the model provides detailed references to relevant rules, enhancing completeness without contradicting the expected answer. The response covers all key concepts and includes extra correct context, so it is judged correct.
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** give a +TEM to units occupying it; it is a half‑level hindrance that adds a +1 DRM to fire traced through the hex and can block LOS only when the LOS passes through that half‑level hindrance (i.e., when both the firer and target are at the same elevation or one is in a deir) (4.51).
References:
- (4.51) AFV/WRECK TEM & HINDRANCE – defines brush as a half‑level hindrance that can affect LOS only under the “same‑level” condition.
- (2) Excerpt showing “brush Hindrance of +1 for fire traced through the brush hex.”
- (5) Excerpt describing “brush Hindrance +1” and its effect on DRM.
JUDGE REASONING
[Explanation] The model correctly states that brush does not provide TEM to units occupying it and that it adds a +1 DRM to fire traced through the hex, which aligns with the expected answer's mention of brush as a hindrance causing +1 DRM. However, the model's explanation is incomplete: it does not mention that brush negates Interdiction and FFMO, nor does it explicitly state that being in a brush hex does not affect LOS of units within that hex. The model also introduces the concept of 'half-level hindrance' and conditions for LOS blocking that are not in the expected answer, which may cause confusion. Overall, the core concepts about TEM and DRM are present, but key points about Interdiction, FFMO, and LOS effects on units in the hex are missing, so the response is partial.
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 (and Cavalry) must spend 2 MF to enter a brush hex.
References:
- (12.4) “Infantry/Cavalry enter a brush hex at a cost of two MF.”
- (12.5) Brush may be kindled, but the movement cost remains two MF.
JUDGE REASONING
[Calculation] The model's response correctly states that Infantry must spend 2 MF to enter a brush hex, matching the expected answer exactly. It also correctly includes Cavalry and references the relevant rules, which aligns with the expected answer and adds valid context without contradiction.
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 LOS‑obstacle terrain – a line‑of‑sight thread that crosses a woods hexside is blocked (unless a path or road hexside provides a clear line), and a TB does not change this effect.
References:
- (A6.1) LOS blocking – a thread crossing a terrain depiction (including woods) blocks LOS unless both sides of the thread show the terrain.
- (A6.2) Obstacles — woods are listed as LOS‑obstacle terrain.
- (A13.4212) TBs do not alter the effect of woods on LOS (B13.4212).
JUDGE REASONING
[Explanation] The expected answer explains that woods are a one-level LOS obstacle, with the obstacle level added to the hex level, and details how woods in depression hexes behave. The model's response incorrectly states that a line-of-sight thread crossing a woods hexside is blocked, which is not accurate for woods as an obstacle; woods block LOS when the LOS thread crosses the woods hex itself, not the hexside. The model also omits the key concept of woods being a one-level obstacle and how elevation affects the LOS obstacle level. Therefore, the model's response misses the central concept of how woods affect LOS as an obstacle.
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 adds a +1 TEM (unless the fire is against a unit using bypass movement).
References:
- (B13.3) “Air Bursts” – “There is a +1 TEM for all Direct Fire into hex …” (positive woods TEM for Direct Fire)
- (B13.31) Clarifies that the +1 woods TEM does not apply to Defensive First Fire for a moving unit, but the normal Direct Fire case still gives +1.
JUDGE REASONING
[Explanation] The model's response correctly states that Direct Fire into a woods hex adds a +1 TEM, matching the expected answer. It also provides additional context about exceptions (units using bypass movement) and references to rules, which do not contradict the expected answer but rather enhance understanding. The core concept of the +1 TEM for woods in Direct Fire 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 mortar’s Indirect Fire into a woods hex applies a –1 TEM (the Air‑Burst penalty).
References:
- (B13.3) Air Bursts – “All Indirect Fire vs … targets in a woods hex receives a –1 TEM…”.
- (B13.1) Woods TEM – “+1 TEM for all Direct Fire into a woods hex” (not applied to Indirect Fire).
JUDGE REASONING
[Explanation] The model's response correctly identifies the TEM as -1 for Indirect Fire into a woods hex due to Air Bursts, matching the expected answer. It also correctly distinguishes that the normal +1 TEM for Direct Fire into woods does not apply to Indirect Fire. The references to the relevant rules (B13.3 and B13.1) support the explanation, covering all key concepts in the expected answer.
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
Infantry must spend 2 MF to enter a woods hex.
References:
- (A4.4) “Infantry enter a woods hex at a cost of two MF.”
- (A4.4) “It costs two MF to enter a woods hex” (excerpt [4]).
JUDGE REASONING
[Calculation] The model's response directly states the correct movement factor cost of 2 MF for infantry to enter a woods hex, matching the expected answer exactly. The inclusion of rule references (A4.4) supports the correctness and completeness of the answer.
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 gets the normal +1 woods TEM for Direct Fire (the “road‑movement” restriction only removes the +1 woods TEM for Defensive First Fire).
References:
- (13.31) A moving unit in a woods‑road hex is **not** eligible for +1 woods TEM **only** during Defensive First Fire when LOS does not cross a green woods symbol and the unit entered at the road‑movement rate. Otherwise the normal woods TEM applies.
- (13.4) Infantry entering a woods hex (including a woods‑road hex) normally receives the woods TEM (+1 for Direct Fire).
JUDGE REASONING
[Explanation] The model's response incorrectly states that the squad receives the normal +1 woods TEM for Direct Fire, which contradicts the expected answer and ASL rule 13.31. The expected answer correctly notes that no TEM is applied (Open Ground) when the LOS does not cross a green woods symbol and the unit entered the woods-road hex at road movement rate. The model misapplies the rule by saying the +1 woods TEM applies except during Defensive First Fire, whereas the correct interpretation is that the +1 woods TEM does not apply at all in this scenario for Direct Fire. Therefore, the model's answer misses the central concept and is incorrect.
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—a vehicle may move into a woods hex without using a road, but it must expend its entire movement (or declare a Minimum‑Move) to enter the hex, and a fully‑tracked vehicle must make a Bog check; any MP penalties for wrecks/vehicles are doubled while in woods.
References:
- (B13.41) “Any vehicle may enter a woods hex without using or VBM by expending all of its movement capability…”
- (B13.42) “A fully‑tracked vehicle may also enter a woods hex … but it must check for Bog (D8.21).”
- (B13.4) Infantry/Cavalry entry cost (for contrast).
JUDGE REASONING
[Explanation] The model correctly states that vehicles may enter woods hexes without using a road by expending all movement and that fully-tracked vehicles must make a Bog check. It also notes the doubling of MP penalties for wrecks/vehicles in woods. However, it omits the exception for motorcycles, which must be pushed instead, and does not mention the doubling of MP penalties for changing VCA across a non-road hexside while in woods. These omissions mean the response is missing some key concepts from the expected answer.
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 **not a full LOS obstacle** for same‑level fire – it is a **LOS Hindrance**, adding a +1 DRM when the LOS crosses the orchard (B14.2 — “an orchard … is a one‑level obstacle to any LOS to/from a higher elevation … but a same‑level LOS is only hindered”). When the LOS goes from a lower to a higher level (or vice‑versa) the orchard does act as a **one‑level LOS obstacle**, creating blind hexes (B14.2).
References:
- (B14.2) Orchard season – same‑level LOS is hindered (+1 DRM) but higher‑level LOS is a one‑level obstacle that can create blind hexes.
- (A6.7) Definition of LOS Hindrance hexes (adds +1 DRM but does not block LOS).
JUDGE REASONING
[Explanation] The model's response correctly identifies that an in-season orchard functions as a LOS Hindrance (+1 DRM) for same-level LOS and as a one-level LOS Obstacle for LOS to/from higher elevations, matching the expected answer. It also provides relevant rule references and clarifies the conditions under which the orchard acts as an obstacle or hindrance, covering all key concepts without contradiction.
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 LOS incurs a +2 DRM (+1 for each grain hex crossed).
References:
- (15.2) Grain is a Hindrance to same‑level LOS, adding +1 DRM per grain hex crossed (EXC: A6.7).
- (A6.7) Definition of Hindrance DRM for same‑level LOS.
JUDGE REASONING
[Calculation] The model's response correctly states that each in-season grain hex crossed adds +1 hindrance DRM, and with two grain hexes, the total is +2 DRM. The reasoning matches the expected answer exactly, including the cumulative nature of the hindrance DRM.
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 counts as a LOS Hindrance, adding a +1 DRM to any same‑level line of sight that crosses it.
References:
- (B16.2) “A marsh hex is a Hindrance to same‑level LOS…”
- (B16.3) “A marsh hex has no TEM for fire traced into it, but because Open Ground it negates Interdiction/FFMO for fire traced into it.”
JUDGE REASONING
[Explanation] The model's response correctly states that a marsh hex is a LOS Hindrance and adds a +1 DRM for each marsh hex crossed in same-level LOS, matching the expected answer. It also provides relevant rule references and additional correct context about TEM and interdiction, which does not contradict the expected answer.
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 provides a TEM of 0 (it has no TEM).
References:
- (B16.3) Marsh hex has no TEM for fire traced into it (no TEM).
- (B16.2) Marsh hex is a Hindrance to same‑level LOS but does not confer any TEM.
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's key concept of 'no TEM.' It also references the correct rules (B16.2 and B16.3) supporting this. While the model does not explicitly mention that marsh is not considered Open Ground and thus FFMO does not apply, this is a minor omission that does not contradict or significantly detract from the core answer about TEM. Therefore, the response is correct.
