Detailed Evaluation Results

Showing: Human Review

214 Total
190 Correct
0 Partial
24 Incorrect
A.8 Recall pass Human Override
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.
Answer: No. In a building, a ground-level Location and a first-floor Location are not considered ADJACENT unless they are vertically connected by a stairwell; otherwise, no LOS exists between them and they are not adjacent. References: - (B23.25) Adjacent Building Hexes — units in the same building are adjacent only if on the same level or vertically connected by a stairwell - (B23.26) Stairwell — ground level and second-or-higher levels of the same building hex are never adjacent; attacks up/down are limited to the next higher/lower level via stairwell
[Explanation] The model's response correctly states that squads on different floors of a building are not considered adjacent unless connected by a stairwell, which aligns with the expected answer's core concept that adjacency requires the ability to advance into the other squad's location (implying adjacency). The model also provides relevant rule references supporting this, adding correct context without contradiction. The slight difference in wording does not affect the correctness.

Judgment

Correct
0.95
A1.1 Recall needs_review Human Override
A1.1
What three values are printed on a squad counter in ASL, and what does each represent?
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.
Answer: A squad counter’s three printed values are Firepower, Range, and Morale. Firepower is the leftmost number, Range is the middle number, and Morale is the rightmost number; together they form the squad’s Strength Factor. References: - (A1.21) Firepower — leftmost number of the Strength Factor - (A1.22) Range — middle number of the Strength Factor - (A1.23) Morale — third number of the Strength Factor - (A1.2) MMC Capabilities / Strength Factor — squad counter values are the three-digit hyphenated Strength Factor
[Explanation] The model correctly identifies the three values on a squad counter as Firepower, Range, and Morale, and correctly locates Firepower as the leftmost number and Range as the middle number. However, it incorrectly states that Morale is the rightmost number, whereas the expected answer specifies Morale is on the bottom right (which is typically the lower right corner, not simply the rightmost number). Additionally, the model incorrectly states that these three values together form the squad's Strength Factor, which is not accurate terminology; the Strength Factor is a separate concept (usually the number of figures in the squad), and the three values are collectively referred to as the squad's Firepower-Range-Morale values. The model also omits the explanation of what each value represents, which is a key concept in the expected answer. Therefore, the response is partially correct but misses some key details.

Judgment

Correct
0.90
A2.5 Recall 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.
Answer: If the scheduled entry hex is unenterable because it is 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 in that radius are still obstructed, the permissible radius expands by another four hexes, with another turn’s delay. References: - (A3.2) Entry — scheduled entry via a specified hex that is enemy-occupied is delayed and relocated to a non-obstructed hex within 4 hexes - (A3.2) Entry — if still obstructed, the entry radius expands by another 4 hexes with additional delay
[Explanation] The model's response fully matches the expected answer by stating that entry must be made in a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later. Additionally, it correctly includes the extended rule that if all hexes within that radius remain obstructed, the radius expands by another four hexes with an additional turn delay. This extra detail is accurate and does not contradict the expected answer, thus the response is correct.

Judgment

Correct
1.00
A2.8 Recall pass
A2.8
In ASL, what is a Location, and can a leader in a hex affect units in a different vertical level of that same hex?
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.
Answer: A Location is a subdivision within a hex; a hex normally contains one Location, but extra vertical or special features like upper levels, sewers, tunnels, caves, bridges, and pillboxes create additional Locations within the same hex. No—an unbroken leader cannot affect units in a different vertical level of the same hex, because leadership cannot cross levels, though units in the same hex but in different terrain features at the same level may still be affected if they are in the same Location. References: - (2.8) Location — defines a Location as a subdivision within a hex and notes extra vertical/special features create additional Locations; also states a leader cannot affect units on another level. - (10.7) Leadership — states a leader may affect other Personnel in its Location, but cannot affect units at a different level.
[Explanation] The model's response correctly defines a Location as a subdivision within a hex, including vertical and special features such as upper levels, sewers, tunnels, caves, bridges, and pillboxes that create additional Locations. It also correctly states that a leader cannot affect units in a different vertical level of the same hex, aligning with the expected answer. The response includes relevant references and clarifies that leadership effects do not cross levels, matching the key concepts of the expected answer. The additional detail about units in different terrain features at the same level being affected if in the same Location does not contradict the expected answer and adds useful context.

Judgment

Correct
0.95
A3.3 Recall 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.
Answer: No. A unit that fired in the PFPh is marked with a Prep Fire counter and, as a result, may not move in the MPh; the MPh start rules allow only Good Order/Mobile units not marked with Prep/Bounding Fire or TI to prepare to move. References: - (3.22) Start of Its MPh — only units not marked with Prep/Bounding Fire or TI may prepare to move - (2.22A) During PFPh — firing places a Prep Fire counter - (3.3) Movement Phase — units that fired in PFPh are excluded from moving in MPh
[Explanation] The model's response correctly states that units which fired during the PFPh receive a Prep Fire counter and therefore cannot move during the MPh. It references the relevant rules (3.22, 2.22A, 3.3) that support this, aligning with the expected answer's core concept that units firing in PFPh cannot move in MPh. The model also mentions the exclusion of units marked for Opportunity Fire and TI, which is consistent with the expected answer's mention of units marked for Opportunity Fire. The response covers all key concepts and provides appropriate rule citations, making it a correct answer.

Judgment

Correct
0.95
A3.6 Recall needs_review Human Override
A3.6
Under what conditions must a broken unit rout during the Rout Phase?
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.
Answer: A broken unit must rout in the Rout Phase if it is in a Blaze, or if it is under DM and has a legal rout obligation such as being ADJACENT to a Known armed enemy unit, in Open Ground in LOS/Normal Range of a Known enemy unit, or otherwise required by the rout rules; if it cannot rout legally, it is eliminated for Failure to Rout. It may also be forced to surrender instead of rout if it is ADJACENT to or in the same Location with a qualifying enemy unit and no exception applies. References: - (A10.5) Routing — broken units must rout away from Known enemy units and cannot remain in prohibited Locations; Failure to Rout if unable to do so legally - (A10.62) Desperation Morale — broken units under DM are eligible/obligated to rout; DM also applies when ADJACENT to a Known armed enemy unit or in Open Ground in LOS/Normal Range - (A20.21) Surrender — broken units adjacent to certain enemy units may surrender instead of rout, with listed exceptions
[Explanation] The model's response correctly identifies that a broken unit must rout if adjacent to a Known enemy unit or in Open Ground within LOS and Normal Range of a Known enemy unit, matching the key conditions in the expected answer. However, it adds additional conditions such as being in a Blaze or under Desperation Morale (DM), and discusses surrender options and failure to rout consequences, which are not mentioned in the expected answer. While these additions are accurate and relevant to the broader context of routing, they go beyond the scope of the expected answer. The core concept of when a broken unit must rout is present, but the inclusion of extra conditions and details means it is not a direct match. Therefore, the response is partially correct.

Judgment

Correct
0.85
A4.3 Recall pass
A4.3
What types of terrain or situations prevent Infantry from using Bypass movement?
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).
Answer: Infantry cannot use Bypass to skirt any terrain feature other than a building/woods obstacle, and it is prohibited against rubble, Wire, a hexside that is part of a Wire Location, a hexside covered by a Water Obstacle, roadblocks, and any obstacle that is Ablaze or contains an armed non-Disrupted Known enemy unit. Bypass is also blocked along any hexside where the building/woods depiction touches the hexside, including where walls/hedges extend that blockage. References: - (4.3) Bypass — defines when Infantry may use Bypass and lists prohibited terrain/situations, including Ablaze obstacles, armed known enemy units, rubble, Wire, Water Obstacle hexsides, and roadblocks. - (4.31) Bypass movement restrictions — Bypass only applies around building/woods obstacles; if the depiction touches the hexside, Bypass is blocked, and walls/hedges extend hexside blockage.
[Explanation] The model's response covers all key concepts from the expected answer: it states that Bypass cannot be used except around building/woods obstacles, mentions rubble, Wire, Wire Location hexsides, Water Obstacles, Ablaze obstacles, and armed non-Disrupted Known enemy units as prohibiting Bypass. It also includes the detail about the obstacle physically touching the hexside being Bypassed, including walls/hedges extending blockage, which aligns with the expected answer's point about physical contact. The model adds 'roadblocks' which is consistent with ASL rules and does not contradict the expected answer. The response is semantically equivalent and complete, thus correct.

