Detailed Evaluation Results
Showing: AI Judge
66
Total
46
Correct
6
Partial
14
Incorrect
A4.42
pass
A4.42
A squad carrying 5 portage points has how many Movement Factors (MF)?
2 MF. A squad normally has 4 MF, but for each PP over it's capacity of 3, the squad losses a MF.
A squad carrying 5 portage points (PP) has only 2 Movement Factors (MF) remaining. This is because a squad has an inherent portage capacity (IPC) of 3 PP, and it loses 1 MF for each PP carried in excess of its IPC. Therefore, carrying 5 PP results in a loss of 2 MF (5 - 3 = 2) from the base 4 MF, leaving 2 MF.
[Calculation] The model's response correctly calculates the number of Movement Factors (MF) for a squad carrying 5 portage points. It accurately explains the loss of MF due to exceeding the inherent portage capacity, matching the expected answer of 2 MF.
Judgment
Correct
1.00
A4.431
pass
A4.431
When can transfers of SW/Guns occur?
During the RPh, at the start of their APh, or as a result of the creation of a sub-unit from an MMC
Transfers of SW/Guns can occur:
1. During the Rally Phase (RPh).
2. At the start of the Advance Phase (APh).
3. As a result of the creation of a sub-unit from a MMC.
Transfers can only occur between different Good Order unpinned units in the same Location, with some exceptions (e.g., Wire, Panji, Crest-status units).
[Explanation] The model's response correctly identifies the three key situations when transfers of SW/Guns can occur: during the RPh, at the start of the APh, and as a result of the creation of a sub-unit from an MMC. It also provides additional context about the conditions for transfers, which does not contradict the expected answer and is accurate, thus not penalized.
Judgment
Correct
0.95
A4.431
pass
A4.431
When can SW/Guns be transferred between different units?
First, the units involved must be Good Order and unpinned in the same Location. The transfer can happen during RPh, at the start of their APh, or as a result of the creation of a sub-unit from an MMC.
SW/Guns can be transferred between different units under the following conditions:
1. **Units**: Only between different Good Order unpinned units in the same Location.
2. **Timing**: Transfer can occur during the RPh, at the start of their APh, or as a result of the creation of a sub-unit from a MMC.
3. **Restrictions**: Not allowed between Crest-status units and units IN a Depression, and some other specific exceptions apply (e.g., Wire, Panji).
[Explanation] The model's response accurately covers the key concepts of when SW/Guns can be transferred: the units must be Good Order and unpinned in the same Location, and the transfer can occur during the RPh, at the start of their APh, or due to the creation of a sub-unit from an MMC. The model also includes additional context about restrictions, which does not contradict the expected answer and provides further clarity.
Judgment
Correct
0.90
A5.1
pass
A5.1
What is the IFT DRM modifier of an attack on a hex that contains four squads?
-1 IFT DRM for being overstacked.
The DRM modifier for an attack on a hex that is overstacked (containing more than three squads) is -1 for each squad equivalent (FRU) by which the stacking limit is exceeded (A5.131). Since the hex contains four squads, it is overstacked by one squad, resulting in a -1 DRM to the attack.
[Calculation] The model's response correctly identifies the -1 IFT DRM for an overstacked hex containing four squads. It accurately explains that the hex is overstacked by one squad, resulting in the -1 DRM, which matches the expected answer.
Judgment
Correct
1.00
A6.4
fail
A6.4
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.
3 Blind hexes. 1 [Normal Blind Hex] + 3 [extra Blind Hexes] -1 [full-level elevation advantage > one level over obstacle]
To calculate blind hexes:
1. **Base Blind Hexes**: Equal to the height of the obstacle in levels. Here, it's 1 level.
2. **Range Modifier**: For every 5 hexes (FRD) to the obstacle, increase blind hexes by 1. At 15 hexes, this adds 3 blind hexes (15/5 = 3).
3. **Elevation Advantage**: For every level above the obstacle, reduce blind hexes by 1. Here, the advantage is 2 levels (3 - 1 = 2).
Calculation:
- Base: 1
- Range: +3
- Elevation: -2
Total: 1 + 3 - 2 = 2 blind hexes.
[Calculation] The model's response incorrectly calculates the total number of blind hexes as 2 instead of the expected 3. The model correctly identifies the base blind hexes and range modifier but incorrectly applies the elevation advantage, reducing by 2 instead of the correct 1. This results in an incorrect final answer.
Judgment
Incorrect
0.90
A6.7
fail
A6.7
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?
The DRM modifier is +1 from the Orchard.
The DRM for Defensive First Fire against a unit using Assault Movement is -1 (FFNAM) (A4.61). Additionally, if the LOS passes through an Orchard hex, there is a +1 Hindrance DRM per orchard hex (B14.21).
Therefore, the total DRM is calculated as follows:
- FFNAM: -1
- Orchard Hindrance: +1
Total DRM: 0 (-1 + 1 = 0).
Answer: The DRM is 0 (per A4.61, B14.21).
[Calculation] The expected answer focuses solely on the Orchard hindrance, which is +1. The model's response incorrectly includes the FFNAM modifier, which is not relevant to the question as it specifically asks for the DRM modifier due to the Orchard. Therefore, the model's calculation of the total DRM as 0 is incorrect based on the question's context.
Judgment
Incorrect
1.00
A7.36
fail
A7.36
A 5-4-8 squad has Assault Fire and is pinned. It is attacking in the APh. What is its FP?
3 FP. Start with 5 FP, divide by 2 for being pinned, which results in 2.5. Round up to the nearest whole value.
The 5-4-8 squad's firepower is calculated as follows:
1. **Pinned Firepower**: A pinned unit's firepower is halved (A7.8).
2. **Assault Fire Bonus**: Assault Fire allows a squad to add one FP to its attack in the AFPh, even when pinned (A7.36).
3. **APh Firepower**: Firepower is halved again in the Advancing Fire Phase (A7.4).
Calculation:
- Base FP: 5
- Pinned: 5 / 2 = 2.5
- APh: 2.5 / 2 = 1.25
- Assault Fire: 1.25 + 1 = 2.25
- Final: Round up to 3 FP.