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 says that when a stream or river is flooded, any marsh hex that is adjacent to or connected by continuous marsh hexes to that stream/river is no longer a marsh – it is treated as a stream/river (water‑obstacle) hex instead.
References:
- (B16.6) “WATER DEPTH – … When a stream/river is flooded, all marsh hexes adjacent to or connected to the stream/river by a continuous marsh hexes are treated as stream/river hexes instead (16.43 still if they were Marsh).”
- (B16.43) “Bog: Any ground‑level or level ‑1 hex adjacent to a marsh/mudflat is a Bog hex …” (relevant to the change of terrain type).
JUDGE REASONING
[Explanation] The model's response accurately captures the key concept that marsh hexes adjacent to or connected by continuous marsh hexes to a flooded stream/river are treated as stream/river hexes. It also correctly implies that if the stream/river is flooded, the marsh hexes change their terrain type accordingly. While the model does not explicitly mention the treatment of marsh hexes as mudflats when the stream/river is dry or fordable, the question specifically asks about the flooded condition, which the model addresses fully. The inclusion of references and related rules adds context without contradicting the expected answer. Therefore, the response covers all key concepts relevant to the question.
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 because the soft ground muffles the blast, and fire traced into a marsh receives no TEM and is not subject to Interdiction or FFMO; only infantry‑type fire (inherent FP, LATW, LMG, SW) may be used from a marsh hex, making it a LOS hindrance, while infantry/cavalry can enter at the normal MF cost, non‑amphibious vehicles cannot enter except via a bridge, amphibious vehicles may cross at double cost, and adjacent ground‑level or –1 hexes become bog hexes that require a bog check.
References:
- (B16.31) HE attacks into a marsh hex are halved (muffling effect).
- (B16.3) Marsh has no TEM for fire traced into it and Open Ground negates Interdiction/FFMO for such fire.
- (B16.32) Only the inherent FP of Infantry, their LATW, any LMG, and inherent SW may be used from a marsh hex.
- (B16.2) Marsh is a Hindrance to same‑level LOS.
- (B16.4) Infantry/Cavalry may enter a marsh hex at the cost of their MF allotment.
- (B16.41) No non‑amphibious vehicle may enter a marsh hex unless on a bridge.
- (B16.42) Amphibious vehicles may cross a marsh hex at double amphibious cost.
- (B16.43) Adjacent ground‑level or –1 hexes are Bog hexes requiring a Bog Check.
JUDGE REASONING
[Explanation] The model's response correctly states that HE attacks into a marsh hex are halved due to muffling effects, and that marsh has no TEM but is not Open Ground, thus negating FFMO and Interdiction. It also correctly identifies the firing restrictions from a marsh hex, listing inherent FP of Infantry, LATW, LMG, and inherent SW, and notes that fire is resolved as Area Fire. However, the model adds additional details about movement costs, vehicle restrictions, bog hexes, and LOS hindrance that are not part of the expected answer. More importantly, the model omits the exception that units on a bridge in a marsh hex fire normally and that DC and FT are also allowed from marsh hexes, which are key concepts in the expected answer. Therefore, while the core concepts are mostly covered, the omission of the bridge firing exception and DC/FT firing options means the answer is only partially correct.
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: Only amphibious vehicles may enter a marsh hex (paying double the normal amphibious MP), while all other vehicles can occupy a marsh only via a bridge; marsh hexes add a +1 Hindrance DRM to same‑level LOS, have no fire TEM (treated as Open Ground), and cause any adjacent ground‑level or level‑‑1 hex to become a Bog hex requiring a Bog Check.
References:
- (B16.41) No non‑amphibious vehicle may enter a marsh unless on a bridge – vehicle entry restriction.
- (B16.42) Amphibious vehicles may cross into a marsh hex at double MP cost – amphibious entry rule.
- (B16.2) Marsh is a Hindrance to same‑level LOS, adding a +1 DRM per marsh hex between firer and target.
- (B16.3) Marsh has no fire TEM and negates Interdiction/FFMO, acting as Open Ground for fire.
- (B16.43) Ground‑level or level‑‑1 hexes adjacent to a marsh become Bog hexes, requiring a Bog Check for vehicles entering them.
JUDGE REASONING
[Explanation] The model correctly states that only amphibious vehicles may enter marsh hexes (paying double MP), and all other vehicles can only enter via a bridge, matching the expected answer's restriction on non-amphibious vehicles. It also correctly notes that adjacent ground-level or level -1 hexes become Bog hexes requiring a Bog Check for vehicles entering along non-road hexsides, aligning with the expected answer. Additionally, the model provides accurate details about marsh effects on LOS (+1 Hindrance DRM), no fire TEM, and treatment as Open Ground, which are extra but correct context. The model's response covers all key concepts from the expected answer, including vehicle entry restrictions, infantry movement cost (implied by amphibious MP cost and vehicle restrictions), and bog effects on adjacent hexes, thus meeting the criteria for a correct answer.
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 and Cavalry must spend 2 MF to enter a mudflat hex.
References:
- (16.71) Infantry/Cavalry entry cost for mudflats — 2 MF.
- (16.6) Mudflat definition (marsh with lower water level) — context for the terrain type.
JUDGE REASONING
[Explanation] The model correctly states that Infantry and Cavalry must spend 2 MF to enter a mudflat hex, matching the key concept of the expected answer. However, it omits the additional detail that unpossessed portaged equipment in a mudflat is not automatically lost by that rule, which is part of the expected answer. Therefore, the response is partially correct as it covers the main point but misses a key additional concept.
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 provides a +1 TEM to any fire traced into it.
References:
- (A17.3) “A crag hex has a TEM of +1 to any fire traced into it.”
- (A17.4) “It costs Infantry two MF and Cavalry/animals four MF to enter a crag Area Fire hex.” (shows crag as a terrain type).
JUDGE REASONING
[Calculation] The model's response correctly states that a crag hex provides a +1 TEM to any fire traced into it, matching the expected answer exactly. The inclusion of the rule reference (A17.3) and additional related information does not contradict the answer and supports its correctness.
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: Infantry must spend 2 MF to enter a crag hex.
References:
- (17.4) “It costs Infantry two MF … to enter a crag Area Hex.”
- (A10.52) Confirms that crag hexes are not LOS obstacles but still require the entry cost.
JUDGE REASONING
[Calculation] The model's response directly states the correct MF cost of 2 for Infantry to enter a crag hex, matching the expected answer exactly. It also provides relevant rule references supporting the answer, confirming accuracy and completeness.
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 does **not** block line‑of‑sight, but it **hinders** same‑level LOS by adding a +1 Hindrance DRM for each graveyard hex the LOS crosses, and any fire traced into the hex gets a +1 TEM.
References:
- (18.2) “A graveyard is not a LOS obstacle, but it does Hinder same‑level LOS by applying a +1 Hindrance DRM for every graveyard hex ….”
- (18.3) “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 is not a LOS obstacle but is a same-level LOS hindrance that adds +1 Hindrance DRM per graveyard hex crossed, matching the expected answer. Additionally, it includes the extra correct detail about the +1 TEM for fire traced into the hex, which does not contradict the expected answer. Therefore, the response fully covers the key concepts.
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 supplies a +1 TEM to any fire traced into it.
References:
- (A18.3) “A graveyard hex has a TEM of +1 to any fire traced into it.”
- (A18.2) “A graveyard is not a LOS obstacle, but it does Hinder same‑level LOS by adding a +1 Hindrance DRM for every graveyard hex between the firer and target.”
JUDGE REASONING
[Explanation] The model's response correctly states that a graveyard hex provides +1 TEM to fire traced into it, matching the expected answer. It also provides relevant references and additional context about LOS hindrance, which does not contradict the expected answer but rather enriches the explanation. Therefore, it fully covers the key concept.
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 units pay **1 MF** to enter a graveyard hex, regardless of whether they enter via a graveyard road side‑hex.
References:
- (18.41) “Infantry enter a graveyard at a MF cost of one regardless of whether and they enter via a graveyard road hex‑side.”
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 includes the detail about the cost being the same regardless of entering via a graveyard road hexside, which aligns with the expected answer. The reference to rule 18.41 supports the correctness. Therefore, the answer is fully correct.
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: A unit in a gully can only fire or be seen if a line‑of‑sight actually enters the gully hex (the LOS must stay within the narrow brown/dark‑green gully background), and it can see other hexes only through adjacent depression sides; gullies are treated as Open Ground for TEM and Rout only when LOS into the gully exists, and they do not block LOS for other units.
References:
- (A19.1) Gully definition – narrow slits carved into the earth, treated as a gully regardless of other terrain.
- (A19.2) Gully is a level ‑1 Depression hex (A6.3).
- (A19.3) Gully is Open Ground for TEM/Rout **provided a LOS into it exists** (see 6.32).
- (A6.3) Depression hexsides and LOS requirements for units in depressions.
- (A19.4) Notes that gullies don’t block LOS but are hard to see into because they’re narrow.
JUDGE REASONING
[Explanation] The model's response correctly identifies that a gully is a level -1 Depression hex and that LOS must enter the gully hex and remain within the gully background to see units inside. It also correctly states that LOS to other hexes is only possible through adjacent depression hexsides, matching the expected answer's key concepts about LOS limitations in gullies. The model adds relevant details about TEM and Rout treatment and references appropriate rules, which do not contradict the expected answer but rather provide additional context. Therefore, the response covers all key concepts and is semantically aligned with the expected answer.