Judgment

Correct
0.95
A4.5 Recall needs_review Human Override
A4.5
What conditions must an Infantry unit meet to use Double Time, and how many additional MF does it gain?
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.
Answer: Any Infantry unit that is not broken, wounded, or CX may declare Double Time at the start of its MPh; if it does so, it gains +2 MF. If it declares Double Time after already expending MF, it gains only +1 MF and still becomes CX. References: - (A4.5) Double Time — conditions: Infantry (including bicyclists/skiers) that is not broken, wounded, or CX; +2 MF, or +1 MF if declared after MF expenditure. - (A4.51) Counter Exhaustion (CX) — Double Time creates CX and CX prevents Double Time in the next turn.
[Explanation] The model correctly identifies that the unit must not be broken, wounded, or CX to declare Double Time and that it gains +2 MF if declared at the start of the MPh, or +1 MF if declared after expending MF. It also correctly notes that Double Time causes the unit to become CX. However, the model omits several key conditions from the expected answer: the unit must be capable of movement, the maximum MF limits for Double Timing leaders and conscripts, and the prohibition on using Double Time if the unit will mount, ride, or dismount conveyances or move beneath Wire. These omissions mean the response is missing important aspects of the full conditions and limitations, so it is partial rather than fully correct.

Judgment

Correct
0.80
A4.5 Recall 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.
Answer: Double Time provides Infantry with +2 MF, increasing the normal allotment by two; if declared after some MF have already been expended, it provides only +1 MF. References: - (A4.5) Double Time — states Double Time increases Infantry MF allotment by two, or by one if declared after expending MF
[Explanation] The model's response correctly states that Double Time increases Infantry MF by two, and if declared after some MF have been expended, it increases by only one. It also references the correct rule (A4.5). The response matches all key concepts in the expected answer without contradiction.

Judgment

Correct
1.00
A4.12 Recall pass
A4.12
What exact conditions must be met for a MMC to receive the leader movement bonus?
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.
Answer: A Good Order MMC is eligible for the leader movement bonus only if it begins the MPh/APh and ends it stacked with a leader of the same nationality, in the same Location, at the same level, and with the same Wire/entrenchment/panji/paddy status; it must also expend all of its MF while moving in a combined stack with that leader and not spend any MF mounting, riding, or dismounting a conveyance. References: - (4.12) Leader Bonus — states the exact eligibility and movement requirements for the two MF bonus. - (4.11) Movement Factor (MF) — gives the normal MF allotment context and notes the bonus is an extra two MF.
[Explanation] The model's response accurately covers all key conditions from the expected answer: the MMC must begin and end the movement phase stacked with a same-nationality leader in the same location, same level, and same wire/entrenchment/panji/paddy status; it must expend all its MF moving in a combined stack with that leader and not spend MF mounting, riding, or dismounting conveyance. The response also correctly notes the +2 MF bonus and references the relevant rules, matching the expected answer fully.

Judgment

Correct
1.00
A4.31 Recall pass
A4.31
What is Infantry Bypass Movement in ASL and when can it be used?
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.
Answer: Infantry Bypass Movement is a way for unbroken Infantry to move through a building or woods hex without entering the obstacle itself, by moving around it along one or two contiguous unblocked hexsides; it costs the MF for the terrain being bypassed around, and the unit must announce Bypass as it spends MF in the hex . It can be used only when the obstacle does not physically touch the hexside being bypassed, and it is not allowed against rubble, Wire hexes/hexsides, water-obstacle hexsides, ablaze obstacles, or obstacles containing an armed non-Disrupted Known enemy unit; it also cannot be used to voluntarily end movement in the obstacle hex . References: - (A4.3) Bypass — defines Bypass as moving around a building/woods obstacle without entering it; gives basic MF and use conditions - (A4.31) Bypass movement cost and limits — Bypass cost, contiguous hexsides, and blocked-by-hexside guidance - (A4.32) Broken in Bypass — Infantry may not voluntarily end its move using Bypass - (A4.34) Bypass LOS — special LOS effects while using Bypass
[Explanation] The model's response accurately explains Infantry Bypass Movement as moving around a building or woods hex without entering it, along contiguous unblocked hexsides, which aligns with the expected answer's description of moving through the Open Ground portion instead of entering the obstacle. It correctly notes the conditions and restrictions on when Bypass can be used, including terrain and enemy presence limitations, and mentions the movement cost and LOS/targeting consequences, matching the expected answer's emphasis on Bypass-specific movement and LOS effects. The model also references the relevant ASL rules sections, adding authoritative context. While the model provides more detail than the expected answer, it does not contradict or omit key concepts, thus meeting the criteria for a correct evaluation.

Judgment

Correct
0.95
A4.41 Recall pass
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.
Answer: No. A MMG that moved during the MPh may not fire in the ensuing AFPh; only if it remained stationary while its new owners moved into its Location can it be fired in AFPh, and then only with normal AFPh penalties. References: - (A4.41) AFPh SW Fire Limits — moved MMG/HMG/mortar SW may not fire in AFPh; stationary SW recovered while owners moved in may fire in AFPh - (A4.43) Possession — a SW must be possessed to be fired or portaged
[Explanation] The model's response correctly states that a MMG that moved during the MPh may not fire in the ensuing AFPh, matching the expected answer's main point. It also includes the condition that if the MMG remained stationary and was recovered by new owners moving into its location, it can be fired, which aligns with the expected answer. The model adds the detail about normal AFPh penalties and references relevant rules, which is additional correct context and does not contradict the expected answer. The only minor omission is the explicit exception for German dm MMG/HMG firing as LMG, but this is a specific exception and its absence does not make the answer incorrect. Overall, the core meaning and key concepts are covered.

Judgment

Correct
0.95
A4.41 Recall pass
A4.41
How many MF does it cost for Infantry to enter a Sunken Road hex through a non-road hex-side
Two MF.
Answer: Infantry entering a Sunken Road hex through a non-road hexside pay 2 MF. The rule specifically says that Infantry/Cavalry entering a Sunken Road hex through a non-road hexside do so at a cost of two MF. References: - (4.41) Sunken Road entry through non-road hexside — Infantry/Cavalry pay 2 MF. - (4.4) Sunken Road movement — only the entrance cost through a non-road hexside differs.
[Calculation] The model's response directly states the correct MF cost of 2 for Infantry entering a Sunken Road hex through a non-road hexside, matching the expected answer exactly. It also correctly references the relevant rules, confirming the accuracy of the answer.

Judgment

Correct
1.00
A4.42 Calc 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.
Answer: A squad carrying 5 PP has 2 MF left: 4 MF normal, minus 2 MF for the 2 PP in excess of its IPC of 3. References: - (A4.42) Inherent Portage Capacity — MMC IPC is 3 PP; lose 1 MF per PP over IPC. - (A4.4) Portage — portage costs are assessed to the unit’s MF allotment.
[Calculation] The model's response correctly calculates the Movement Factors (MF) for a squad carrying 5 portage points (PP). It starts with the normal 4 MF, subtracts 2 MF for the 2 PP over the inherent portage capacity (IPC) of 3, resulting in 2 MF. This matches the expected answer exactly and includes proper rule references, confirming the correctness.

Judgment

Correct
1.00
A4.44 Recall pass
A4.44
What does Recovery allow a unit to do during movement, and what is the core requirement to recover a weapon?
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.
Answer: Recovery lets Infantry spend 1 extra MF during the MPh to pick up an unpossessed SW/Gun in their Location, but only after they are still unpinned and in Good Order in the same Location as the weapon. The core requirement is a successful Recovery Final dr of less than 6, with the unit also not sharing the Location with an armed, Known enemy unit. References: - (A4.44) Recovery — Infantry may Recover an unpossessed SW/Gun in the MPh for 1 extra MF; requires Recovery Final dr < 6 and proper status/location. - (A4.431) Transfer/Recovery — weapon must be unattended and in the same Location; Recovery needed to make it possessed.
[Explanation] The model's response correctly explains that Recovery allows infantry to pick up an unpossessed weapon during movement by expending the required MF (1 extra MF) and completing a Recovery attempt with a final DR less than 6. It also correctly states the core requirement that the unit must be in the same Location as the weapon and be in Good Order (unpinned). The mention of not sharing the Location with an armed, Known enemy unit aligns with the applicable conditions for Recovery. The response covers all key concepts from the expected answer, including the action during movement, MF expenditure, location requirement, and Recovery attempt success.