Answer: 3 FP (per A7.8, A7.36, A7.4).
[Calculation] The model's response incorrectly applies the rules for calculating firepower. The expected answer correctly rounds up after halving for being pinned, resulting in 3 FP. The model incorrectly applies an additional halving for the Advancing Fire Phase, which is not applicable in this context, leading to an incorrect intermediate calculation. The final answer is correct, but the reasoning is flawed, making the response incorrect overall.
Judgment
Incorrect
0.80
A.8
pass
A.8
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?
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.
No, they are not considered adjacent. Units on different levels of a building are not adjacent, even if they share a common hexside. Adjacent refers to being in directly connected locations, which does not include different levels of the same hex.
[Explanation] The model's response correctly identifies that the squads are not considered adjacent because they are on different levels of the building. It aligns with the expected answer by explaining that adjacency requires being in directly connected locations, which does not include different levels of the same hex. The core concept is accurately captured.
Judgment
Correct
1.00
A8.4
needs_review
Human Override
A8.4
If a DEFENDER's unit is mark with a First Fire Counter, under what conditions can it fire in Defensive Fire Phase (DFPh)?
The unit can fire only at adjacent or same hex enemy units.
A unit marked with a First Fire counter can fire in the Defensive Fire Phase (DFPh) only at adjacent enemy units, and it must do so under the constraints of Final Fire. When it fires, its First Fire marker is flipped to the Final Fire side.
[Explanation] The model's response correctly identifies that a unit marked with a First Fire counter can fire at adjacent enemy units in the DFPh and mentions the flipping of the marker to Final Fire. However, it misses the condition that the unit can also fire at same hex enemy units, which is a key concept in the expected answer.
Judgment
Partial
0.80
A8.26
pass
A8.26
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?
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).
To calculate the Residual Fire Power (RFP):
1. **Determine Base RFP**: The attack is 16 FP. Residual FP is half of the attack FP, rounded down (FRD). So, 16 FP ÷ 2 = 8 FP.
2. **Apply Hindrance DRM**: Each positive DRM from hindrances reduces the RFP by one column. Two grain hexes provide a +2 DRM.
3. **Shift Columns**: Starting from 8 FP, shift two columns left: 8 → 6 → 4.
Final RFP: 4 FP.
[Calculation] The model's response correctly calculates the Residual Fire Power by starting with the base RFP of 8 FP (16 FP divided by 2) and then applying the hindrance DRM by shifting two columns to the left, resulting in a final RFP of 4 FP. This matches the expected answer and follows the correct procedure for determining RFP with hindrances.
Judgment
Correct
1.00
A9.222
pass
A9.222
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?
DRM = 0. There is no DRM modifier for SMOKE for a fire lane, but the Smoke does cancel FFMO.
The DRM for a Fire Lane attack on a squad Assault Moving into open ground with Smoke is calculated as follows:
1. **Assault Movement**: Normally, a unit using Assault Movement in Open Ground is subject to a -1 FFMO DRM but not to the -1 FFNAM DRM (A4.61).
2. **Smoke**: Smoke cancels FFMO (A4.6).
3. **Fire Lane**: Fire Lane Residual FP attacks are resolved with DRM to the Residual FP attack, but Smoke cancels FFMO (A9.22).
Therefore, the DRM is 0, as the Smoke cancels the FFMO benefit.
[Calculation] The model's response correctly identifies that the Smoke cancels the FFMO, resulting in a DRM of 0 for the Fire Lane attack. The explanation aligns with the expected answer, covering the key concepts of Assault Movement, Smoke, and Fire Lane interactions.
Judgment
Correct
1.00
A10.63
pass
A10.63
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?
DR of 7 or less. Start with its Morale Level of 8 and subtract one for self-rally attempt
The maximum DR to self-rally in open ground is 7. This is because self-rally incurs a +1 DRM penalty (A18.11), and there is no terrain DRM for open ground. Therefore, the DR must be 7 or less to rally a unit with a Morale Level of 8.
[Calculation] The model's response correctly identifies the maximum DR as 7, matching the expected answer. It explains the self-rally penalty and the lack of terrain DRM, aligning with the expected reasoning.
Judgment
Correct
1.00
A12.122
pass
A12.122
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?
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
To gain concealment in open ground while out of LOS but within 16 hexes of an unbroken enemy, a half squad must roll a Concealment dr of 5 or less. The dr is modified by the unit size: +2 for a half squad. Thus, the Original dr must be 3 or less (5 - 2 = 3).
[Calculation] The model's response correctly identifies that the half squad must roll a 3 or less on a single die to gain concealment. It accurately explains the modification due to the unit size (+2 for a half squad) and correctly calculates the required original dr (5 - 2 = 3). This matches the expected answer precisely.
Judgment
Correct
1.00
A15.1
pass
A15.1
When is Heat of Battle invoked?
A Heat of Battle DR follows any Original MC or Rally (not Self-Rally) DR of 2.
Heat of Battle is invoked following any Original Morale Check (MC) or Rally (not Self-Rally) DR of 2. Certain units are exempt from Heat of Battle, including unarmed units, Cavalry, PRC, Heroes, crews, participants in a Human Wave attack, ready berserk units, Climbing/Swimming/Wading units, and units in boats/on parachute counters (A15.1).
[Explanation] The model's response correctly identifies the key concept that Heat of Battle is invoked following any Original Morale Check (MC) or Rally (not Self-Rally) DR of 2. It also provides additional context about exemptions, which does not contradict the expected answer. Therefore, it covers all key concepts and is correct.
Judgment
Correct
1.00
A15.1
pass
A15.1
What is the result of a Heat of Battle DR of an 8 when the squad is a Finnish squad that is Broken?
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.
A Heat of Battle DR of 8 for a Broken Finnish squad results in Battle Hardening. The calculation is as follows:
1. Base DR: 8
2. Modifiers:
- Finnish: -1
- Broken: +1
3. Final DR: 8 - 1 + 1 = 8
A Final DR of 5-8 results in Battle Hardening (A15.1).