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 must spend 2 MF to move into a gully hex (the cost is fixed and not cumulative with other terrain unless the gully contains additional terrain).
References:
- (A19.4) “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.”
- (A19.3) “A gully is considered Open Ground for TEM and Rout purposes, provided a LOS INTO it exists.”
JUDGE REASONING
[Calculation] The model's response correctly states that infantry must spend 2 MF to move into a gully hex, matching the expected answer exactly. It also correctly notes that this cost is fixed and not cumulative with other terrain unless additional terrain is present, which aligns with the expected answer's emphasis on the fixed 2 MF cost regardless of the hexside. The references to the relevant rules support the correctness of the answer.
How many MF does it cost for Infantry to enter a gully-woods hex?
EXPECTED
4 MF. Movement costs for entry INTO a gully hex containing other terrain types are cumulative. It costs 2 MF for the gully plus 2 MF for the woods, totaling 4 MF.
MODEL RESPONSE
Answer: Infantry must spend 4 MF to move into a gully‑woods hex (2 MF for the gully plus 2 MF for the woods).
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).”
- (A6.3) “A gully is a level ‑1 Depression hex” (provides the terrain type that incurs the 2 MF cost).
JUDGE REASONING
[Calculation] The model's response correctly states the total MF cost as 4, breaking it down into 2 MF for the gully and 2 MF for the woods, matching the expected answer. The reasoning aligns perfectly with the expected explanation, including the cumulative nature of movement costs into a gully-woods hex.
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: In ASL a stream is a gully that contains a small rivulet (i.e., a water‑filled depression), whereas a gully is simply a level‑‑1 depression without water; streams are treated as Open‑Ground for TEM and rout purposes when LOS exists, and their water depth (shallow, deep, flooded) modifies movement cost and other effects, while a plain gully has only the standard terrain‑of‑elevation costs.
References:
- (20.1) “A stream is a gully containing a small rivulet.” – defines stream as a water‑filled gully.
- (20.2) “A stream is usually a level –1 Depression hex (A6.3)…” – shows the elevation and that streams are a subtype of depressions.
- (20.3) “A stream is considered Open Ground TEM and Rout purposes, provided a LOS INTO it exists.” – distinguishes its terrain effect from a regular gully.
JUDGE REASONING
[Explanation] The model's response correctly identifies a stream as a gully containing a small rivulet (water), matching the expected answer's core concept. It explains the difference from a regular gully by noting the presence of water and its effects on movement and terrain effects, which aligns with the expected answer's mention of fording costs and vehicle passage. The model also references relevant rules and provides additional detail about terrain effects and elevation, which does not contradict the expected answer but rather enriches it. Therefore, the response covers all key concepts and is semantically equivalent to the expected 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: When a scenario does not specify a stream’s depth, the stream is assumed to be shallow; a stream can be one of four depth states—dry, shallow, deep, or flooded.
References:
- (20.4) DEPTH – defines stream depth types and states that an undefined stream is considered shallow.
- (20.41) DRY – a dry stream is treated as a gully for all purposes.
- (20.42) SHALLOW – infantry/cavalry entry cost of three MF in a shallow stream.
- (20.43) DEEP – infantry/cavalry entry cost of four MF and become CX in a deep stream.
- (20.44) FLOODED – a flooded stream is one level higher than normal and is treated as a flooded pond.
JUDGE REASONING
[Explanation] The model's response correctly states that if no SSR defines stream depth, the stream is assumed to be shallow by default, matching the expected answer. It also correctly lists the four possible depth states: dry, shallow, deep, and flooded. The additional references and explanations provided support the correctness without contradicting the expected answer.
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
A frozen stream (B20.7) is a stream that has been designated “frozen” and is treated as ordinary dry ground for all purposes (movement cost, LOS, fire, etc.), whereas a frigid stream (B20.7 + B21.6) remains a water‑obstacle (shallow = 3 MF, deep = 4 MF) but is classified as “frigid,” so it retains the water‑obstacle rules and also carries ice that can collapse under vehicle weight (per B21.6).
References:
- (B20.7) Frozen Stream — treated as Dry ground for all purposes.
- (B21.6) Ice — ice on a frozen water obstacle has a per‑hex weight limit and may collapse under heavy vehicles.
JUDGE REASONING
[Explanation] The model correctly explains that a frozen stream is treated as dry ground for all purposes, matching the expected answer's key concept. However, it incorrectly states that a frigid stream remains a water obstacle with ice that can collapse under vehicle weight, which conflates frigid streams with frozen streams having ice. The expected answer distinguishes frigid streams as non-dry streams with snow but not frozen, imposing Replacement/Disruption/Casualty-Reduction effects on infantry/cavalry, which the model does not mention. Therefore, the model's response partially covers the differences but misses the key effects of frigid streams on infantry/cavalry and misrepresents the frigid stream's status.
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
A ford is a special counter placed on a stream or gully hex that marks a shallow, level‑bottom section of the water where the sides slope more gently; for movement it is treated as if the water were one depth class shallower (e.g., a shallow stream becomes “dry” when entering a ford) and it does not require a Bog check when leaving, though normal MF/MP costs for moving to a higher‑elevation hex still apply.
References:
- (B20.8) “FORDS – a ford represents an area within a stream or gully…treated as a respective stream/gully hex except as amended below.”
- (B20.81) “Movement into a ford stream hex from any direction is treated as if the water depth were one classification shallower (dry rather than shallow; deep rather than flooded).”
- (B20.82) “Movement from a ford hex does not require a Bog DR even if the move is across a higher‑level hexside, but does require the normal additional MF/MP costs if moving to a higher elevation.”
JUDGE REASONING
[Explanation] The model's response accurately captures the key concept that a ford is a designated area in a stream/gully hex where movement is easier due to the effective water depth being treated as one category shallower. It also correctly notes that the terrain is still treated as stream/gully except as amended by ford rules. The model adds relevant details about the absence of a Bog check when leaving the ford and the normal MF/MP costs for moving to higher elevation, which aligns with the expected answer's 'rule-specific limits' and does not contradict the core definition. The inclusion of specific rule references further supports the correctness of the explanation.
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 Effect (TEM).
References:
- (A23.3) “The TEM of a building is dependent on the construction type… Gray buildings represent stone construction and have a TEM of +3.”
- (B23.2) Stone Building TEM — confirms the +3 TEM for stone structures.
JUDGE REASONING
[Explanation] The model's response correctly states that a stone building provides a +3 TEM, matching the expected answer. It also includes relevant rule references supporting the answer, which aligns with the key concept of the expected answer. The response fully covers the core concept without contradiction.
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 provides a +2 TEM.
References:
- (B23.3) “The TEM of a building is dependent on the construction type… Brown buildings represent wooden construction and have a TEM of +2.”
- (B23.3) Same rule reiterated in the building‑type description (gray = stone +3, brown = wood +2).
JUDGE REASONING
[Explanation] The model's response correctly states the TEM for a wooden building as +2, matching the expected answer. It also provides relevant rule references (B23.3) and additional context about building colors and their corresponding TEM values, which aligns with the expected answer's key concept. The response fully covers the key concept without contradiction.
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 can only fire up or down to the next higher or lower level; it cannot directly attack a unit two levels above.
References:
- (23.26 Stairwell) “Attacks up or down a stairwell hex … are limited to the next higher or lower level of the same building hex.”
- (23.25 Adjacent Building Hexes) LOS between units in a building exists only if they are on the same level or vertically adjacent via a stairwell.
- (23.23 Multi‑Story) Multi‑story buildings contain multiple levels, but movement and fire between levels must use the stairwell and are restricted to adjacent levels.
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's key concept. It also provides relevant rule references that support the explanation without contradicting the expected answer. The response fully covers the central concept that a unit on level 0 cannot attack a unit on level 2 directly via the stairwell.
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: An Indirect‑Fire attack on a ground‑floor unit in a stone multi‑story building adds +1 DRM for each non‑rooftop level that lies above the unit – e.g., a two‑story stone building gives +1 DRM, a three‑story building +2 DRM, etc.
References:
- (B23.32) “Indirect Fire … additional +1 DRM for each non‑rooftop level of the building above it.”
- (A23.3) “Gray buildings represent stone construction and have a TEM of +3.” (TEM is separate from DRM.)
JUDGE REASONING
[Explanation] The model correctly explains the +1 DRM per non-rooftop level above the unit and cites the relevant rules. However, it omits the +3 DRM for the stone building itself, which is a key part of the total +5 DRM stated in the expected answer. The model also incorrectly refers to the +3 as TEM rather than DRM, which could cause confusion. Therefore, while the model captures the incremental DRM per level, it misses the full total DRM calculation including the stone building's contribution.
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 with split‑level elevations (different building levels in adjoining hexes) that may have stairwell symbols; units may only move between its hexes at ground level or by a “Rowhouse bypass,” which costs 2 MF per bypass (and 4 MF when ascending a level) and requires moving from a building level one lower than the level entered.
References:
- (23.71) Rowhouse Bypass movement – defines the bypass cost and the need to move at ground level between split‑level hexes.
- (23.73) Marketplace example – shows ground‑level LOS and movement through a building with differing levels, illustrating the same movement restrictions.
- (23.71) – notes that movement within a building from a higher to a lower hex must be made from a level one lower than the destination level.