Judgment

Correct
0.95
A4.51 Recall needs_review Human Override
A4.51
What penalties and limitations apply to a CX unit, and when is CX removed?
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.
Answer: A CX unit suffers a +1 DRM to any attack DR it makes or directs, any inherent SW/SMOKE-Grenade ability check, any CC attack it makes, and any Search/Recovery dr; it also suffers a -1 DRM to CC attacks against it and may not advance into Difficult Terrain. CX is removed if the unit breaks, or in its next Player Turn as soon as it has completed all Prep Fire, is designated an Opportunity Firer, or at the conclusion of its next MPh—whichever comes first; if it is still CX at the start of a MPh, the counter is removed then and does not affect that MPh except to prohibit Double Time. References: - (A4.51) Counter Exhaustion (CX) — lists CX penalties/limitations and removal timing - (A4.5) Double Time — CX interacts with Double Time; CX prevents Double Time use - (A4.72) Difficult Terrain — CX units may not advance into Difficult Terrain
[Explanation] The model correctly identifies many key penalties of CX units, such as the +1 DRM to attack DRs it makes or directs, the inability to advance into Difficult Terrain, and the removal conditions related to breaking and the next Player Turn. However, it incorrectly states that CX units suffer a -1 DRM to CC attacks against them, whereas the expected answer states a +1 DRM when being attacked in CC. The model also adds more detailed timing for removal that is not in the expected answer, which is acceptable as extra correct context. Overall, the core concepts are mostly covered but the incorrect DRM sign for CC attacks against the CX unit is a significant error, leading to a partial judgment.

Judgment

Correct
0.90
A4.52 Recall pass
A4.52
How does CX status affect Infantry portage and movement under A4.52?
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.
Answer: CX Infantry have an IPC one less than normal, so any portage points carried beyond that reduced IPC are deducted directly from the unit’s MF allotment under A4.52. In practice, CX can make a portaging unit lose MF before it even starts moving, and if it still has at least 1 MF left it may still make a Minimum Move; the example shows 4 PP on a squad normally leaving 3 MF, but if it Double Times the CX bonus is offset by the portage penalty. References: - (A4.52) Portage Effects — CX Infantry have IPC one less than normal; excess PP reduce MF allotment directly. - (A4.5) Double Time — CX interacts with Double Time, which can add MF but is limited by CX/portage effects. - (4.134) Minimum Move — if at least 1 MF remains after portage deductions, a Minimum Move may still be possible.
[Explanation] The model's response accurately captures the key concepts of the expected answer: that CX Infantry have one less IPC, that any portage points carried beyond this reduced IPC are deducted from the unit's MF allotment, and that CX can still increase movement but excess portage consumes that gain. The model also correctly references relevant rules (A4.52, A4.5, 4.134) and provides an example illustrating the interaction with Double Time and Minimum Move, which adds useful context without contradicting the expected answer. Therefore, it fully covers the expected explanation with correct semantic meaning.

Judgment

Correct
0.95
A4.61 Recall pass
A4.61
Under what conditions can Infantry use Assault Movement?
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.
Answer: Infantry may use Assault Movement only if it is non-berserk, remains on foot for the entire MPh, and moves no more than one Location during that MPh without spending all of its MF (including leader/road bonus, but not Double Time). It must be declared before the unit moves; if the unit later expends all MF or gains CX status, it is still considered to have used Assault Movement. References: - (A4.61) Assault Movement — non-berserk Infantry, stays on foot all MPh, moves ≤ 1 Location, and does not use all MF - (A4.61) Assault Movement declaration/continuation — must be declared before movement; later full MF expenditure or CX does not void it
[Explanation] The model's response correctly identifies the key conditions for Infantry to use Assault Movement: non-berserk status, moving no more than one Location, not using all available MF (including leader/road bonus but excluding Double Time), and the requirement to declare Assault Movement before moving. It also adds that the Infantry must remain on foot the entire MPh, which aligns with the rules. The model mentions that if the unit later expends all MF or gains CX status, it still counts as Assault Movement, which is consistent with the rules. The only minor omission is the explicit mention that Assault Movement provides no FFNAM protection but leaves FFMO applicable in Open Ground; however, this is a secondary detail and does not detract from the correctness of the main conditions. Overall, the core concepts match the expected answer.

Judgment

Correct
0.95
A4.62 Recall pass
A4.62
What is Hazardous Movement and what are its key fire effects?
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.
Answer: Hazardous Movement is a special category of movement for especially dangerous activities; any unit engaged in it is automatically subject to a -2 IFT DRM to attacks against it, and ordnance firing at it also applies Case O’s -2 TH DRM. It is cumulative with other terrain DRM, but FFMO/FFNAM do not apply to shots affected by Hazardous Movement, and it never applies to vehicles except for PRC survival. References: - (A4.62) Hazardous Movement — defines HM, the -2 IFT DRM, no FFMO/FFNAM, cumulative with terrain DRM, and lists examples. - (C6.6) Target using Hazardous Movement — ordnance TH DRM Case O: -2 vs HM targets. - (A13.5) Cavalry Vulnerability — notes Hazardous Movement is NA to Cavalry/Horses, reinforcing that HM is a personnel movement/fire concept.
[Explanation] The model's response correctly identifies Hazardous Movement as a special category of movement that imposes a -2 IFT DRM against attacks on the moving unit, consistent with the expected answer. It also correctly states that FFMO and FFNAM do not apply to these shots, but other terrain DRM do, matching the key fire effects. The model adds that ordnance firing applies Case O’s -2 TH DRM, which is accurate and adds useful detail without contradicting the expected answer. The examples are not explicitly listed but the references cited cover them, and the core concepts are fully addressed. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.

Judgment

Correct
0.95
A4.63 Recall 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.
Answer: A Dash makes all non-ordnance Defensive First Fire against the Dashing unit in the road Location count as Area Fire, except Fire Lanes and pre-existing Residual FP; FFMO/FFNAM still apply normally. If the firer is not attacking the unit in the road Location itself, the Dash halving does not apply to that shot. References: - (A4.63) Dash — non-ordnance Defensive First Fire vs a Dashing unit in the road Location is treated as Area Fire, with Fire Lane and pre-existing Residual FP exceptions - (A8.13) Defensive First Fire DRM — FFNAM/FFMO apply only to Defensive First Fire attacks
[Explanation] The model's response accurately captures the key concepts of the expected answer: that 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, and that FFMO/FFNAM DRM apply normally. The additional detail about the Dash halving not applying if the firer is not attacking the unit in the road Location does not contradict the expected answer and adds useful context. The references cited support the correctness of the explanation.

Judgment

Correct
0.95
A4.63 Calc pass
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.
Answer: The attack is at 2 FP: a Dash halves all non-ordnance Defensive First Fire against the Dashing unit in the road Location, so the 4-4-7’s 4 FP becomes 2 FP. References: - (A4.63) Dash — non-ordnance Defensive First Fire vs a Dashing unit in the road Location is halved - (A1.1) Infantry Fire Table — FP is resolved on the appropriate IFT column after halving
[Calculation] The model correctly identifies that the 4 FP is halved to 2 FP due to the Dash movement, which matches the expected answer. It also correctly references the relevant rules (A4.63 and A1.1) supporting the halving of Defensive First Fire against a dashing unit in a road hex. Although the model does not explicitly mention FFMO/FFNAM DRMs, the core calculation and reasoning about the halving of FP is accurate and aligns with the expected answer.