[Calculation] The model's response correctly calculates the modified DR as 8, which matches the expected answer. The explanation includes all necessary modifiers and correctly identifies the result as Battle Hardening, consistent with the expected answer.
Judgment
Correct
1.00
A15.23
pass
A15.23
What is the DR modifier when a Hero fires an MG?
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.
When a Hero fires a MG, they add +1 to its To Hit or IFT DR. However, this is negated by the Hero's inherent -1 DRM, effectively resulting in no net DRM (0).
[Calculation] The model's response correctly identifies that the +1 DRM from firing the MG is offset by the Hero's -1 DRM, resulting in a net DRM of zero. This matches the expected answer precisely.
Judgment
Correct
1.00
A24.4
pass
A24.4
When is White Dispersed SMOKE removed from play?
White Dispersed SMOKE is removed at the start of the owning players next PFPh.
White Dispersed SMOKE is removed at the start of the owning player’s next Prep Fire Phase (PFPh).
[Explanation] The model's response accurately matches the expected answer. It correctly identifies that White Dispersed SMOKE is removed at the start of the owning player's next Prep Fire Phase (PFPh), covering the key concept required by the question.
Judgment
Correct
1.00
A26.11
fail
A26.11
Does an enemy MMC under DM prevent the other player's ground unit from gaining control of a hex or building?
Yes, an MMC under DM is considered an armed enemy ground unit, which prevents the opposing player's MMC from gaining control.
No, an enemy MMC under DM does not prevent the other player's ground unit from gaining control of a hex or building. Control is prevented by the presence of an armed enemy ground unit, but DM status does not negate this. The unit must be removed or eliminated for control to be gained.
[Calculation] The model's response incorrectly states that an enemy MMC under DM does not prevent control, whereas the expected answer confirms that it does. The model's reasoning contradicts the correct rule interpretation, leading to an incorrect conclusion.
Judgment
Incorrect
1.00
C8
pass
C8
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?
+4 DRM because of Case J2: Defensive First Fire vs. Moving Vehicle.... Case J (+2) +2 = +4
The target-based to-hit DRM for firing at a moving vehicle that has expended ≤ 1 MP in the firer's continuous LOS is +4. This is known as Case J2: Limited Aim, which is +2 for Case J (moving target) plus an additional +2.
[Calculation] The model's response correctly identifies the target-based to-hit DRM as +4, which matches the expected answer. It accurately explains the components of the DRM: +2 for Case J (moving target) and an additional +2 for the limited aim due to the vehicle being visible for only 1 MP, aligning with Case J2. The explanation is consistent with the expected answer and covers all necessary details.
Judgment
Correct
1.00
A12.1
pass
A12.1
Can a unit gain concealment (the "?") while in the LOS of an enemy Dummy unit?
No, concealment ("?”) gain is denied while in the LOS of an unbroken enemy ground unit (which includes Dummies).
No, a unit cannot gain concealment while in the LOS of an enemy Dummy unit. The rule states that concealment gain is denied if the unit is in the LOS of an unbroken enemy ground unit, which includes Dummy stacks.
[Calculation] The model's response correctly states that a unit cannot gain concealment while in the LOS of an enemy Dummy unit. It accurately reflects the rule that concealment gain is denied if the unit is in the LOS of an unbroken enemy ground unit, which includes Dummy stacks. The response matches the expected answer in both content and reasoning.
Judgment
Correct
1.00
A12.122
needs_review
Human Override
A12.122
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?
Yes, by rolling <=2 (after drm) on Concealment dr [dr must be <=5 with a +3 drm for US# of 3 for an MMC].
Yes, a German MMC in that situation can attempt to gain Concealment. Since it is within 16 hexes of an unbroken enemy ground unit, not in Concealment Terrain, and out of LOS, it must make a dr ≤ 5 on a Concealment Final dr to gain "?" (A12.122).
[Calculation] The model correctly identifies that the German MMC can attempt to gain Concealment and mentions the need for a dr ≤ 5. However, it does not specify the +3 DRM for the US# of 3 for an MMC, which is a key part of the expected answer. Thus, it partially matches the expected answer but lacks complete detail on the DRM calculation.
Judgment
Partial
0.70
A14.4
fail
A14.4
A squad makes a Sniper Check, what would the roll have to be for the Sniper to be eliminated?
4 or less. A squad has a -2 drm applied to the <=2 to eliminate the Sniper.
A Sniper is eliminated on a Sniper Check Final DR of ≤ 2 (A14.4).
[Calculation] The model's response states that a Sniper is eliminated on a Final DR of ≤ 2, which does not account for the -2 DRM applied to the squad's Sniper Check. The expected answer indicates that the roll must be 4 or less due to this DRM. Therefore, the model's response is incorrect as it does not match the expected answer.
Judgment
Incorrect
0.90
A24.2
pass
A24.2
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
Final DRM = +3; +2 [SMOKE] + 2 [Wall Advantage] -1 [First Fire Non-Assault Movement]
The DRM for an IFT attack against an MMC moving with non-assault movement into a hex with SMOKE and where they can claim Wall Advantage (WA) is calculated as follows:
1. **FFNAM (First Fire Non-Assault Movement)**: -1 DRM.
2. **SMOKE**: +2 DRM for SMOKE (B.10).
3. **Wall Advantage (WA)**: If the unit claims WA, it receives the wall/hedge TEM, which is typically +2 (B9.31).
The total DRM would be: -1 (FFNAM) + 2 (SMOKE) + 2 (Wall TEM) = +3 DRM.
Answer: +3 DRM (B9.31, B.10, A4.6).
[Calculation] The model's response correctly calculates the DRM for an IFT attack against an MMC moving with non-assault movement into a hex with SMOKE and where they can claim Wall Advantage. It includes all the necessary components: -1 for FFNAM, +2 for SMOKE, and +2 for Wall Advantage, resulting in a total DRM of +3. The reasoning aligns with the expected answer, and all key concepts are covered accurately.
Judgment
Correct
1.00
A24.1
pass
A24.1
If the is a mild breeze, can smoke still be placed?
If there is a mild breeze, SMOKE cannot be placed in the three hexes adjacent to the placing unit in an upwind direction.