JUDGE REASONING
[Explanation] The model's response describes Rowhouse buildings as multi-hex buildings with split-level elevations and stairwell symbols, focusing on movement costs and restrictions related to level changes and bypass movement. However, the expected answer defines a Rowhouse specifically as a multi-hex building with a thick black bar over building hexsides representing a solid wall that blocks movement and LOS between hexes, effectively separating them for movement purposes. The model's answer misses the key concept of the black bar as a defining feature and the resulting LOS and movement blocking effect, which is central to the definition. Therefore, it does not cover the main defining characteristic and its effect on movement as expected.
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 does not block line‑of‑sight (LOS) between units that are both inside the same fully‑tracked building—LOS can be traced entirely within the building depiction, though each hex crossed counts as a Hindrance to LOS checks. For terrain‑effect modifiers (TEM), a Factory gives only a +1 TEM for direct fire that stays completely inside the building, whereas a normal building normally provides +3 TEM (stone) or +2 TEM (wooden). The regular building TEM (‑3 or +2) still applies to indirect fire against a building, but the Factory’s special +1 TEM replaces the normal direct‑fire TEM.
References:
- (B23.741) “LOS/TEM: A Factory hex does not block LOS between units in the fully‑tracked same building… The TEM of a Factory hex to fire traced completely through the same building is +1. Normal building TEM (usually +3) applies to Indirect Fire vs a building.”
- (A23.2) (implicit) “Factory is a 2½‑level or 1½‑level LOS obstacle moving if it has a printed stairwell… no upper‑level floors; occupants are at ground level.”
JUDGE REASONING
[Explanation] The model's response accurately captures the key concepts from the expected answer: it states that a Factory does not block LOS between units inside the same building if LOS is traced entirely within the building depiction, and that each hex crossed counts as a Hindrance to LOS. It correctly notes the TEM for direct fire inside the Factory is +1, contrasting with the normal building TEM of +3 (stone) or +2 (wood). It also correctly states that normal building TEM applies to indirect fire and fire from outside the Factory. Additionally, it mentions the lack of upper floors and that occupants are at ground level, aligning with the expected answer's note on no upper floors except rooftops and no cellars. The model includes relevant references, supporting its accuracy. Minor differences in wording do not affect the correctness. Therefore, the response is fully correct.
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 (the normal +3 for a stone building plus the +1 Fortified bonus).
References:
- (23.921) “TEM: The TEM of a Fortified Building Location … is one greater than usual, e.g., +4 for a stone building and +3 for a wooden building.”
- (23.92) “Except as modified below, Fortified Buildings are treated the same as other buildings.”
JUDGE REASONING
[Calculation] The model's response correctly states the TEM for a Fortified stone building Location as +4, matching the expected answer. It also provides the correct reasoning that the normal TEM for a stone building is +3 and that the Fortified bonus adds +1, resulting in +4. The inclusion of references and explanation aligns fully with the expected answer, fulfilling the criteria for correctness.
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: Rubble carries the TEM of the building type from which it was created (e.g., +3 for a stone building, +2 for a wooden building), and this TEM is not increased by any fortification on that building.
References:
- (24.3) “The TEM of rubble is equal to the building type from which it was made … Rubble can never have a building level above it … but can exist above an intact building level—in which case it … adds a +1 TEM to any Indirect Fire attack on levels below it.”
- (24.4) “Infantry movement into rubble costs three MF.” (provides context for rubble as a half‑level obstacle).
JUDGE REASONING
[Explanation] The model's response correctly states that the TEM of rubble is equal to the building type from which it was made, giving the correct examples (+3 for stone, +2 for wood). It also adds accurate additional context about fortifications not increasing TEM and references relevant rules, which does not contradict the expected answer. The core concept matches fully, so the response is correct.
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 must pay 3 MF to enter a rubble hex, and only fully‑tracked vehicles may enter a rubble hex, spending half their MP allotment and making a Bog check with a +3 DRM; other vehicle types cannot enter and Bypass/VM is is not allowed.
References:
- (24.4) Infantry movement into rubble costs three MF.
- (24.3) Vehicles may not enter a rubble Location unless they are fully‑tracked, and must expend half their MP allotment plus check for Bog (D8.21) with a +3 DRM in the rubble hex.
- (24.2) Bypass/VM is not allowed in a hex containing rubble.
JUDGE REASONING
[Explanation] The model correctly states that infantry must pay 3 MF to enter rubble and that only fully-tracked vehicles may enter, expending half their MP and making a Bog check with +3 DRM. It also correctly notes that Bypass/VM is not allowed. However, it omits the detail that stairwell movement to or from a rubble level also costs 3 MF, which is a key part of the expected answer. Therefore, the response is mostly correct but missing one key concept.
If a first-line MMC unit is on-top of a Wire counter in Open Ground and in attempting to get beneath the wire counter rolls a dr = 4, will the unit be subject to FFMO and FFNAM?
EXPECTED
Yes. MF expended in an attempt to get beneath the Wire qualify that unit for the FFMO DRM (if in an
otherwise Open Ground hex) and for the -1 First Fire DRM for FFNAM if it expends all of its MF in entering that Location/attempting to get beneath the Wire.
MODEL RESPONSE
Answer: Yes – when the first‑line MMC rolls the dr = 4 to get beneath the Wire, the MF it spends makes it subject to the –1 FFMO DRM (because the movement is in Open Ground) and also to the –1 FFNAM DRM (as infantry moving without Assault/Hazardous movement).
References:
- (B26.4) Wire movement – “MF expended to get beneath the Wire qualify that unit for the FFMO DRM (if in an Open Ground hex) and for the –1 First‑Fire DRM for FFNAM if it all of its MF in entering that Location/attempting to get beneath the Wire.”
- (A4.6) FFMO/FFNAM – FFMO applies to units moving in Open Ground; FFNAM applies to Infantry moving without Assault or Hazardous movement.
JUDGE REASONING
[Explanation] The model's response correctly states that the unit is subject to both FFMO and FFNAM DRMs when expending MF to get beneath the Wire in Open Ground. It references the key concepts from the expected answer, including the condition of Open Ground, the expenditure of MF to get beneath the Wire, and the application of both FFMO and FFNAM DRMs. The model also cites relevant rules (B26.4 and A4.6) supporting its explanation. The response fully covers the expected answer's key points without contradiction or omission.
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 any OVR attack (except an OVR that uses only FT armament).
References:
- (27.3) Foxhole – “Any unit beneath a foxhole counter is entitled to a +4 TEM against any OVR …”
- (27.4) Movement cost – confirms the foxhole’s TEM is applied in combat, not cumulative with other positive TEM.
JUDGE REASONING
[Explanation] The model's response correctly states the +4 TEM for a unit beneath a foxhole counter against an OVR attack, including the exception for OVRs using only FT armament. It also references the relevant rules sections, matching the expected answer's key concepts fully.
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: When an infantry unit moves into an A‑P minefield hex, the owning player must announce a minefield attack (28.41); the attack is resolved on the IFT using the minefield’s strength (8) as the FP value, with no terrain or FP modifiers (28.3) and any applicable DRM (e.g., +1 DRM in Deep Snow), and the resulting IFT effect (KIA, broken, etc.) is applied to the infantry.
References:
- (28.41) Announce a minefield attack whenever a unit enters/leaves a minefield hex.
- (28.411) A‑P minefield attacks affect only moving/routing/advancing units (and those withdrawing from CC).
- (28.3) The TEM of a minefield hex is that of the other terrain; there is no TEM or FP modifier to a minefield attack.
- (28.2) Minefields present no obstacle or Hindrance to LOS.
- (28.4) No additional movement cost to enter a minefield hex beyond the terrain’s cost.
JUDGE REASONING
[Explanation] The model's response correctly explains that the minefield attack is announced and resolved on the IFT using the minefield's strength as the FP value, with no terrain or FP modifiers, which aligns with the expected answer. It also references relevant rules and mentions applicable DRMs. However, it omits the specific points that no TEM applies to minefield attacks, that a concealed unit is attacked at full strength (not half), and that the minefield strength is not reduced after the attack. These are key concepts in the expected answer, so the response is missing some important details, making it partially 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
A roadblock provides a +2 TEM – it is treated exactly like a stone wall for TEM purposes.
References:
- (B29.2) “A roadblock … is treated as a stone wall across hexside …” – wall TEM applies.
- (B29.3) “The TEM of a roadblock (and any extension) is equal to that of a wall in all respects.”
JUDGE REASONING
[Explanation] The model's response correctly states that a roadblock provides +2 TEM and is treated exactly like a stone wall for TEM purposes, matching the expected answer. It also cites the relevant rules (B29.2 and B29.3), reinforcing the correctness. The core concept and key details are fully covered.
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—an IFT attack against a concealed MMC (marked with “?”) in a pillbox has its fire‑power halved, just as any fire on a concealed unit is treated as Area Fire.
References:
- (A11.19) Concealment – the FP of an attacking unit is halved when attacking a concealed unit (applies to fire, including IFT).
- (A12.13) All fire and CC vs a concealed unit are halved as Area Fire.
- (B30.7) Illustrates that a concealed unit in a pillbox retains concealment until it makes a CC attack, so IFT attacks still suffer the halving.
JUDGE REASONING
[Explanation] The model's response states that IFT attacks against a concealed MMC in a pillbox are halved, citing concealment rules that apply to normal concealed units. However, the expected answer and ASL rules clarify that the '?' (concealment) counter does not halve firepower against units in pillboxes. The model incorrectly applies general concealment halving rules to pillbox defenders, which is not correct. Therefore, the model's answer contradicts the expected and correct ASL rule interpretation.