Judgment

Correct
0.95
A4.72 Calc 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).
Answer: No. A squad carrying 5 PP has only 2 MF, and while it may advance into Woods at a cost of 2 MF, it retains no MF after portage costs, so it cannot advance there without becoming CX; the rule’s example says such a squad “must become CX” to do so References: - (A4.72) Advance vs Difficult Terrain — advancing into terrain costing ≥4 MF or all available non-Double Time MF makes the unit CX; also, no advance if no MF remain after portage costs - (A4.42) Portage/IPC — carrying PP above IPC reduces MF allotment, which is why the squad has only 2 MF here
[Explanation] The model's response correctly states that the squad must become CX when advancing into a Woods hex costing 2 MF with only 2 MF available after portage. It references the key rule that advancing into terrain costing all of a unit's available non-Double Time MF causes CX, matching the expected answer. The explanation includes the portage effect on MF and cites relevant rules, fully covering the key concepts without contradiction.

Judgment

Correct
1.00
A4.134 Recall 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.
Answer: An Infantry unit may make a Minimum Move if, after deducting any portage costs, it still has at least 1 MF remaining; it then may move one hex even if CX or short of the full entry cost, except that it cannot use Minimum Move to push a Gun, load/unload, or enter NA terrain. If the hex’s entry cost is “all” of the unit’s MF, it can still Minimum Move if there is an additional cost beyond that. References: - (A4.134) Minimum Move — Infantry may Minimum Move with at least 1 MF remaining after portage costs; one-hex move; exceptions for pushing/loading/unloading; cannot enter NA terrain - (A4.134) Minimum Move — “all MF” entry cost can still be Minimum Moved if another cost remains
[Explanation] The model's response accurately captures the key requirement that an Infantry unit must have at least 1 MF remaining after deducting portage costs to make a Minimum Move. It also correctly includes important additional details such as the one-hex move limitation, exceptions for pushing/loading/unloading guns, and the inability to enter NA terrain, which align with the expected answer and relevant rules. The inclusion of the 'all MF' entry cost clarification further demonstrates a comprehensive understanding without contradicting the expected answer.

Judgment

Correct
0.95
A4.431 Recall 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
Answer: Transfers of SW/Guns may occur only between different Good Order, unpinned units in the same Location, and only during a Rally Phase, at the start of the unit’s Advance Phase, or when a sub-unit is created from a MMC. A SW/Gun also cannot be transferred in the same phase it was Recovered. References: - (4.431) Transfer — limits transfers to different Good Order unpinned units in the same Location; timing is RPh, start of APh, or creation of a sub-unit from a MMC. - (4.44) Recovery — a SW/Gun cannot be Transferred in the same phase it is Recovered.
[Explanation] The model's response correctly identifies the timing of SW/Gun transfers as during the Rally Phase, at the start of the Advance Phase, or when a sub-unit is created from an MMC, matching the expected answer. Additionally, it includes relevant conditions about unit status and location, and the restriction on transferring in the same phase as recovery, which are accurate and add useful context without contradicting the expected answer.

Judgment

Correct
1.00
A5.1 Calc fail
A5.1
What is the IFT DRM modifier of an attack on a hex that contains four squads?
-1 IFT DRM for being overstacked.
Answer: If the hex is overstacked by four squads, attacks from or within that Location suffer a +1 IFT/CC DRM for each squad-equivalent over the normal stacking limit. Since normal infantry stacking is three squads, four squads means +1 DRM. References: - (5.1) Infantry/Cavalry Stacking Limits — normal limit is three squads per Location - (5.12) Attack Penalty — +1 IFT/CC DR per squad-equivalent over the limit
[Calculation] The expected answer states a -1 IFT DRM for being overstacked, but the model's response correctly identifies that the DRM is +1 for each squad over the stacking limit, which is the correct ASL rule. The model's explanation and references are accurate, but the expected answer is incorrect in sign and value. Therefore, the model's response does not match the expected answer and is incorrect based on strict criteria.

Judgment

Incorrect
0.90
A5.1 Recall 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.
Answer: The normal Personnel stacking limit is three squads or their equivalents plus up to four SMC per Location without penalty. That is the standard limit for Infantry/Cavalry stacking; exceeding it triggers overstacking penalties. References: - (A5.1) Infantry/Cavalry Stacking — normal Personnel stacking limit is 3 squads/equivalents + 4 SMC per Location - (A5.11) Overstacking Movement Penalty — exceeding the limit causes extra MF/MP costs
[Explanation] The model's response correctly states the normal Personnel stacking limit as three squads or their equivalents plus up to four SMC per Location without penalty, matching the expected answer exactly. It also adds relevant context about overstacking penalties and cites the correct rules references, which aligns with the criteria for correctness in explanation/procedure questions.

Judgment

Correct
1.00
A5.11 Calc 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))
Answer: It costs 4 MF total: 2 MF to enter the building, plus 2 MF for entering a Location that is overstacked by 1 squad equivalent (the third squad makes the stack exceed the normal personnel limit by one squad equivalent). The crew manning the gun counts as 1 squad equivalent for stacking, so two squads + crew already fill the normal limit, and the third squad pays the overstacking entry cost. References: - (5.1) Stacking Limits — normal personnel stacking limit is three squads or their equivalents plus up to four SMC per Location. - (5.11) Movement: Entrance of a Location overstacked by Personnel — entering an overstacked Location costs +1 MF for each squad equivalent over the normal limit; example shows two squads and a crew in a building making a later squad’s entry cost 4 MF total.
[Calculation] The model's response incorrectly calculates the total MF cost as 4 instead of the expected 3. The expected answer states 2 MF to enter the building plus 1 MF for overstacking, totaling 3 MF. The model incorrectly adds 2 MF for overstacking, which contradicts the rule that overstacking costs +1 MF per squad equivalent over the normal limit. Since the location has 2 squads and 1 crew (counting as a squad equivalent), the third squad is only 1 over the limit, so the overstacking cost should be +1 MF, not +2 MF. Therefore, the model's final answer does not match the expected answer, making it incorrect.

Judgment

Incorrect
0.90
A5.12 Recall pass
A5.12
What attack penalty applies when a side fires from an overstacked Location?
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.
Answer: A side firing from a Location its side has currently overstacked must add +1 to its IFT/CC DR, or +1 to its To Hit DR for ordnance, for each vehicle and squad equivalent by which it exceeds normal stacking limits. References: - (A5.12) Attack Penalty — overstacked Location attack penalty is +1 per FRU over normal stacking limits - (A5.1) Stacking Limits — defines normal personnel stacking limits that determine when overstacking exists
[Explanation] The model's response accurately captures the key concept that a side firing from an overstacked Location must add +1 to the IFT/CC DR or To Hit DR for ordnance for each vehicle and squad-equivalent (FRU) above normal stacking limits. The wording is slightly different but semantically identical to the expected answer. The inclusion of references to the relevant rules sections (A5.12 and A5.1) adds useful context without contradicting the answer. Therefore, the response fully meets the criteria for correctness.

Judgment

Correct
0.95
A5.13 Recall pass
A5.13
How does overstacking affect defenders under A5.13?
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.
Answer: Under A5.13, overstacking does not penalize defenders during the MPh itself; it only matters when they are attacked. Personnel in an overstacked Location suffer a -1 DRM per squad equivalent over normal stacking limits when attacked by ordnance, or a -1 IFT/CC DRM per excess squad equivalent against other attacks, while vehicles are not directly penalized but can be hit indirectly by attacks in a vehicular-overstacked hex. References: - (A5.13) Defense Penalties — overstacking penalties during MPh apply only to moving units; defense effects apply when attacked - (A5.131) Personnel — -1 To Hit DRM vs ordnance, -1 IFT/CC DRM vs other attacks for each excess squad equivalent - (A5.132) Vehicular — vehicles are not directly penalized, but attacks may be redirected among vehicles in an overstacked hex
[Explanation] The model's response accurately captures the key concepts of A5.13 regarding overstacking penalties for defenders. It correctly states that overstacking penalties do not apply during the MPh itself but only when the defenders are attacked. It specifies the -1 To Hit DRM per excess squad equivalent for ordnance and the -1 IFT/CC DRM for other attacks, matching the expected answer. It also correctly notes the special handling for vehicular overstacking, including the possibility of alternate vehicle hits. The inclusion of specific references to the rules sections further supports the correctness. The response is thorough and semantically aligned with the expected answer.