In a mild breeze, smoke cannot be placed in the three hexes adjacent to the placing unit in an upwind direction (24.1).
[Explanation] The model's response accurately captures the key concept that smoke cannot be placed in the three hexes adjacent to the placing unit in an upwind direction during a mild breeze. The response matches the expected answer in both content and meaning.
Judgment
Correct
1.00
A24.4
pass
A24.4
When does a +3 White Smoke (5/8 inch counter) get reduce and to which counter?
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.
A +3 White Smoke counter is flipped over to its white Dispersed side at the start of the owning player's next PFPh (Prep Fire Phase).
[Explanation] The model's response correctly identifies the timing (start of the owning player's next PFPh) and the action (flipping the counter to its Dispersed side), which aligns with the expected answer. The key concepts of timing and the result of the action are covered, even though the model does not explicitly mention the +2 value, it implies the correct procedure.
Judgment
Correct
0.90
A24.4
pass
A24.4
When is +2 White Dispersed SMOKE (5/8 inch counter) get removed from the board?
White Dispersed SMOKE is removed at the start of the owning player’s next PFPh.
White Dispersed SMOKE is removed at the start of the owning player’s next Prep Fire Phase (PFPh).
[Explanation] The model's response correctly identifies the timing for the removal of White Dispersed SMOKE as the start of the owning player’s next Prep Fire Phase (PFPh), which matches the expected answer. The key concept of timing is accurately captured.
Judgment
Correct
1.00
A4.5
pass
A4.5
How many additional MF does Double Time provide to Infantry?
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.
Double Time increases the MF allotment of Infantry by two, unless announced after some MF have already been expended, in which case it increases by only one (A4.5).
[Calculation] The model's response correctly states that Double Time increases the MF allotment of Infantry by two, and if announced after some MF have been expended, it increases by only one. This matches the expected answer exactly, including the condition about announcing after MF expenditure.
Judgment
Correct
1.00
A4.63
pass
A4.63
What is the effect of a Dash on non-ordnance Defensive First Fire?
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.
All non-ordnance Defensive First Fire against a Dashing unit in the road Location is considered Area Fire, except for Fire Lanes and pre-existing Residual FP. However, FFMO/FFNAM DRM apply normally (A4.63).
[Explanation] The model's response accurately captures all the key concepts of the expected answer. It correctly states that non-ordnance Defensive First Fire against a Dashing unit in the road Location is considered Area Fire, with exceptions for Fire Lanes and pre-existing Residual FP, and that FFMO/FFNAM DRM apply normally. The inclusion of the rule reference (A4.63) does not contradict the expected answer and provides additional context.
Judgment
Correct
1.00
A5.1
pass
A5.1
What is the normal Personnel stacking limit per Location without penalty?
Each side may stack up to three squads or their equivalents plus up to four SMC per Location without penalty.
The normal Personnel stacking limit per Location without penalty is three squads or their equivalents, plus up to four SMC (Single Man Counters) per Location (A5.1).
[Calculation] The model's response accurately states the normal Personnel stacking limit per Location without penalty as three squads or their equivalents, plus up to four SMC per Location. This matches the expected answer exactly, including the reference to rule A5.1.
Judgment
Correct
1.00
A6.4
fail
Human Override
A6.4
How many Blind Hexes are created by a level 1 obstacle at a range of 10 hexes for a unit at level 2?
2 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].
To calculate Blind Hexes:
1. **Base Blind Hexes**: A level 1 obstacle creates 1 Blind Hex (A6.4).
2. **Range Modifier**: For every 5 hexes of range (FRD), add 1 Blind Hex (A6.41). At 10 hexes, this adds 2 Blind Hexes.
3. **Elevation Advantage**: For every full level of elevation advantage over the obstacle beyond the first, reduce Blind Hexes by 1 (A6.42). At level 2, you have a 1-level advantage over a level 1 obstacle, so no reduction applies.
Calculation:
- Base: 1 Blind Hex
- Range: +2 (10 hexes)
- Elevation: -0 (1 level advantage)
Total: 3 Blind Hexes.
[Calculation] The model's response concludes with 3 Blind Hexes, which does not match the expected answer of 2 Blind Hexes. The reasoning provided by the model is correct in terms of the steps and rules applied, but the final calculation is incorrect, leading to an incorrect judgment.
Judgment
Incorrect
1.00
The eval answer is wrong. Will fix
A7.21
pass
A7.21
When is Small-Arms/MG/ATR/IFE FP doubled for Point Blank Fire?
The FP is doubled while either ADJACENT to its target or adjacent to and either within one level of or higher than its target.
Small-Arms/MG/ATR/IFE FP is doubled for Point Blank Fire (PBF) when the attacker is either adjacent to its target or adjacent and either within one level of or higher than its target (A7.21).
[Explanation] The model's response accurately captures the key concepts of when FP is doubled for Point Blank Fire, matching the expected answer. It correctly states the conditions of adjacency and level difference, aligning with the rule A7.21.
Judgment
Correct
1.00
A10.62
pass
A10.62
What DRM must be added to a Rally attempt for a unit under Desperation Morale (DM)?
+4 DRM (plus any leadership, terrain, and/or Self-Rally modification).
A unit under Desperation Morale (DM) incurs a +4 DRM to its Rally attempt (A10.62).
[Calculation] The model's response correctly identifies the +4 DRM for a unit under Desperation Morale (DM) during a Rally attempt, which matches the expected answer. The reference to rule A10.62 supports the accuracy of the response.
Judgment
Correct
1.00
A3.3
pass
A3.3
Can a unit that fired during the PFPh move during the MPh?
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.
No, a unit that fired during the PFPh (Prep Fire Phase) cannot move during the MPh (Movement Phase).
[Calculation] The model's response correctly answers the question with a 'No,' which matches the expected answer. The question is a Calculation/Fact type, and the model's response aligns with the strict requirement of matching the expected answer.
Judgment
Correct
1.00
A8.26
fail
A8.26
What is the Residual Fire Power from a 16-firepower Defensive First Fire attack that has a LOS going through two grain hexes?
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).