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 receives a +3 DRM (the CA Defense Modification); the NCA +5 TEM does not apply because the attack originates from a hex inside the pillbox’s CA (B30.3 — pillbox TEM is not cumulative).
References:
- (30.112) CA Defense Modification – the TEM applied to non‑aerial Direct Fire attacks (including Placed DCs) that originate from a hex within the pillbox’s CA.
- (30.113) NCA Defense Modification – the TEM applied when the attack originates from a hex outside the CA.
- (30.31) DC: the Defense Modifier of a Placed DC is determined by the hex the placer occupies; if that hex is in the CA, the CA Defense Modification is used.
- (B30.3) Pillbox TEM is not cumulative with any other ±TEM, so only the CA TEM (+3) is applied.
JUDGE REASONING
[Explanation] The model's response correctly identifies that the DC attack modifier is +3, matching the expected answer. It explains that the modifier depends on the hex occupied by the placing unit, which is within the Covered Arch (CA), so the CA TEM of +3 applies. It also correctly states that the NCA TEM of +5 does not apply because the attack originates from within the CA, and references the relevant rules to support this. The response covers all key concepts from the expected answer and adds appropriate rule citations without contradiction.
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; a direct attack on a pillbox location only hits the pillbox counter and any units inside it, while a unit outside the pillbox (in the same hex) is a separate location and is not affected unless the attack is an area‑fire or other effect that targets the whole hex.
References:
- (30.12) “Units in a pillbox are placed beneath the Pillbox counter. Units on top of a pillbox are considered outside it and receive no benefit from the pillbox.”
- (30.34) “A pillbox Location can affect the pillbox, pillbox/its‑contents only if the pillbox is predesignated as a target Location. An attack predesignated vs the pillbox Location cannot affect another Location opposing in that hex.”
- (30.6) “Same‑level units inside and outside a pillbox in the same hex are ADJACENT for purposes of Point Blank Fire, FPF, DM, rout, and DC Placement,” but this adjacency does not cause damage to the outside unit when the pillbox is attacked.
JUDGE REASONING
[Explanation] The model's response correctly states that attacks predesignated against the pillbox Location affect only the pillbox and units inside it, and do not affect units outside the pillbox in the same hex. It also correctly notes that the pillbox is a separate Location and that units outside are unaffected unless the attack targets the whole hex (e.g., area fire). The model includes relevant rule references supporting the explanation, and the core concept matches the expected answer. The mention of exceptions like spraying fire or canister is implied by 'area-fire or other effect that targets the whole hex,' which aligns with the expected answer's exception clause. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.
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: The pillbox location itself is not over‑stacked (it holds its one MMC within its 1‑unit capacity), but the ground‑level location in the same hex is over‑stacked because three MMCs exceed the one‑vehicle‑per‑location limit, so over‑stacking penalties apply to those moving units.
References:
- (B30.111) Pillbox stacking capacity – a pillbox can hold only the number of squad‑equivalents shown on its counter.
- (2.9) Locations – a pillbox creates a separate location inside the hex, distinct from the ground‑level location.
- (5.2) Vehicle stacking limit – each side may have only one vehicle in a location without incurring over‑stacking penalties.
- (5.13) Overstacking penalties – penalties are applied to moving units in any location that exceeds its stacking limits.
JUDGE REASONING
[Explanation] The model correctly explains that the pillbox capacity is separate from the hex stacking limits, which aligns with the expected answer. However, it introduces an additional point about the ground-level location being overstacked due to three MMCs exceeding the one-vehicle-per-location limit, which is not relevant to the original question about whether the hex is overstacked. The expected answer simply states 'No' with the reason that pillbox capacity is separate from hex stacking limits. The model's response is mostly correct but adds unnecessary and somewhat confusing information about overstacking penalties related to vehicles, which is not part of the question or expected answer. Therefore, the response is partially correct but not fully aligned with the expected concise answer.
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 defender adds a +4 DRM (Case J2) to the To‑Hit DR when firing a panzerfaust at a tank that is moving in the MPh and is visible for only one MP.
References:
- (C6.1) CASE J – moving/motion vehicular target adds +2 DRM.
- (C6.12) CASE J2 – if the moving target has been visible for ≤ 1 MP, the +2 DRM of CASE J is increased to +4 DRM (CASE J2).
JUDGE REASONING
[Calculation] The model's response correctly identifies the total to-hit DRM as +4, citing Case J2 for Defensive First Fire against a moving vehicle visible for only 1 MP. It correctly explains that Case J adds +2 DRM and Case J2 increases this to +4 DRM, matching the expected answer exactly.
If an Infantry unit is prevented from entering a Fortified Building Location because of presence of an enemy unit in that hex, can it move elsewhere if it has remaining MFs?
EXPECTED
No. An Infantry unit which attempts to move or advance into a Fortified Building Location occupied by such a squad loses that MPh or APh capability for that turn and must remain in its present hex during that phase.
MODEL RESPONSE
Answer: No – an infantry unit that is blocked from entering a Fortified Building because an enemy squad occupies it must stay in its current hex for that phase and cannot use any remaining MF to move elsewhere until a later phase.
References:
- (23.922) ENTRY: “Infantry may not enter a Fortified Building Location during any phase if an unpinned, Good Order, armed enemy squad … is inside … The unit loses its MPh/APh capability for that turn and must remain in its present hex during that phase.”
- (23.9221) BREACH: Provides the exception that a breach allows entry, but without a breach the restriction above applies.
JUDGE REASONING
[Explanation] The model's response correctly states that the infantry unit cannot move elsewhere if blocked from entering a Fortified Building Location by an enemy unit and must remain in its current hex for that phase. It also correctly references the loss of MPh/APh capability for that turn, matching the expected answer's key concepts. The inclusion of rule citations and mention of the breach exception adds correct context without contradiction.
A German 5-4-8 and a 9-1 leader engage in close combat against a Russian 4-4-7. What does the German player need to role to fully eliminate the Russian squad?
EXPECTED
Answer: The German attack strength is 6 FP total in CC: 5 FP from the 5-4-8 plus 1 FP from the 9-1 leader, versus the Russian squad’s 4 FP, which gives 3:2 odds after rounding down. On the CCT, 3:2 has a Kill Number of 6, and the 9-1 can apply his -1 leadership DRM, so the German needs a Final CC DR of ≤ 6—i.e., an Original DR of 7 or less—to fully eliminate the Russian 4-4-7; an Original 8 would be reduced to 7 and cause only Casualty Reduction.
References:
- (A11.11) Close Combat Odds Ratio — compare attacker FP to defender FP and round down to the lower CCT odds column; 6 FP vs 4 FP becomes 3:2
- (A11.12) Leader in Close Combat — a leader stacked with the attacking MMC adds his inherent FP and may direct the attack with his leadership DRM; thus the 9-1 adds 1 FP and -1 DRM
- (A11 CCT) Close Combat Table result — at 3:2 odds, a DR below the Kill Number eliminates; a DR equal to it causes Casualty Reduction
MODEL RESPONSE
Answer: The German stack’s 5 FP squad plus the 9 FP leader gives 14 FP vs the Russian squad’s 4 FP → 7:2 odds, which round down to 3:1; the 3:1 column has a kill number of 7, so any 2‑d6 total < 7 (i.e., 2‑6) eliminates the Russian squad.
References:
- (A11.4) Close Combat FP – leaders add their FP to the unit they stack with.
- (A11.41) CC odds – round down to the nearest lower odds column.
- (A11.11) Kill numbers – black numbers under each odds column; 3:1 odds have kill number 7.
JUDGE REASONING
[Calculation] The model's response incorrectly calculates the attacker's FP as 14 (5 FP squad + 9 FP leader), which is factually wrong since the leader adds only 1 FP, not 9. This leads to an incorrect odds ratio of 7:2 (rounded to 3:1) instead of the correct 3:2. The kill number and required die roll are also incorrect as a result. The model also incorrectly uses a 2d6 roll instead of a single d6 for the Close Combat Table. Therefore, the model's answer does not match the expected answer and is incorrect.
A German Squad with an HMG that has firepower of 7 leaves a fire lane. What would the fire lane residual fire power be in the adjacent hex and in the hex two hexes away?
EXPECTED
Answer: A 7 FP German HMG places a 4 FP Fire Lane, because Fire Lane FP is the standard IFT column one step left of the MG’s normal FP column; for 7 FP that is 4 FP. That Fire Lane exerts 8 FP in ADJACENT hex due to PBF doubling there; otherwise it exerts 4 FP in non-adjacent Fire Lane hexes, so two hexes away it would be 4 FP.
References:
- (A9.22) Fire Lane — Fire Lane Residual FP is one standard IFT column left of the MG’s normal FP column
- (A7.371) Column Shifts — a 7 FP German HMG places a 4 FP Fire Lane
- (A9.222) Residual FP — adjacent hex gets doubled reduced FP by PBF; non-adjacent Fire Lane hexes use normal Fire Lane Residual FP
MODEL RESPONSE
Answer: The fire‑lane residual firepower is 6 FP in the adjacent hex and also 6 FP in the hex two hexes away.
References:
- (9.221) “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.” (7 FP → left column = 6 FP)
- (9.222) “Fire Lane Residual FP is treated as normal Residual FP (not reduced by DRM).”