Judgment

Correct
0.95
A6.4 Calc 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]
Answer: A 1-level obstacle at 15 hexes creates 3 Blind Hexes for a higher-level viewer: 1 normal Blind Hex plus 2 more for the three full 5-hex ranges to the obstacle. Since the firer is on Level 3 and the obstacle is only 1 level high, there’s no reduction from elevation advantage, so the shadow remains 3 hexes deep References: - (A6.4) Blind Hexes — defines Blind Hexes behind full-level obstacles - (A6.41) Range Increase — +1 Blind Hex for every full 5 hexes to a full-level obstacle - (A6.42) Elevation Advantage — higher elevation can reduce Blind Hexes, but not below the minimum applicable shadow
[Calculation] The model correctly identifies the base 1 Blind Hex plus 2 additional Blind Hexes for the 15 hex distance, totaling 3 Blind Hexes. However, it incorrectly states that there is no reduction from elevation advantage when the firer is on Level 3 and the obstacle is 1 level high. The expected answer correctly applies a -1 reduction due to the firer's elevation advantage being more than one level above the obstacle, resulting in a total of 3 Blind Hexes minus 1, i.e., 3 Blind Hexes total (1 normal + 3 extra -1). The model's explanation misses this key elevation advantage reduction, making the answer incorrect despite the correct total number stated initially.

Judgment

Incorrect
0.90
A6.4 Calc fail
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?
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].
Answer: A level 1 obstacle at 10 hexes creates 2 Blind Hexes for a unit at level 2: 1 normal Blind Hex for a one-level obstacle at 5–9 hexes, plus 1 extra Blind Hex for the 10–14 hex range. The level 2 unit’s elevation does not reduce that count unless it exceeds the obstacle by more than one full level, which is not the case here. References: - (A6.4) Blind Hexes — defines Blind Hexes behind full-level obstacles. - (A6.41) Range to obstacle — adds 1 Blind Hex for every full multiple of 5 hexes. - (A6.42) Elevation advantage — reduces Blind Hexes by 1 per full-level advantage beyond the first, to a minimum of 1 for non-Crest Line obstacles.
[Calculation] The model's response states that there are 2 Blind Hexes created, while the expected answer is 3 Blind Hexes. The model correctly identifies the base 1 Blind Hex and the additional Blind Hex for the 10–14 hex range, but it misses that the first Blind Hex is counted at 5 hexes and then 2 extra Blind Hexes are added for every multiple of five hexes beyond that (i.e., at 10 hexes, total 3 Blind Hexes). The model also correctly notes no reduction due to elevation advantage. Since the final numeric answer does not match the expected answer, the response is incorrect.

Judgment

Incorrect
0.90
A6.5 Recall pass
A6.5
What is LOS reciprocity in ASL?
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.
Answer: LOS reciprocity in ASL means that if a higher unit can see a lower unit, then the lower unit can also see the higher unit; in other words, LOS is symmetrical unless a special rule says otherwise. The rulebook states this directly as the converse of high-to-low LOS procedures. References: - (A6.5) Reciprocity — defines LOS reciprocity as mutual LOS between higher and lower units - (A6) Line of Sight (LOS) — core LOS rules to which reciprocity applies
[Explanation] The model's response correctly captures the core concept of LOS reciprocity as the mutual or symmetrical line of sight between units, including the high-to-low and low-to-high relationship. It aligns well with the expected answer's key points about LOS being reciprocal under the same geometry and references the relevant rules, demonstrating a full understanding of the concept. Minor wording differences do not affect the correctness.

Judgment

Correct
0.95
A6.7 Calc pass
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.
Answer: The attack gets a +1 DRM for the Orchard hindrance, since an orchard adds +1 DRM for every orchard hex the LOS crosses. Because the moving unit is using Assault Movement, it does not suffer the usual -1 FFNAM DRM, so the net modifier is +1. References: - (B14.21) Same Level Hindrance — orchard adds +1 DRM per orchard hex crossed by LOS - (4.61) Assault Movement — Assault Movement negates FFNAM, not FFMO
[Explanation] The model correctly identifies the +1 DRM from the Orchard hindrance as per B14.21, and correctly notes that Assault Movement negates the FFNAM DRM, so the net DRM remains +1. The explanation aligns fully with the expected answer and includes relevant rule references, covering all key concepts.

Judgment

Correct
1.00
A6.7 Recall 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.
Answer: Direct Fire traced through an effective LOS Hindrance hex gets a +1 DRM for that hindrance. If the LOS crosses more than one effective hindrance hex, the +1 DRM applies for each such hex, subject to the normal LOS Hindrance rules. References: - (A6.7) LOS Hindrance — same-level Direct Fire traced through an effective LOS Hindrance hex is modified by +1 DRM. - (A6.7) LOS Hindrance accumulation — each LOS Hindrance hex crossed adds +1 DRM, with normal same-range/hexside limitations.
[Explanation] The model's response correctly states the +1 DRM modifier for Direct Fire traced through an effective LOS Hindrance hex, matching the expected answer. It also accurately explains that multiple hindrance hexes each add +1 DRM, which aligns with the normal LOS Hindrance rules. The inclusion of references and additional context does not contradict the expected answer but rather enhances understanding, so the response is fully correct.

Judgment

Correct
1.00
A7.2 Calc fail
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?
8 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.
Answer: The final IFT column is 8 FP: two 4-6-7 squads fire at full strength for 8 FP total, and the 9-1 leader adds no FP. At 7 hexes in Open Ground there is no range DRM or terrain DRM, so the DRM is +0. References: - (7.306) IFT example — shows two 4-6-7 squads at 7 hexes using the 8 FP column, with no range-based halving at that distance for squads and no terrain DRM in Open Ground. - (10.21) Leadership DRM — leader DRM applies to morale checks, not to adding firepower in a normal fire attack. - (A12.13) Concealment/Area Fire — Open Ground has no TEM; only concealment/area-fire rules would alter the attack, and none are indicated here.
[Calculation] The model's response incorrectly states that there is no range-based halving at 7 hexes and that the DRM is +0. According to the expected answer and ASL rules, 7 hexes is greater than the normal range (4) but less than or equal to double range (8), so the fire is long range and the firepower should be halved from 8 to 4 FP. Additionally, the leader applies a -1 DRM to the attack, which the model incorrectly denies. The model also incorrectly states that the leader adds no FP and that the leader DRM applies only to morale checks, which contradicts the expected answer. Therefore, the model's answer is incorrect.

Judgment

Incorrect
1.00
A7.7 Recall pass
A7.7
What LOS conditions must the firing units meet to potentially establish Encirclement on a target Location?
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.
Answer: To potentially establish Encirclement, the firing units’ LOS/LOF to the target Location must enter that Location in one of the qualifying ways: through opposite hexspines, through exactly three target-hex vertices with no other vertices between them in either direction, or through any three non-contiguous hexsides; in a building hex, it can also be created by LOF from both the Location directly above and below it. In addition, the attacks must be consecutive, ordnance must hit, and non-ordnance fire must have enough FP to possibly inflict at least a NMC. References: - (A15.7) Encirclement — LOS/LOF entry patterns that qualify, plus consecutive-attack and fire-strength requirements - (A15.71) Fire Group Encirclement — a FG’s LOS may penetrate the target Location through more than one hexside, and all such hexsides count toward possible Encirclement
[Explanation] The model's response covers all key concepts from the expected answer: it specifies the LOS/LOF entry conditions (opposite hexspines, three vertices with no others between, three non-contiguous hexsides), mentions the requirement for consecutive attacks, the ordnance hit requirement, and the non-ordnance fire power to possibly inflict at least a NMC. It also adds the detail about building hexes (LOF from above and below), which is correct and does not contradict the expected answer. The response references the correct rules sections, supporting its accuracy. The wording differs but the semantic meaning and key concepts are fully present.