To calculate Residual Fire Power (RFP) for a 16 FP attack through two grain hexes:
1. **Base RFP**: 16 FP attack leaves 8 RFP (half of original FP).
2. **Hindrance DRM**: Each grain hex adds +1 DRM. Two grain hexes = +2 DRM.
3. **Column Shifts**: Each +1 DRM shifts RFP one column left on the IFT. +2 DRM shifts 8 RFP two columns left: 8 → 4 → 2.
Final RFP: 2 FP.
[Calculation] The model's response incorrectly calculates the final Residual Fire Power. The expected answer is 4 FP, but the model concludes with 2 FP. The model correctly identifies the need to halve the firepower and apply column shifts for the hindrances, but it miscalculates the final result after the column shifts.
Judgment
Incorrect
1.00
A11.5
pass
A11.5
What is the Close Combat Value (CCV) of a squad, crew, HS, and SMC when attacking a vehicle?
Squad: 5, Crew: 4, HS: 3, SMC: 2.
The Close Combat Value (CCV) for attacking a vehicle is as follows:
- Squad: 5
- Crew: 4
- Half-Squad (HS): 3
- Single Man Counter (SMC): 2
These values are used instead of the odds ratios or kill numbers on the Close Combat Table (CCT) when attacking vehicles (A11.5).
[Calculation] The model's response correctly lists the Close Combat Values (CCV) for a squad, crew, HS, and SMC when attacking a vehicle, matching the expected answer. The additional context provided does not contradict the expected answer and is accurate, thus not affecting the correctness.
Judgment
Correct
1.00
A11.16
needs_review
Human Override
A11.16
Can broken units attack in Close Combat?
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.
No, broken units cannot attack in Close Combat. They are not allowed to advance into an enemy Location, which is a prerequisite for engaging in Close Combat.
[Explanation] The model correctly states that broken units cannot attack in Close Combat, which matches the expected answer. However, it does not mention that broken units still defend with their full FP and are subject to a -2 DRM when attacked in CC. The model's response includes an additional point about not advancing into an enemy Location, which is correct but not directly relevant to the question about attacking in CC.
Judgment
Partial
0.80
While the answer is correct, the reasoning is wrong.
A14.4
fail
A14.4
What must a squad roll to eliminate the enemy Sniper during a Sniper Check?
4 or less. A squad has a -2 drm applied to the ≤2 to eliminate the Sniper.
To eliminate an enemy Sniper during a Sniper Check, a squad must achieve a Final DR of 2 or less. A Final DR of 3 will pin the Sniper (A14.4).
[Calculation] The model's response states that a Final DR of 2 or less is needed to eliminate the Sniper, which contradicts the expected answer of 4 or less with a -2 DRM. The model's answer does not match the expected calculation and is therefore incorrect.
Judgment
Incorrect
0.90
A15.1
pass
A15.1
When is Heat of Battle invoked?
A Heat of Battle DR follows any Original MC or Rally (not Self-Rally) DR of 2.
Heat of Battle is invoked following any Original Morale Check (MC) or Rally (not Self-Rally) DR of 2. Certain units are exempt from Heat of Battle, including unarmed units, Cavalry, PRC, Heroes, crews, participants in a Human Wave attack, ready berserk units, Climbing/Swimming/Wading units, and units in boats/on parachute counters (A15.1).
[Explanation] The model's response correctly identifies the key concept that Heat of Battle is invoked following any Original Morale Check (MC) or Rally (not Self-Rally) DR of 2, which matches the expected answer. The additional information about exemptions does not contradict the core answer and provides extra context, which is permissible.
Judgment
Correct
0.90
A18.11
pass
A18.11
Can a broken MMC attempt a rally without a leader present?
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.
Yes, a broken MMC can attempt a rally without a leader present by using Self-Rally. However, only one MMC per Player Turn may attempt Self-Rally without a leader. Additionally, the first MMC Rally attempt of a player’s own RPh may be performed as Self-Rally regardless of Self-Rally capability, provided there is no Good Order leader in that Location and the broken unit is not Disrupted.
[Explanation] The model's response correctly identifies that a broken MMC can attempt a rally without a leader present by using Self-Rally. It also accurately states the condition that only one MMC per Player Turn may attempt Self-Rally without a leader and provides additional context about the conditions under which Self-Rally can occur. This matches the key concepts of the expected answer.
Judgment
Correct
1.00
A4.63
needs_review
Human Override
A4.63
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?
2 FP. The 4 FP is halved for Dash (Area Fire). FFMO/FFNAM DRMs apply normally.
The FP of the attack is halved. Per A4.63, all non-ordnance Defensive First Fire against a Dashing unit in the road Location is considered Area Fire, which halves the FP.
[Calculation] The model correctly identifies that the FP is halved due to the Dash rule, referencing A4.63. However, it does not provide the final FP value of 2, which is required for a complete answer in a Calculation/Fact question.
Judgment
Partial
0.70
Technically correct, but doesn't give a number
A5.11
fail
A5.11
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?
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))
Entering an overstacked location costs one additional MF for each squad (or equivalent) in the location that exceeds the normal stacking limits (A5.11). In your case, the building contains two squads and a crew (equivalent to 3.5 squads), exceeding the limit by 0.5 squads. Therefore, the cost is 1 additional MF (FRU).
[Calculation] The model's response incorrectly calculates the overstacking penalty. It states that the overstacking is 0.5 squads and applies 1 additional MF due to FRU, which is incorrect. The expected answer correctly applies a 1 MF penalty for overstacking because the location already contains more than 3 squad equivalents. The model's reasoning and final MF cost do not match the expected answer.
Judgment
Incorrect
0.90
A7.2
pass
A7.2
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?
4 FP column, -1 DRM. Total FP = 8. Range 7 is > Normal Range (4) but <= Double Range (8). Fire is Long Range (halved). 8 / 2 = 4 FP. Leader applies -1 DRM.
To determine the final IFT column and DRM:
1. **Firepower Calculation**:
- Two 4-6-7 squads have a combined FP of 8 (4 FP each).
- The 9-1 leader does not add FP but provides a DRM.
- Total FP = 8.
2. **Range Consideration**:
- The target is 7 hexes away. The normal range for a 4-6-7 squad is 6 hexes.