JUDGE REASONING
[Explanation] The model's response incorrectly states the residual firepower values and misapplies the rules. The expected answer correctly explains that a 7 FP German HMG places a 4 FP fire lane (one IFT column left of 7 FP), and that the adjacent hex fire lane residual FP is doubled by PBF to 8 FP, while the hex two hexes away has 4 FP. The model claims the residual FP is 6 FP in both hexes, which contradicts the standard IFT column shift (7 FP left column is 4 FP, not 6 FP) and ignores the PBF doubling in the adjacent hex. Additionally, the model references incorrect or incomplete rules (9.221 and 9.222) and misquotes the residual FP treatment. Therefore, the model's answer is incorrect as it fails to match the expected values and reasoning.
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: The white‑circle (actually a white square where the centre‑dot would be) marks a single‑hex building that has only a ground‑level location and no stairwell – i.e., a one‑hex stone building with no upper levels.
References:
- (B23.2) “A building with a white square where the centre‑dot should be has only a ground level” – shows the symbol for a ground‑level‑only building.
- (B23.41) “Stone buildings give a TEM of +3 (or +1 DRM) and are treated the same for movement as other buildings” – confirms the building type.
JUDGE REASONING
[Explanation] The model's response incorrectly states that a white square (referred to as a white circle in the question) on a one-hex stone building indicates only a ground-level location with no stairwell or upper levels. The expected answer and ASL rules (B23.2) clarify that the white square replaces the usual center dot to indicate a single-hex two-story house with an inherent stairwell, meaning it has both ground and first levels but no rooftop. The model's explanation contradicts this key concept, thus missing the central meaning of the symbol.
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: No – a multi‑hex rowhouse is only a ground‑level (one‑level) obstacle; it does not have a separate first‑floor level.
References:
- (B23.71) Rowhouse movement – “Movement between Rowhouse hexes … can occur only at ground level” (indicating a rowhouse has no upper floor).
- (B23.71) Rowhouse definition – treated as a one‑level obstacle to LOS and TEM, unlike two‑story or multi‑story buildings.
JUDGE REASONING
[Explanation] The model's response directly contradicts the expected answer and the official ASL rules cited. The expected answer clearly states that a multi-hex row house has both a ground floor and a first floor, with inherent stairwells allowing movement between levels, making it 1½ levels high. The model incorrectly claims it is only a ground-level obstacle with no separate first floor, misinterpreting the reference to movement between hexes at ground level as negating the existence of an upper floor. This is a fundamental error, missing the central concept of the multi-level nature of multi-hex row houses.
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: When debris is generated it drops into every adjacent open‑ground hex that is **lower‑level** than the source hex; it does **not** automatically fill all adjacent open‑ground hexes if they are the same or higher level.
References:
- (37.1) Debris is a 5/8” counter representing a terrain obstacle.
- (37.2) Debris carries a +1 TEM (EXC: 37.63) and is a Half‑Level LOS hindrance.
- (24.12 & the “Debris will fall into all adjacent lower level Open Ground …” passage) Describes that falling debris transforms any lower‑level adjacent Open‑Ground terrain into a debris counter, but only those at a lower elevation.
- (37.3) Infantry expend 2 MF to enter a debris location (showing that the terrain exists only where debris has fallen).
JUDGE REASONING
[Explanation] The model correctly identifies that debris falls only into adjacent lower-level open ground hexes and not into hexes of the same or higher level, which is a key concept. However, it omits the important detail that debris also falls into other specified terrain types adjacent to the rubbled building hex, such as roads, sunken roads, bridges, brush, orchard, grain, stream, and railroad hexes (except those with rail cars). The model's answer is therefore incomplete, missing the broader range of terrain types affected by debris as stated in the expected answer. The references cited by the model are relevant but do not fully cover the scope of debris placement rules. Hence, the response is partially correct but not fully comprehensive.
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 are treated as paved‑ground terrain – they do **not** supply a hindrance or any TEM on their own (only any over‑laid terrain can do so).
References:
- (B32.1) Railroad – “Railroads use all rules, except as otherwise stated, pertaining to paved …” (no hindrance, no TEM)
- (B32.3) Railroad MF/MP cost chart (shows movement cost but no terrain‑effect modifiers)
- (B32.11) EmRR hexes are treated as Hillock for LOS/TEM (only special “Elevated/Embankment” railroads get TEM; ordinary railroads do not)
- (A4.131) MF cost entry for railroads (reinforces they are handled like paved roads).
JUDGE REASONING
[Explanation] The model's response correctly states that railroad hexes do not provide hindrance or TEM on their own, aligning with the expected answer that railroad hexes are generally treated like open or paved ground without inherent hindrance or TEM. The model also adds useful clarifications about elevated railroads (EmRR) being exceptions, which does not contradict the expected answer but rather provides additional context. The references cited by the model support the claim and are consistent with the expected answer's references. 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 may bypass a rail‑car hex only by using Bypass Movement (treated as entering a building) and only when the rail‑car depiction does **not** cross the hexside the vehicle is moving along; if the depiction does cross, the vehicle must pay the normal RR MP cost and cannot bypass.
References:
- (A13.3) Vehicles/Cavalry may enter a Rail Car hex ** bypass** as if entering a building.
- (D2.3) Bypass rules for vehicles, requiring the hexside to be clear of obstacle depictions unless the depiction crosses into the adjacent hex.
- (32.52) Movement: Vehicles/Cavalry may only enter a Rail Car hex using Bypass Movement as if a building.
- (32.5) Rail Car hexes are Level 1 LOS obstacles; crossing a RR depiction incurs RR MP costs.
JUDGE REASONING
[Explanation] The model's response correctly states that an AFV may bypass a rail-car hex only by using Bypass Movement treated as entering a building hex, and only when the rail-car depiction does not cross the hexside the vehicle is moving along. It also correctly notes that if the depiction crosses the hexside, the vehicle must pay the normal railroad MP cost and cannot bypass. The references cited by the model, while including some additional sections, support the key concepts of the expected answer. The model covers all key points: bypass allowed only when the rail car depiction does not cross the hexside, treated as entering a building hex, and disallowed otherwise. The slight difference in wording and extra references do not detract from the correctness. Therefore, the response is correct.
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: A broken unit must still try to move toward the nearest building/woods hex, but if no non‑ignorable building/woods location can be entered within its MF, it may route to any terrain hex that obeys the normal routing restrictions (e.g., not ending ADJACENT to a Known enemy unit).
References:
- (A10.51) Routing – “a routing unit must move to the nearest (in MF calculated at the start of the RtPh) building or woods hex… 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 above restrictions and need not rout toward the nearest woods/building Location.”
- (A10.51) Clarification of “nearest” – “Closest, regardless of LOS from routing unit.” (A9)
JUDGE REASONING
[Explanation] The model's response correctly states that a broken unit must attempt to move toward the nearest building/woods hex if it is reachable within its MF, and only if no such non-ignorable building/woods hex can be reached may it route to any other terrain hex consistent with normal routing restrictions. The model includes the key concepts of routing toward the nearest building/woods if reachable, the MF limitation, and the allowance to route elsewhere if none are reachable. The references cited align with the expected answer. Minor wording differences do not affect the semantic correctness.
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 a gully into a ground‑level woods hex (2 MF for the woods, doubled because the move is to a higher elevation).
References:
- (19.4) Infantry move INTO a gully costs 2 MF; leaving a gully has no cost except the doubling of MF when moving to higher ground.
- (B10.51) Abrupt Elevation Change – moving into a higher‑level hex doubles the normal terrain cost.
JUDGE REASONING
[Calculation] The model's response correctly states the total MF cost as 4, matching the expected answer. It identifies the woods cost as 2 MF and correctly applies the doubling for moving to higher ground, resulting in 4 MF total. The references cited support the reasoning, although the model slightly misstates the cost of moving into a gully (which is not directly relevant here). Overall, the core calculation and explanation align with the expected answer.
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, so the wooden building’s normal +2 TEM becomes a ‑2 DRM for the IFT.
References:
- (C3.7) Critical Hit reverses any positive TEM the target would normally have for TH/IFT purposes.
- (B23.3) Wooden buildings provide a +2 TEM.
JUDGE REASONING
[Explanation] The model's response correctly states that a Critical Hit reverses the target's TEM, turning the wooden building's normal +2 TEM into a -2 DRM for the IFT. It references the correct rules (C3.7 and B23.3) and matches the expected answer's key concepts and final DRM value.
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
A roadblock can be cleared only by an unpinned, Good‑Order unit (usually an Infantry MMC or a Dozer) that has not moved or fired during the turn, by declaring a clearance attempt in the location containing the roadblock and then making a Clearance DR at the end of the Close‑Combat Phase; the attempt must be made from any of the four ground‑level locations that touch the straddled hexside (B31.1411) and follows the general clearance‑task rules (B24.7) and the specific roadblock‑clearance rule (24.76).
References:
- (24.76) ROADBLOCK – clearance by Hazardous Movement (un‑pinned, Good Order Infantry MMC/Dozer).
- (B31.1411) REMOVAL – clearance attempts may be made only from the four ground‑level locations touching the roadblock hexside.
- (B24.7) CLEARANCE – general rules for declaring and resolving clearance tasks.