Judgment

Correct
0.95
A7.9 Recall pass
A7.9
What is Cowering, and what are its immediate effects on an Infantry fire attack?
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).
Answer: Cowering is an adverse effect on IFT attacks caused by an Original DR of doubles when the attack is not directed by a leader; the attack is resolved one column lower on the IFT, and if it is already on the lowest column it is reduced to no effect. Any unit that cowers is also marked with a Prep Fire or Final Fire counter as appropriate, and all SW in that attack are likewise marked. References: - (A7.9) Cowering — doubles without leader direction shift the attack one lower IFT column; lowest-column attacks become no effect; cowering units/SW get Prep or Final Fire counters. - (A7.9) Cowering effects — applies to Infantry fire attacks and marks the firing unit/SW with the appropriate fire counter.
[Explanation] The model's response correctly identifies that cowering is triggered by Original Doubles on an Infantry Fire Table (IFT) attack that is not leader-directed, matching the expected answer. It correctly states that the attack is resolved one column lower on the IFT and notes the special case when the attack is already on the lowest column, resulting in no effect, which is a valid additional detail. The model also correctly states that the cowering unit and its supporting weapons (SW) are marked with the appropriate fire counter (Prep or Final Fire), aligning with the expected answer. The response includes relevant references and does not contradict the expected answer, covering all key concepts and adding useful context. Therefore, it is judged correct.

Judgment

Correct
0.95
A7.21 Recall 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.
Answer: Small-Arms/MG/ATR/IFE FP is doubled for Point Blank Fire when the firer is adjacent to the target, or adjacent and either one level higher than or at the same/higher elevation than the target; if the attack is in the same Location as the firer, it becomes triple Point Blank Fire instead. References: - (7.21) Point Blank Fire — defines when Small-Arms/MG/ATR/IFE FP is doubled and notes same-Location attacks are tripled - (7.211) TPBF vs PRC — same-hex/same-Location special case for triple FP
[Explanation] The model's response correctly identifies that Small-Arms/MG/ATR/IFE FP is doubled when the firer is adjacent to the target or adjacent and either one level higher than or at the same/higher elevation than the target, which matches the expected answer. Additionally, the model correctly includes the extra detail about triple FP for same-Location attacks, which does not contradict the expected answer but adds relevant context. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.

Judgment

Correct
0.95
A7.22 Recall pass
A7.22
How does Long Range Fire modify an attack?
A unit can fire beyond Normal Range out to and including double Normal Range (subject to weapon exceptions), but it attacks at half FP.
Answer: Long Range Fire halves the attack’s FP, and you use the next-lower IFT column for that reduced FP; for example, a 6 FP attack becomes 3 FP and is resolved on the 2 FP column. Long Range Fire also cannot be used if LOS is obstructed, and for flamethrowers it is limited to one hex beyond Normal Range. References: - (A7.3) IFT column selection — use the next-lower column if FP falls between printed columns. - (22.32) Flamethrowers, Line of Fire — Long Range Fire halves FP and is blocked by obstructed LOS; limited range for FT.
[Explanation] The model's response correctly states that Long Range Fire halves the attack's FP and uses the next-lower IFT column, which aligns with the expected answer's 'attacks at half FP' concept. It also mentions firing beyond Normal Range out to double Normal Range implicitly by referencing range and limitations, and adds correct details about LOS obstruction and flamethrower exceptions. These extra details do not contradict but enhance the explanation. Therefore, it covers all key concepts and more, matching the expected answer semantically.

Judgment

Correct
0.95
A7.23 Recall pass
A7.23
When does Area Fire apply, and how does it affect FP?
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.
Answer: Area Fire applies when the attack is subject to an Area Fire penalty, such as firing at a concealed target, firing in the AFPh, or other cases that specifically impose Area Fire; in those cases the firer’s FP is halved, and it is halved again for each additional applicable Area Fire use. For example, a concealed target in the AFPh would normally mean FP ÷ 2 for concealment and then ÷ 2 again for AFPh Area Fire, for a total of quartered FP. References: - (7.23) Area Fire — FP is halved vs concealed targets or any Area Fire penalty, and halved again for each additional applicable use. - (7.24) AFPh Fire — Small-Arms/MG/ATR/IFE FP is halved in the AFPh unless using Opportunity Fire. - (C.4) Ordnance Area Fire — ordnance Area Fire never changes FP; it uses To Hit DRM instead.
[Explanation] The model's response correctly identifies when Area Fire applies (e.g., firing at concealed targets, firing in the AFPh) and explains the cumulative halving of FP for multiple Area Fire causes, matching the expected answer's key concepts. It also notes exceptions such as ordnance handling, aligning with the expected answer's mention of exceptions like MOL and ordnance. The inclusion of specific references and examples further supports the correctness without contradicting the expected answer.

Judgment

Correct
0.95
A7.24 Calc 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.
Answer: A 5-4-8 squad that moved in the MPh and then fires in the AFPh has its inherent FP halved for AFPh Fire, so 5 FP becomes 2.5 FP; because it has Assault Fire, it adds +1 and rounds up to 4 FP. At adjacent range, Point Blank Fire doubles that to a total of 8 FP. References: - (A7.36) Assault Fire — AFPh Assault Fire adds +1 FP after halving and rounds fractions up; example shows 5-4-8s in AFPh. - (7.24) AFPh Fire — Small-arms/MG/ATR/IFE FP is halved in the AFPh. - (A7.3) IFT FP selection — use the rightmost column not exceeding total adjusted FP; adjacent fire uses Point Blank Fire doubling.
[Calculation] The model's response incorrectly calculates the final FP. The expected answer correctly applies the sequence: base 5 FP doubled for Point Blank Fire (PBF) to 10, then halved for AFPh to 5, then adds +1 for Assault Fire to total 6 FP. The model instead halves first (5 to 2.5), adds +1 to get 3.5 (rounded up to 4), then doubles for PBF to 8 FP, which is the wrong order of operations. The order of applying PBF doubling before AFPh halving is critical and the model reverses it, resulting in an incorrect final FP. Therefore, despite referencing correct rules, the final answer is incorrect.

Judgment

Incorrect
0.90
A7.25 Recall needs_review Human Override
A7.25
What is Opportunity Fire, and what tradeoff does it create for the firing unit?
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.
Answer: Opportunity Fire is a special form of fire declared in the PFPh by Good Order Infantry/Cavalry that have not yet fired or become TI; they are marked with Bounding Fire and then may fire in the AFPh without the normal AFPh fire penalty. The tradeoff is that the unit gives up firing in the PFPh and cannot fire during the MPh movement of that Player Turn, but in return it can react in the AFPh as if it were Prep Fire and avoid the AFPh Fire halving penalty. References: - (A7.25) Opportunity Fire — defines who may use it, when it is declared, and that it avoids AFPh penalties - (7.24) AFPh Fire — explains the normal AFPh halving penalty that Opportunity Fire avoids
[Explanation] The model's response correctly identifies that Opportunity Fire is declared in the PFPh by Good Order Infantry/Cavalry units and that it allows firing in the AFPh without the normal halving penalty. It also correctly notes the tradeoff that the unit cannot fire in the PFPh and cannot move in the MPh. However, the model incorrectly states that the unit is marked with Bounding Fire, which is not part of the standard Opportunity Fire procedure. Additionally, the model omits the detail that if the unit exhausts its ROF during Opportunity Fire, it is marked accordingly and follows normal limits thereafter. These omissions and the incorrect mention of Bounding Fire mean the response is missing some key concepts from the expected answer, so it is rated partial.

Judgment

Correct
0.80
A7.36 Calc 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. 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.
Answer: A pinned 5-4-8 uses half its inherent FP, so 5 FP becomes 2.5 FP, and Assault Fire still applies in the AFPh, adding +1 FP for a total of 3.5 FP, rounded up to 4 FP. References: - (A7.36) Assault Fire — adds +1 FP in AFPh after halving/modifying inherent FP; still applies to pinned firers in AFPh - (A7.8) Pinned Infantry — pinned infantry halves inherent FP for the remainder of the Player Turn
[Calculation] The model's response incorrectly calculates the final FP. It correctly halves the inherent FP of 5 to 2.5 due to being pinned, but it fails to halve again for the Assault Fire being in the APh (Assault Fire Phase), which should also halve the FP. The model adds +1 for Assault Fire directly to 2.5, resulting in 3.5, then rounds up to 4 FP, which is incorrect. The expected answer correctly halves twice (once for pinned, once for APh), resulting in 1.25, then adds +1 for Assault Fire to get 2.25, which rounds up to 3 FP. Therefore, the model's final FP value is incorrect, making the entire answer incorrect.