- Therefore, this is Long Range Fire, which halves the FP.
- Halved FP = 8 / 2 = 4 FP.
3. **IFT Column**:
- 4 FP corresponds to the 4 FP column on the IFT.
4. **DRM Calculation**:
- Leadership: -1 DRM for the 9-1 leader (A7.531).
- Open Ground: No additional DRM.
- Total DRM = -1.
Final Answer: The attack is resolved on the 4 FP column with a -1 DRM.
[Calculation] The model's response correctly calculates the firepower as 4 FP due to long range halving and applies the -1 DRM from the leader. It matches the expected answer in both the IFT column and DRM, with accurate reasoning for each step.
Judgment
Correct
1.00
A4.72
pass
A4.72
A squad carrying 5 PP (IPC 3) has 2 MF available. Can it advance into a Woods hex (cost 2 MF) without becoming CX?
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).
No, the squad cannot advance without becoming CX. According to A4.72, an advance into any hex whose MF cost is all of a unit’s available non-Double Time MF allotment (whichever is less) may not be made if the unit is already CX; otherwise, it may advance but becomes CX in the process. In this case, the squad has 2 MF available and the cost is 2 MF, so it will become CX.
[Calculation] The model's response correctly identifies that the squad must become CX when advancing into a Woods hex costing 2 MF, as it matches the expected answer. The explanation provided aligns with the rule A4.72, confirming that advancing into a hex costing all available MF results in becoming CX. The reasoning and conclusion are both accurate and complete.
Judgment
Correct
1.00
A11.5
fail
A11.5
A 4-6-7 squad and a 2-2-8 crew attack a 4-4-7 squad in Close Combat. What are the odds?
3:2. Attack Strength: 4 + 2 = 6. Defense Strength = 4 (from the 4-4-7). 6:4 factors down to 3:2
To calculate the Close Combat odds:
1. **Calculate Total FP**:
- Attacking units: 4-6-7 (4 FP) + 2-2-8 (2 FP) = 6 FP.
- Defending unit: 4-4-7 (4 FP).
2. **Determine Odds**:
- Ratio: 6:4.
- Simplify: 3:2.
3. **Round Down**:
- Closest standard odds on the CCT (Close Combat Table) is 1:1.
Answer: The odds are 1:1.
[Calculation] The model correctly calculates the total firepower for both the attackers and the defender, and it correctly simplifies the ratio to 3:2. However, it incorrectly states that the odds should be rounded down to 1:1, which contradicts the expected answer of 3:2. The final answer provided by the model is incorrect.
Judgment
Incorrect
0.90
A7.24
fail
A7.24
A 5-4-8 squad moves 1 hex and then fires in the AFPh at an adjacent target. What is the total FP?
6 FP. Base 5. PBF x2 = 10. AFPh /2 = 5. Assault Fire (underscored FP) +1 = 6.
The total FP is 3. Here's the breakdown:
1. **Base FP**: 5 (from the 5-4-8 squad).
2. **AFPh Fire Penalty**: Halved (A7.24), so 5 ÷ 2 = 2.5.
3. **Assault Fire Bonus**: +1 FP (A7.36), so 2.5 + 1 = 3.5.
4. **Rounding**: Fractions are rounded up, so 3.5 rounds to 4.
Therefore, the total FP is 4.
[Calculation] The model's response incorrectly calculates the total FP. The expected answer is 6 FP, but the model concludes with 4 FP. The model correctly identifies the base FP and the AFPh halving, but it incorrectly applies the Assault Fire bonus and rounding rules, leading to an incorrect final FP calculation.
Judgment
Incorrect
0.90
A8.2
fail
A8.2
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?
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).
To calculate Residual Firepower (FP):
1. **Determine Initial Residual FP**: Residual FP is half of the original FP, rounded down (A8.2).
2. **Apply DRM Effects**: Reduce the Residual FP by one column for each positive DRM caused by conditions outside the target hex (A8.26).
For a 4-6-7 squad (4 FP) firing at a unit in Open Ground:
- **Initial Residual FP**: 4 FP ÷ 2 = 2 FP.
- **DRM Consideration**: There are no positive DRMs in Open Ground.
Therefore, the Residual FP left in the hex is 2 FP.
[Calculation] The model's response incorrectly calculates the Residual FP as 2 instead of the correct 4. The model fails to account for the doubled FP due to Point Blank Fire (PBF), which should be 8 FP, and then halved to 4 FP for Residual. The model's reasoning about DRM is irrelevant in this context as there are no positive DRMs affecting the calculation.
Judgment
Incorrect
1.00
A15.1
pass
A15.1
A unit rolls a 2 on a 1MC. Does it check for Heat of Battle?
Yes. A Heat of Battle DR follows any Original MC DR of 2.
Yes, a unit that rolls a 2 on a 1MC must check for Heat of Battle. Per rule 15.1, Heat of Battle is triggered by any Original MC or Rally DR of 2.
[Calculation] The model's response correctly identifies that a unit rolling a 2 on a 1MC must check for Heat of Battle. It aligns with the expected answer and provides additional context by referencing the rule number, which does not contradict the expected answer.
Judgment
Correct
1.00
A26.12
pass
A26.12
Can a vehicle gain Control of a building?
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.
No, a vehicle (or its PRC) can never gain Control of a building. However, it may gain Control of its Location/hex as per A26.12.
[Calculation] The model's response correctly states that a vehicle (or its PRC) cannot gain Control of a building, which matches the expected answer. It also correctly mentions that a vehicle may gain Control of its Location/hex, aligning with the expected answer. The reference to A26.12 is an additional correct context that does not contradict the expected answer.
Judgment
Correct
1.00
A26.222
pass
A26.222
How many Victory Points are captured units/equipment worth at the end of the scenario?
Captured units/equipment are worth double their normal VP to their captor at game end [EXC: captured Chinese Guns/vehicles are quadrupled].
Captured units and equipment are worth double their normal Victory Points (VP) to their captor at the end of the scenario. An exception is that captured Chinese Guns/vehicles are worth quadruple their normal VP at scenario end.