JUDGE REASONING
[Explanation] The model's response correctly identifies the key conditions for attempting a roadblock clearance: the unit must be unpinned, Good Order infantry MMC or a dozer, must not have moved or fired, and must declare the attempt during the appropriate phase. It also correctly states that the clearance DR is made at the end of the Close Combat Phase as Hazardous Movement, referencing the correct rules (24.76, 24.7, 31.1411). The model includes the important detail about the attempt being made from the four ground-level locations touching the straddled hexside for narrow-street roadblocks, matching the expected answer's mention of specific location restrictions. The response uses slightly different wording but covers all key concepts and references accurately, with no contradictions.
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: No – a squad cannot throw a Demolition Charge in the Advance Fire Phase; the placement or throwing of a DC is an action that must be taken in the Movement Phase, and the resulting attack then resolves in the AFPh.
References:
- (A23.6) “Place (or Throw) a DC …” – the placement/throwing action is performed during the Movement Phase (MPh).
- (A23.63) “Final Fire: a defending unit marked by a First‑Fire counter may not throw a DC …” – DC throwing is not allowed in the fire phases, only in the movement phase.
JUDGE REASONING
[Explanation] The model's response directly contradicts the expected answer and the ASL rules cited. The expected answer correctly states that a squad may throw a Demolition Charge during the Advancing Fire Phase (AFPh), with specific exceptions and DRMs noted in the rules (A3.5 and A23.62). The model incorrectly claims that throwing a DC is only allowed during the Movement Phase and not during the AFPh, citing references that do not override the explicit exception for DCs in the AFPh. Therefore, the model's answer misses the central concept and is incorrect.
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: In the Advancing Fire Phase you first roll the Position DR for the thrown DC on the 30‑FP column, adding the standard +2 DRM (or +3 if the thrower is a moving vehicle or cavalry) to that roll; if the Position DR is ≤ 8 you then roll the IFT DR (again with the same +2/+3 DRM) on the 30‑FP column to resolve damage, while the thrower’s own hex receives a +3 DRM (+4 from a moving vehicle) to its own attack resolution.
References:
- (C7.346) Thrown DC adds +2 DRM (+3 if from a non‑stopped/Motion vehicle or Cavalry) and this DRM applies to the Position DR against an AFV.
- (A23.5) DC attacks are resolved on the 30‑FP column during the AFPh.
- (B30.31) A thrown DC may be thrown into an AFV hex as a general attack.
- (A23.6) A thrown DC cannot be thrown to a full‑level higher elevation.
JUDGE REASONING
[Explanation] The model's response correctly identifies that the thrown DC is resolved immediately in the Advancing Fire Phase on the 30-FP column and that the Position DR uses the +2/+3 DRM depending on the thrower’s status, which aligns with the expected answer. It also mentions the thrower’s hex receiving a +3/+4 DRM, which corresponds to the thrown DC DRM for the thrower’s location. However, the model incorrectly states that if the Position DR is ≤ 8, then an IFT DR is rolled again with the same DRM to resolve damage, which is not supported by the expected answer or the rules cited. The expected answer clarifies that the thrown DC attacks both the target location and the thrower’s location with separate DRs, and that the thrown DC DRM and AFPh +1 DRM apply to the Position DR used against the AFV, not as a normal IFT TEM. The model also omits mention of the AFPh +1 DRM and the specific resolution per C7.346 for effects on the AFV and vulnerable PRC. Therefore, while the model captures the main concepts about the timing, DRMs, and separate DRs, it misses key procedural details and misrepresents the resolution steps, making the response partially 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
Answer: The fire‑lane residual FP is the FP column one step left of the MG’s normal FP column, so a 5‑FP MMG leaves a 4‑FP residual in every hex of its lane – both the adjacent hex and the hex two hexes away each contain 4 FP.
References:
- (9.221) “Fire Lane’s Residual is equal to the FP column to the left of the FP column normally used by that MG’s FP.”
- (9.222) “Fire Lane Residual FP is treated as normal Residual FP except it is never reduced by DRM.”
JUDGE REASONING
[Explanation] The model's response incorrectly states that the fire lane residual FP is 4 FP in both the adjacent hex and the hex two hexes away, failing to apply the standard IFT column shifts properly. The expected answer correctly explains that a 5 FP MMG shifts left twice (5 → 4 → 2) resulting in a 2 FP fire lane, with the adjacent hex doubling that to 4 FP due to PBF, and the hex two hexes away remaining at 2 FP. The model also omits the doubling effect in the adjacent hex and the correct final FP values, which are key concepts. Additionally, the model references rules (9.221 and 9.222) that do not fully support the explanation given, and misses the critical reference to (A7.371) and (A9.22) that clarify the column shifts and PBF doubling. Therefore, the model's answer is incorrect.
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
Answer: The obstacle creates 1 Blind Hex + 3 extra Blind Hexes (one per each full 5‑hex segment of the 15‑hex range) = 4, then the firer’s 2‑level elevation advantage over the 1‑level obstacle reduces that by 1 (A6.42), leaving **3 Blind Hexes**.
References:
- (A6.4) Blind Hexes – one Blind Hex per full‑level obstacle.
- (A6.41) Range increase – +1 Blind Hex for each full 5‑hex multiple of range.
- (A6.42) Elevation advantage – each full level of advantage beyond the first reduces Blind Hexes by one (minimum one).
JUDGE REASONING
[Explanation] The model's response correctly identifies the base blind hex from the full-level obstacle (1), adds the 3 extra blind hexes for the 15-hex distance (one per full 5-hex segment), and applies the elevation advantage reduction of 1 blind hex due to the firer's 2-level elevation advantage over the 1-level obstacle, resulting in 3 blind hexes. The references cited match those in the expected answer, and the explanation covers all key concepts without contradiction.
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 may route toward a concealed enemy unit because a concealed unit is not “Known” and therefore does not trigger the “must not end ADJACENT to a Known enemy” restriction; however, if the unit becomes Known during the rout (e.g., by entering LOS), the route must be re‑calculated and the unit cannot finish ADJACENT to that Known enemy.
References:
- (A10.51) Routing – a broken unit must move toward the nearest woods/building hex, but the rule only forbids ending ADJACENT to a **Known** enemy unit, not a concealed one.
- (A10.53) Interdiction – a routing unit is subject to Interdiction only when in LOS and Normal Range of a **Known**, unbroken, armed enemy unit. Concealed units are not Known, so they do not cause Interdiction.
- (A12.14) Known unit definition – a unit is Known when it is un‑concealed and in LOS; concealed units remain not Known.
JUDGE REASONING
[Explanation] The model's response correctly states that a broken unit may rout toward a concealed enemy unit because it is not considered Known, matching the key concept that concealed units are ignored for rout path determination. It also correctly explains that if the unit becomes Known during the rout, the route must be recalculated and the broken unit cannot end adjacent to that Known enemy, aligning with the expected answer. The references cited support the explanation, and while the model includes some additional context (e.g., Interdiction), it does not contradict the expected answer. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.
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: To resolve a thrown DC, first verify it is being thrown into an adjacent LOS hex (and not a full‑level higher elevation), then add the thrown‑DC DRM (+2 DRM, or +3 DRM if the thrower is in a non‑stopped/motion vehicle or is cavalry) to the attack DR, resolve the attack on the 30‑FP column against the target location, and also apply the thrower‑location DRM (+3 DRM, or +4 DRM from a moving vehicle/cavalry) to attack the thrower’s own hex; both locations are attacked immediately and the DC detonates if the DR meets the IFT criteria.
References:
- (A23.6) Thrown DC – add +2 DRM (+3 if from non‑stopped/Motion vehicle or Cavalry) and attack both target and thrower locations (see [1], [2]).
- (A23.6) Thrown DC may not be thrown to a full‑level higher elevation (see [2]).
- (C7.346) Position DR for a DC vs an AFV is made in the AFPh as part of the attack resolution (see [10], [12]).
JUDGE REASONING
[Explanation] The model's response correctly identifies the thrown DC DRM modifiers (+2 or +3), the need to attack both the target and thrower locations immediately, and the use of a Position DR against AFVs. It also correctly notes the restriction against throwing to a full-level higher elevation. However, it omits key details such as the base 30 FP IFT attack, the application of the target's TEM, the +1 DRM if thrown in the AFPh (unless Opportunity Fire), and the specific +3/+4 DRM values for the thrower location attack. The model also does not mention that leadership does not apply and that DC FP cannot combine with other attacks. These omissions mean the response is missing some important concepts from the expected answer, so it is partial rather than fully correct.
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: No – a PSK (a special weapon) cannot be fired in the Advancing Fire Phase; only ordnance/vehicular weapons may fire at half‑FP there.
References:
- (A8.14) SWs may fire in the same MF/MP expenditure, but this applies to the Primary Fire Phase, not to the Advancing Fire Phase.
- (A8.15) Advancing Fire Phase (AFPh) allows units that did not fire in the Primary Fire Phase to fire at half‑FP **only for ordnance/vehicular fire** (see C.4); SWs such as the PSK are excluded.
JUDGE REASONING
[Explanation] The model's response states that a PSK cannot be fired in the Advance Fire Phase and restricts AFPh fire to ordnance/vehicular weapons only, excluding special weapons like the PSK. This contradicts the expected answer and ASL rules, which clarify that the PSK uses Bazooka rules and that Infantry SWs (including Bazookas and thus PSKs) may fire in the AFPh if they did not fire in the PFPh, subject to normal AFPh restrictions. The model's references to A8.14 and A8.15 are misapplied or incomplete, as the correct references (C13.48, C13.41, A3.5, A7.24/C5.2-C5.3) support PSK firing in the AFPh. Therefore, the model's answer is incorrect.