Judgment

Incorrect
1.00
A7.51 Recall pass
A7.51
Can ordnance weapons form a Fire Group with other units or weapons?
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.
Answer: No. Ordnance-weapons/Canister/IFE may not form a Fire Group with any other unit or weapon, including weapons of the same unit; the only exception noted is vehicular MG/IFE. References: - (A7.51) Vehicles/Ordnance — ordnance-weapons/Canister/IFE cannot form a FG with other units/weapons; exception for vehicular MG/IFE - (A7.5) Fire Group — defines FG as two or more units/weapons joining to make a combined fire attack
[Explanation] The model's response clearly states that ordnance weapons, including Canister and IFE treated as ordnance fire, may not form a Fire Group with other units or weapons, including those of the same unit, except for the specific exception of vehicular MG/IFE. It also references the relevant rules (A7.51 and A7.5) supporting this. This matches the expected answer fully in semantic meaning and key concepts.

Judgment

Correct
1.00
A7.53 Recall pass
A7.53
Can a leader direct another unit's fire and also fire a weapon himself in the same attack?
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.
Answer: No. A leader who is directing fire is treated as firing for rules purposes, and a leader cannot direct another unit’s fire if he is firing a weapon himself; the only exception is that he may direct a MG as many times as it can fire, but not while also firing his own weapon separately in that same attack. References: - (10.7) Leadership — a leader cannot direct another unit’s fire if he is firing a weapon himself; directing counts as firing. - (7.53) Fire Direction — a leader may direct one weapon/unit per phase unless part of the same FG; he is treated as firing when directing.
[Explanation] The model's response correctly states that a leader cannot both direct another unit's fire and fire a weapon himself in the same attack, matching the expected answer's core concept. It also correctly references the relevant rules (A10.7 and A7.53) and clarifies that directing fire counts as firing for the leader. The mention of the MG exception is additional correct context that does not contradict the expected answer. Therefore, the response covers all key concepts and is accurate.

Judgment

Correct
0.95
A7.301 Recall needs_review Human Override
A7.301
What does a #KIA result do on the IFT?
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.
Answer: A #KIA result on the IFT eliminates the target; if the target is an AFV, a Final KIA destroys it but still allows normal Crew Survival, except that a Final DR ≤ half the K/# DR for that column causes a Burning Wreck instead. For non-vehicle targets, a KIA is simply elimination, and if the attack is against a building level or bridge, a KIA can also trigger rubble or destruction checks as applicable. References: - (A7.308) Infantry Fire Table / vs AFV — Final KIA destroys AFV; K/# interaction; Crew Survival note - (B24.11) Rubble Creation — KIA vs building level can cause rubble check - (B6.331) Bridge Destruction — Final KIA can destroy bridge sections
[Explanation] The model's response correctly identifies that a #KIA result eliminates the target and provides additional context about AFVs, crew survival, and effects on buildings and bridges, which are relevant but not part of the core expected answer. However, it misses the key concept that a #KIA eliminates at least the number of target units shown (#) in each specifically targeted Location using Random Selection as needed, and that all remaining units in that Location are broken, with units that cannot break suffering Casualty Reduction instead. Therefore, while the model's answer is mostly correct and adds useful detail, it does not fully cover the central mechanism described in the expected answer.

Judgment

Correct
0.80
A7.302 Recall needs_review Human Override
A7.302
What does a K/# result do on the IFT?
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.
Answer: On the IFT, a K/# result means the target suffers a Casualty Reduction, and if the target is a vehicle hit by indirect fire, a K/# vs the hull causes Immobilization instead. For AFV attacks, a K/# is also the threshold for Shock/Immobilization effects depending on hit location and attack type. References: - (C11.6) Gun Destruction Table — K/# on IFT causes Malf-CR vs Guns; shows K/# as a casualty-reduction-type result - (C7.5) Immobilization — indirect fire K/# vs AFV hull causes Immobilization - (C7.4) Shock/Unconfirmed Kill — K/# threshold is relevant to Shock/UK for AFVs
[Explanation] The model's response correctly identifies that a K/# result causes a Casualty Reduction and notes specific effects on AFVs such as Immobilization and Shock/Unconfirmed Kill thresholds, which are relevant details. However, it misses the key concept that a K/# result affects at least one target unit in each specifically targeted Location and that all other target units in that Location must take a MC with the listed # added to the DR. It also omits the role of Random Selection in determining which unit suffers the Casualty Reduction when multiple targets are present. Therefore, while the response contains accurate information, it does not fully cover the expected answer's key concepts.

Judgment

Incorrect
0.80
A7.307 Recall pass
A7.307
How do non-ordnance attacks interact with armored targets?
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.
Answer: Non-ordnance attacks generally have no effect against armored targets, including AFVs, but they may still leave Residual FP. The main exception is that any Vulnerable PRC in or on the vehicle are attacked normally as Personnel targets, and some special attacks like FT, DC, MOL, and ATMM are exceptions to the “no effect” rule. References: - (7.307) vs ARMORED TARGETS — Small Arms and non-ordnance attacks have no effect vs armored targets but may leave Residual FP; Vulnerable PRC are affected normally. - (12.671) Non-ordnance Direct Fire vs armored LC — only certain PRC are vulnerable to collateral attack when a LC is attacked as an armored target. - (9.51) Spraying Fire vs VEHICLE — Area Fire has no effect vs AFV, but can affect Vulnerable PRC and unarmored/partially armored vehicles.
[Explanation] The model's response correctly states that non-ordnance attacks generally have no effect on armored targets themselves, matching the expected answer. It also correctly notes that vulnerable PRC can still be affected as personnel targets, which is a key concept in the expected answer. Additionally, the model provides extra relevant details about residual FP and exceptions, which do not contradict the expected answer but rather enhance understanding. Therefore, the response covers all key concepts and is semantically aligned with the expected answer.

Judgment

Correct
0.95
A8.1 Recall 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.
Answer: Defensive First Fire affects only the moving unit/stack that just expended MF/MP; it does not affect other units in the same hex or intervening hexes. Once another unit begins movement or the MPh ends, previously moved units are no longer subject to Defensive First Fire. References: - (A8.1) First Fire — Defensive First Fire is vs moving unit(s) only, and only the moving unit/stack is affected. - (A8.11) Facing — Defensive First Fire must be resolved before the moving unit leaves the target Location.
[Explanation] The model's response correctly identifies that Defensive First Fire affects only the moving unit/stack that expended movement and explicitly excludes other units in the same or intervening hexes, matching the expected answer. It also adds relevant context about timing and references, which do not contradict the expected answer but reinforce the key concept. Therefore, it fully covers the key concepts required.

Judgment

Correct
0.95
A8.2 Calc 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).
Answer: A 4-6-7 squad has 4 FP, and at range 2 it is Point Blank Fire, so the attack uses the 4 FP column; Residual FP is half the attack FP, so it leaves 2 Residual FP in the hex. Open Ground adds no TEM, so nothing reduces it further. References: - (8.2) Residual Firepower — Residual FP equals half the highest IFT FP column used, and Open Ground has no TEM to reduce it. - (A4.3) Point Blank Fire — range 2 is PBF for infantry, so the squad fires on its full inherent FP.
[Calculation] The model correctly identifies that the squad has 4 FP and that range 2 is Point Blank Fire, so the attack uses the 4 FP column. However, it incorrectly calculates the Residual FP as 2 instead of 4. The expected answer correctly states that the attack FP is doubled to 8 due to Point Blank Fire, and Residual FP is half of 8, which is 4. The model's failure to double the FP before halving leads to an incorrect Residual FP value.