[Explanation] The model's response accurately captures the key concepts of the expected answer. It correctly states that captured units/equipment are worth double their normal VP to their captor and notes the exception for captured Chinese Guns/vehicles being worth quadruple. The semantic meaning and key concepts are fully aligned with the expected answer.
Judgment
Correct
1.00
A21.2
pass
A21.2
When can a vehicle be captured?
A vehicle can be captured only in the CCPh, and an AFV can be captured only if Abandoned.
A vehicle can be captured only in the Close Combat Phase (CCPh) and only if it is Abandoned. If there are no enemy units in the Location with an Abandoned enemy AFV, it may be captured automatically by any Infantry unit in the same location at the end of a CCPh. Otherwise, an Abandoned AFV can be captured by a CC attack capture attempt in a CC Location.
[Explanation] The model's response accurately covers the key concepts of when a vehicle can be captured, specifically mentioning the CCPh and the condition of being Abandoned. It also provides additional context about the capture process, which does not contradict the expected answer. Therefore, it is correct.
Judgment
Correct
0.90
A22.1
pass
A22.1
What is the Normal Range and Firepower of a standard Flamethrower (FT)?
Normal Range of one hex and a FP factor of 24.
The Normal Range of a standard Flamethrower (FT) is 1 hex, and its Firepower is 24 FP (A22.1).
[Calculation] The model's response correctly states the Normal Range as 1 hex and the Firepower as 24 FP, which matches the expected answer. The inclusion of the rule reference (A22.1) does not contradict the answer and provides additional context.
Judgment
Correct
1.00
A22.611
pass
A22.611
What is the Firepower bonus for using a Molotov Cocktail (MOL) in a PBF/TPBF attack?
Using a MOL in a PBF/TPBF attack entitles the firer to add four FP to that attack.
Using a Molotov Cocktail (MOL) in a PBF/TPBF attack provides a +4 Firepower bonus. This bonus is added after any modification of FP and is not subject to modification itself (A22.611).
[Calculation] The model's response correctly states that using a Molotov Cocktail (MOL) in a PBF/TPBF attack provides a +4 Firepower bonus, which matches the expected answer. The additional detail about the bonus not being subject to modification is accurate and does not contradict the expected answer.
Judgment
Correct
1.00
A22.5
fail
Human Override
A22.5
When is a Flamethrower (FT) removed from play due to running out of fuel?
If the Original resolution DR for any FT attack by Infantry is >= 10.
A Flamethrower (FT) is removed from play when an Original To Hit (TH) or To Kill (TK) DR of 11 or 12 is rolled. This indicates that the FT has run out of fuel (A22.2).
[Explanation] The model's response incorrectly states the conditions for a Flamethrower (FT) being removed from play. The expected answer specifies that the FT is removed if the Original resolution DR is >= 10, while the model states it is removed on a DR of 11 or 12. This is a significant deviation from the correct rule, leading to an incorrect evaluation.
Judgment
Incorrect
0.90
A23.1
pass
A23.1
What is the Firepower of a Demolition Charge (DC) exploding in a target Location?
30 FP factors on the IFT [EXC: Set DC; 23.7].
The Firepower of a Demolition Charge (DC) exploding in a target Location is resolved on the 30 FP column of the IFT (Infantry Fire Table).
[Calculation] The model's response correctly identifies the Firepower of a Demolition Charge as being resolved on the 30 FP column of the IFT, which matches the expected answer. The response is accurate and complete for a Calculation/Fact question.
Judgment
Correct
1.00
A23.3
pass
A23.3
Can a unit Place a DC if it fired during the PFPh?
No. A unit cannot Place a DC if it fired during the PFPh or was pinned prior to Placement during that MPh.
No, a unit cannot place a DC if it fired during the PFPh. Additionally, it cannot place a DC if it was pinned prior to placement during the MPh.
[Calculation] The model's response correctly states that a unit cannot place a DC if it fired during the PFPh, which matches the expected answer. It also correctly includes the additional condition about being pinned, which aligns with the expected answer.
Judgment
Correct
1.00
A23.4
pass
A23.4
When does an operably Placed DC detonate?
A DC operably Placed during the MPh detonates during the AFPh on any Original DR < 12 (or 10 for a captured DC).
An operably Placed DC detonates during the AFPh (Advance Fire Phase) on any DR (Dice Roll) less than 12 (or less than 10 for a captured DC) and is removed from play.
[Explanation] The model's response correctly identifies that an operably Placed DC detonates during the AFPh on any DR less than 12 (or less than 10 for a captured DC). It includes the key concepts of the timing (AFPh) and the conditions for detonation (DR < 12 or DR < 10 for captured DC). The mention of removal from play is extra but does not contradict the expected answer.
Judgment
Correct
0.90
A2.5
pass
A2.5
If a scheduled entry hex is unenterable due to enemy occupation, where must entry be made?
In a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later.
If a scheduled entry hex is unenterable due to enemy occupation, entry must be made in a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later. If all hexes are still obstructed, the radius of permissible entry is extended another four hexes in both directions at a cost of another turn’s delay, and so on. Delayed entry is never voluntary and cannot be used to appear on the other side of a river/canal instead of the side originally scheduled.
[Explanation] The model's response includes all the key concepts from the expected answer and provides additional context that is correct and relevant. It correctly states the requirement for entry in a non-obstructed hex within four hexes of the scheduled entry point, one Game Turn later, and expands on what happens if all hexes remain obstructed, which does not contradict the expected answer.
Judgment
Correct
1.00
A4.134
pass
A4.134
What is the requirement for an Infantry unit to make a Minimum Move?
It must retain at least one MF after deducting for portage costs exceeding its IPC.
An Infantry unit can make a Minimum Move of one hex during its Movement Phase if it retains at least one Movement Factor (MF) after deducting for portage costs exceeding its Infantry Portage Capacity (IPC). This is allowed even if the unit is CX (Counter Exhausted) or lacks the MF to pay the full entry cost of the hex. Exceptions include Infantry pushing a Gun or loading/unloading, which may never Minimum Move. After entering a hex by Minimum Move, all unbroken survivors become both pinned and CX (even if they were already CX).