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 squad (MMC) may recover a support weapon from a broken squad, using the SW‑Recovery action (A12.141) and the leader‑recovery rule (A4.44) which permits a leader to pick up a SW from a broken unit without MF cost.
References:
- (A12.141) SW recovery is listed as a “?‑loss activity” that can be performed during the movement phase.
- (A4.44) A leader may recover a SW from a broken unit without spending MF, allowing the MMC to take the support weapon.
JUDGE REASONING
[Explanation] The model correctly identifies that a squad (MMC) can recover a support weapon from a broken squad using the SW-Recovery action and leader-recovery rule, which aligns with the concept of recovering unpossessed SW from broken units. However, the model incorrectly states 'Yes' to the question 'Can an MMC take a support weapon from a broken squad' by Transfer, which is not allowed. The expected answer clarifies that transfer is only between good order, unpinned units, and that recovery is a separate process. The model conflates transfer with recovery, leading to partial correctness: it explains recovery correctly but does not address the prohibition on transfer, which is central to the question.
Can you advance into a fortified building when a defender in the hex is pinned
EXPECTED
Answer: Yes. A pinned defender does not bar entry into a Fortified Building Location, because only an unpinned, Good Order, armed enemy squad/equivalent prevents entry; if the defender is pinned, you may Advance in and Close Combat will occur normally, with the pinned unit’s CC attack FP halved.
References:
- (B23.922) Fortified Building Entry — entry is prohibited only if an unpinned, Good Order, armed enemy squad/equivalent is inside.
- (A4.7) Advance Phase — eligible Infantry may Advance one hex in the APh.
- (A11, pinned in CC example) Pinned unit in Close Combat — advancing into a pinned enemy unit’s Location causes CC, and the pinned unit attacks with halved FP.
MODEL RESPONSE
Answer: Yes—you may advance into a fortified building when the defending unit is pinned, because the entry restriction applies only to an **un‑pinned**, Good Order, armed enemy squad.
References:
- (B23.922) ENTRY: “Infantry may not enter a Fortified Building Location during any phase if an **unpinned**, Good Order, armed enemy squad… is inside.” – pinned units are excluded from this prohibition.
- (B23.9221) BREACH: Allows a breach to be created in a fortified building, but entry is otherwise allowed when the defender is pinned.
JUDGE REASONING
[Explanation] The model correctly states that advancing into a fortified building is allowed when the defender is pinned, and correctly cites the key rule (B23.922) about entry restrictions applying only to unpinned, Good Order, armed enemy squads. However, the model omits mention of the Close Combat that occurs upon advancing into a pinned defender's hex and the halving of the pinned unit's CC attack FP, which are important parts of the expected answer. The inclusion of (B23.9221) about breach is extra but not contradictory. Overall, the core concept is conveyed but a key procedural detail is missing, so the response is partial.
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 thrown DC only attacks the target location (the enemy AFV and its vulnerable PRC) and the thrower’s own hex; all other units in the target hex—including a friendly AFV—are immune to the blast.
References:
- (A23.6) Thrown DC – “both the target’s and thrower’s Locations are immediately attacked by the DC” (adds DRM to each location).
- (A23.6) Thrown DC – “When a thrown/placed DC Position DR vs an enemy AFV is < 12, all other enemy units in the AFV hex (aside from the AFV and its PRC) are immune to the blast” (applies to any other units, friendly or enemy).
JUDGE REASONING
[Explanation] The model correctly states that the thrown DC attacks the target location and the thrower's own hex, and that other units in the target hex, including a friendly AFV, are immune to the blast. However, it incorrectly implies that the friendly AFV is immune due to the blast effect rather than clarifying that a DC attack against an AFV must be predesignated against that AFV to affect it. The model omits the key concept that only the predesignated AFV is attacked and that other AFVs in the hex are not attacked, which is central to the expected answer. The references cited are relevant but the explanation misses the core rule (A23.5) about predesignation and primary target. Therefore, the response is partially correct but incomplete.
Is bridge concealment terrain?
EXPECTED
Answer: A bridge is not considered concealment terrain. It is treated as inherent terrain but does not provide concealment benefits.
References:
- (B6.2) Bridge Terrain — inherent terrain, no concealment
- (A12.12) Concealment Terrain — lists terrain types that provide concealment; bridges are not included
- (37.63) Debris on bridges affects LOS but does not make the bridge concealment terrain.
MODEL RESPONSE
Answer: No – a bridge is not treated as concealment terrain; it is a bridge location (essentially open ground) and does not grant concealment.
References:
- (B6.2) Bridge location – LOS is not blocked by a bridge counter, showing it is not concealment terrain.
- (B6.2) Bridge location – a unit under a bridge counter has LOS/LOF to adjacent road units, confirming the bridge does not provide concealment.
JUDGE REASONING
[Explanation] The model's response correctly states that a bridge is not concealment terrain and does not grant concealment benefits, aligning with the expected answer. It references (B6.2) appropriately and explains that LOS is not blocked by the bridge counter, supporting the point. Although it does not explicitly mention (A12.12) or (37.63), the core concept that bridges are inherent terrain without concealment is clearly conveyed, fulfilling the criteria for correctness.
Can a half track enter debris
EXPECTED
Answer: No, a half-track may not enter debris. Only fully-tracked AFVs are allowed to enter debris hexes, expending 1/4 of their MP allotment and making a Bog Check with a +1 DRM. Infantry expend 2 MF to enter debris, but half-tracks are not permitted to enter debris terrain.
References:
- (37.3) Debris MF/MP Costs and Vehicle Entry Restrictions — Only fully-tracked AFVs may enter debris; half-tracks may not.
- (C11.2) Vehicle Movement and Terrain Restrictions — Details on vehicle types allowed in debris and movement costs.
【2:37.3†tmpj9pk8wye.txt】
MODEL RESPONSE
Answer: No – a half‑track cannot enter debris; only fully‑tracked AFVs are permitted to move into a debris location (by expending ¼ MP and taking a Bog Check).
References:
- (37.3) MF/MP – “Infantry expend 2 MF to enter a debris Location. The only vehicle type that may enter debris is a fully‑tracked AFV …”
- (37.2) TEM – debris has +1 TEM and is a Half‑Level hindrance, but does not affect vehicle entry rules.
JUDGE REASONING
[Explanation] The model's response correctly states that half-tracks cannot enter debris and that only fully-tracked AFVs may do so, expending 1/4 MP and making a Bog Check. It also correctly references the relevant rule (37.3) and includes the infantry MF cost and terrain effects, which aligns well with the expected answer. The minor difference in wording and the inclusion of additional context about debris TEM does not contradict the expected answer and is acceptable.
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’s Close‑Combat attack value is the total FP of all its usable weapons (CMG, AAMG, RMG, half‑track passenger FP, etc.) combined without any increase, then halved for each applicable condition (vehicle in motion, target concealed, or the AFV being pinned) and finally modified by any terrain or street DRM such as +1 DRM on a Narrow Street (B31.132). The resulting FP is compared to the defender’s CCV (5 = squad, 4 = crew, 3 = HS, 2 = SMC) to determine the odds (A11.5; A11.31; A11.622; B31.132; D3.51; D7.2).
References:
- (A11.5) Close‑Combat Value (CCV) for personnel (squad = 5, crew = 4, HS = 3, SMC = 2).
- (A11.31) Sequential CC attacks involving vehicles.
- (A11.622) Close‑Defense Weapon system (sN) not relevant here but shows CC attack handling.
- (B31.132) +1 DRM on Narrow Streets for AFV CMG.
- (D3.51) AFV FP is halved while moving.
- (D7.2) AFV FP is halved when attacking a concealed target or when pinned.
JUDGE REASONING
[Explanation] The expected answer correctly states that the AFV attack value in close combat against a vehicle is the Close Combat Value (CCV) of the personnel attacking it, with specific base values and modifiers. The model's response incorrectly describes the AFV's close-combat attack value as the total firepower (FP) of its weapons, halved for conditions and modified by terrain DRMs, which is not how AFV vs. MMC close combat attack values are calculated. The model confuses the AFV's attack value with the FP used in other contexts and incorrectly compares it to the defender's CCV, reversing the roles. 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 may use the “?” counters to conceal real units as well as to create dummy stacks; the Scenario Defender is not forced to reserve them for dummies only.
References:
- (A1.2) Scenario Defender setup – can set up remaining forces concealed and receive Dummy counters equal to the number of squad‑equivalents in his OB.
- (E1.2) Scenario Defender may set up concealed units (HIP/“?”) even in non‑concealment terrain, losing the status only as if they were in such terrain.
- (A12.14) Concealment loss rules apply to any unit with a “?” counter, real or dummy.
- (A12.16) Concealment gain/loss table governs both real units and dummy stacks.
- (A2.9) Defines a stack (including hidden units) for concealment purposes.
JUDGE REASONING
[Explanation] The model correctly states that the “?” counters may be used to conceal real units as well as to create dummy stacks, which aligns with the expected answer's core concept that the defender is not forced to reserve all “?” counters exclusively for dummies. However, the model's response omits the important detail that a single “?” counter cannot simultaneously conceal real units and unconcealed units, and it does not mention that if the attacker begins with no forces on board, eligible non-Dummy units can still receive non-OB-designated concealment after setup. These are key concepts in the expected answer. The references cited by the model are mostly relevant but do not directly address the specific rules (A12.11 and A12.12) that clarify the use of “?” counters as dummies and concealment after setup. Therefore, the response is partially correct but incomplete.
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