[Explanation] The model's response accurately captures the key concept of the requirement for an Infantry unit to make a Minimum Move, which is retaining at least one MF after deducting for portage costs exceeding its IPC. It also provides additional context about exceptions and consequences, which does not contradict the expected answer and enhances understanding.
Judgment
Correct
1.00
A6.7
pass
A6.7
What is the DRM modifier for Direct Fire traced through an effective LOS Hindrance hex?
+1 DRM to either the IFT or To Hit DR.
The DRM modifier for Direct Fire traced through an effective LOS Hindrance hex is +1 (A6.7).
[Calculation] The model's response correctly identifies the DRM modifier as +1 for Direct Fire traced through an effective LOS Hindrance hex, which matches the expected answer. The reference to rule A6.7 supports the accuracy of the response.
Judgment
Correct
1.00
A8.1
pass
A8.1
Which units are affected by Defensive First Fire attacks?
Only the moving unit/stack regardless of other units that occupy the same or intervening hexes.
Defensive First Fire attacks affect only the moving unit or stack, regardless of other units that occupy the same or intervening hexes at the instant of attack (A8.1).
[Explanation] The model's response accurately captures the key concept that Defensive First Fire attacks only affect the moving unit or stack, regardless of other units in the same or intervening hexes. The inclusion of the rule reference (A8.1) does not contradict the expected answer and provides additional context.
Judgment
Correct
1.00
A10.21
pass
A10.21
Can multiple leaders in the same Location apply their leadership modifiers to a single MC/TC DR?
No, the leadership modifiers of multiple leaders in a Location are not cumulative; the owner must choose which leadership DRM to apply.
No, the leadership modifiers of multiple leaders in a Location or moving stack are not cumulative. The owner must choose which leadership DRM to apply (A10.21).
[Calculation] The model's response correctly states that leadership modifiers from multiple leaders are not cumulative and that the owner must choose which DRM to apply. This matches the expected answer exactly, including the reference to rule A10.21, which supports the correctness of the response.
Judgment
Correct
1.00
A4.41
needs_review
Human Override
A4.41
Can a MMG that moved during the MPh fire during the ensuing AFPh?
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.
No, a MMG that moved during the MPh may not fire during the ensuing AFPh. The rule states: "No MMG, HMG, mortar, INF/RCL SW, or 5/8" non-vehicular ordnance counter which moved [other than being Recovered] during the MPh may fire during the ensuing AFPh" (A4.41).
[Calculation] The model correctly states that a MMG that moved during the MPh cannot fire during the ensuing AFPh, aligning with the expected answer. However, it omits the exception for German dm MMG/HMG firing as LMG and the condition about remaining stationary while being recovered, which are key concepts in the expected answer.
Judgment
Partial
0.80
Fails to disclose exceptions
A10.51
needs_review
Human Override
A10.51
Can a routing unit rout toward a Known armed enemy unit while in that enemy unit's LOS?
No. A routing unit may never rout toward a Known armed enemy unit while in that enemy unit's LOS.
No, a routing unit may never rout toward a Known armed enemy unit while in that enemy unit's LOS if it decreases the range in hexes between them. There are exceptions, such as Passengers (D6.1), but generally, this is not allowed (A10.51).
[Calculation] The model's response correctly states that a routing unit may not rout toward a Known armed enemy unit while in that enemy unit's LOS, aligning with the expected answer. However, it introduces additional context about exceptions and conditions (e.g., decreasing range, Passengers) that are not part of the expected answer. This additional information is not incorrect but is not necessary for the core question, which is a straightforward yes/no type. Thus, the response is partially correct as it adds complexity not required by the question.
Judgment
Partial
0.70
Model is correct based on D6.1. Need to update eval
A20.21
pass
A20.21
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?
Assuming No Quarter hasn't been invoked, the broken Infantry unit will surrender
A broken Infantry unit that 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, will surrender to that enemy unit during the RtPh. The unit must first abandon all its SW before surrendering. If there are multiple qualifying enemy units, the captor chooses which unit receives the surrender. If the only adjacent armed enemy unit is in-Melee, berserk, or vehicular, the broken unit must rout away or be eliminated for Failure to Rout. Such elimination does not incur No Quarter penalties.
[Explanation] The model's response correctly identifies that the broken Infantry unit will surrender under the given conditions, which matches the expected answer. Additionally, it provides extra context about the process of surrendering, such as abandoning SW and conditions involving multiple enemy units or specific enemy statuses. These details do not contradict the expected answer and enhance understanding, thus the response is correct.
Judgment
Correct
0.90
A20.22
fail
A20.22
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?
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.
To resolve the CC capture attempt:
1. **Odds Calculation**: Two 4-4-7s (total FP 8) against a 4-6-7 (FP 4) gives a 2:1 odds ratio.
2. **Capture Attempt**: Declaring a capture attempt adds a +1 DRM to the CC DR (A20.22).
3. **DR Resolution**: The DR is 5. Apply the +1 DRM for capture attempt, resulting in a Final DR of 6.
4. **Outcome**: A Final DR of 6 at 2:1 odds results in a Casualty Reduction (CR) (A11.11). Since a capture attempt was made, one HS is captured (A20.22).
Therefore, the 4-6-7 is reduced to a 2-3-7 HS, and one HS is captured.
[Calculation] The model's response incorrectly states the outcome of the CC capture attempt. The expected answer indicates that the 4-6-7 is captured as prisoners, while the model states that the 4-6-7 is reduced to a 2-3-7 HS and one HS is captured. The model's reasoning about the odds and DRM is correct, but the final outcome does not match the expected result of full capture.
Judgment
Incorrect
0.90
A20.51
pass
A20.51
A full squad can guard how many full-squad prisoners?
5. A single Guard unit can guard prisoners with a total US# up to five times its own US#.
A single Guard unit can guard prisoners with a total Unit Size (US#) up to five times its own US# (20.51).
[Calculation] The model's response correctly states the rule that a single Guard unit can guard prisoners with a total US# up to five times its own US#. This matches the expected answer, which specifies the number 5, and the model's response provides the correct rule reference (20.51).
Judgment
Correct
1.00