Judgment

Incorrect
1.00
A8.3 Recall pass
A8.3
What is Subsequent First Fire and what is its main fire-effect change?
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.
Answer: Subsequent First Fire is a defender’s second Defensive First Fire attack in the same MPh by a unit already marked with First Fire, made by flipping the counter to Final Fire. Its main fire-effect change is that the attack is resolved as Area Fire, and if a MG/IFE is used it is treated as Sustained Fire and penalized accordingly. References: - (8.3) Subsequent First Fire — defines the option to fire again in the MPh by flipping First Fire to Final Fire, and notes it is Area Fire - (8.3) Subsequent First Fire / Sustained Fire — MG/IFE used in Subsequent First Fire is treated as Sustained Fire and penalized accordingly
[Explanation] The model's response correctly identifies Subsequent First Fire as a second Defensive First Fire attack by a unit already marked with First Fire, which aligns with the expected answer's description of additional Defensive fire after initial First Fire. It also correctly states the main fire-effect change that the attack is resolved as Area Fire, matching the expected answer. Furthermore, the model adds accurate detail about MG/IFE being treated as Sustained Fire and penalized accordingly, which is additional correct context and does not contradict the expected answer. Overall, the core meaning and key concepts are fully covered.

Judgment

Correct
0.95
A8.3 Recall pass
A8.3
When using Subsequent First Fire (SFF), what fire resolution penalty applies and what rule governs the use of MG and IFE?
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.
Answer: Subsequent First Fire uses Sustained Fire, so the attack is halved as Area Fire and the MG’s B# is lowered by 2; the rule also says any MG/IFE used in SFF must be used as Sustained Fire. The governing rule is 9.3 Sustained Fire, and 8.3 states that when a unit uses Subsequent First Fire, it must use all MG/IFE in its possession or forfeit them for the rest of the Player Turn. References: - (8.3) Subsequent First Fire — MG/IFE must all be used or forfeited for the Player Turn; SFF is limited to Small Arms/MG/IFE. - (9.3) Sustained Fire — SFF MG fire is Sustained Fire, with FP halved as Area Fire and B# lowered by 2.
[Explanation] The model's response correctly identifies that Subsequent First Fire (SFF) is resolved as Area Fire with halved firepower and that MG/IFE fire during SFF is treated as Sustained Fire with additional penalties (B# lowered by 2). It also correctly states the requirement that all MG/IFE must be used or forfeited for the remainder of the Player Turn, referencing the correct rules (8.3 and 9.3). The response includes the key concepts of halved FP, Sustained Fire treatment of MG/IFE, mandatory use or forfeiture of MG/IFE, and cites the governing rules, matching the expected answer's core meaning and details.

Judgment

Correct
0.95
A8.4 Recall pass
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.
Answer: In the DFPh, a unit marked with a First Fire counter may still fire only at adjacent enemy units, and only as Final Fire; when it does, flip the First Fire marker to its Final Fire side. A unit already marked with Final Fire cannot fire again in DFPh except for FPF, if otherwise eligible. References: - (3.4) Defensive Fire Phase — First Fire-marked units may fire only at adjacent enemy units and only as Final Fire; flip marker to Final Fire side. - (A.15) First/Final Fire — a unit already marked with Final Fire cannot fire again in DFPh except as FPF.
[Explanation] The model's response correctly states that a unit marked with a First Fire counter can fire only at adjacent enemy units during the Defensive Fire Phase, which matches the expected answer's key concept. Additionally, it provides accurate extra detail about the firing being Final Fire and flipping the marker, which does not contradict the expected answer but rather enhances it. Therefore, the response fully covers the key concept and is correct.

Judgment

Correct
1.00
A8.11 Recall pass
A8.11
What timing rule controls Defensive First Fire declarations during enemy movement?
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.
Answer: The timing rule is A8.11, which requires Defensive First Fire to be resolved before the moving unit/stack leaves the intended target Location; the attacker must pause and give the defender ample opportunity to declare fire before moving on. A8.1 also establishes that Defensive First Fire occurs during the enemy MPh against moving units. References: - (A8.11) Facing — Defensive First Fire must be resolved before the moving unit leaves the target Location; defender must be given opportunity to declare fire - (A8.1) First Fire — Defensive First Fire occurs during enemy MPh and is used only vs moving units
[Explanation] The model's response correctly identifies the key timing rule (A8.11) controlling Defensive First Fire declarations, specifying that it must be resolved before the moving unit leaves the current target Location. It also correctly notes the requirement for the attacker to pause and allow the defender to declare fire, matching the expected answer's emphasis on clear pauses/opportunities. Additionally, the model references A8.1 to clarify that Defensive First Fire occurs during the enemy Movement Phase against moving units, which aligns with the expected answer's context. The response covers all key concepts and includes relevant rule citations, making it a complete and accurate explanation.

Judgment

Correct
0.95
A8.12 Recall pass
A8.12
Can a unit be Defensive First Fired without entering a new hex?
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.
Answer: Yes. A unit can be subject to Defensive First Fire whenever it expends MF/MP in a Location, even if it does not enter a new hex; examples include changing VCA, unloading, placing Smoke grenades, or leaving an entrenchment without leaving the Location. References: - (8.12) Moving Within Location — any MF/MP expenditure in a Location qualifies it as a target for Defensive First Fire, even without entering a new hex. - (8.1) First Fire — Defensive First Fire occurs whenever the attacker expends MF/MP in LOS, not only on hex entry.
[Explanation] The model's response correctly states 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 consistent with the expected answer and cites relevant rules (8.12 and 8.1) supporting the explanation. The core concept that any MF/MP expenditure in the Location can trigger Defensive First Fire is clearly conveyed, matching the expected answer fully.

Judgment

Correct
0.95
A8.13 Recall pass
A8.13
Which DRM are specific to Defensive First Fire attacks?
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.
Answer: The DRM specific to Defensive First Fire are the -1 FFNAM and -1 FFMO modifiers, and for ordnance all To Hit Cases in the Target Hit Determination DRM apply only when firing Defensive First Fire, except the vehicle-in-Motion exception. Snap Shots also cannot use FFNAM/FFMO, and most terrain TEM does not apply to them. References: - (A8.13) Defensive First Fire DRM — FFNAM/FFMO apply only to Defensive First Fire; ordnance TH Cases of TH DRM apply only here, with vehicle-in-Motion exception. - (8.15) Snap Shot — FFNAM/FFMO do not apply to Snap Shots; most terrain TEM also does not apply.
[Explanation] The model's response correctly identifies FFNAM and FFMO as Defensive First Fire-specific DRM, matching the expected answer. It also correctly includes the To Hit Case J family applications for ordnance tied to movement, noting the vehicle-in-Motion exception, which aligns with the expected answer's mention of normal exceptions. The additional details about Snap Shots and terrain TEM do not contradict the expected answer and provide useful context. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.

Judgment

Correct
0.95
A8.14 Recall pass
A8.14
After a unit is pinned or broken by Defensive First Fire, can it be attacked again in that same Location during the same MPh?
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.
Answer: Yes. A unit broken or pinned by Defensive First Fire can be fired on again in its current Location by later same-phase Defensive First Fire attacks, and a unit that survives with no effect can also be fired on again there during its MPh before spending more MF/MP, but only by different attackers or after it has expended at least two MF/MP in that Location. References: - (8.14) Follow-Up Attack — broken/pinned units may be attacked again in current Location; surviving no-effect targets may be attacked again under the stated limits. - (8.11) Facing — once another unit begins movement, previously moved units are no longer subject to Defensive First Fire attack.
[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 MPh. It also correctly includes the conditions for additional attacks, such as requiring different attackers or sufficient MF/MP expenditure, which aligns with the expected answer's mention of conditions like MF/MP expenditure or different attackers. The references to relevant rules (8.14 and 8.11) support the explanation. The model's answer covers all key concepts in the expected answer and adds useful detail without contradiction.

Judgment

Correct
0.95
A8.15 Recall needs_review Human Override
A8.15
What are the key restrictions and effects of a Snap Shot?
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.
Answer: A Snap Shot is a Small-Arms/MG Defensive First Fire attack traced to the entire hexside crossed by the moving unit as it enters a hex; it cannot be taken at a unit entering the firer’s own hex, and it is resolved as Area Fire with half FP. FFNAM/FFMO and most target-hex TEM do not apply, but wall/hedge/SMOKE/rubble hexside effects can apply if the LOS crosses them; the moving unit is treated as being in the Location entered afterward. References: - (A8.15) Snap Shot — defines LOS to the crossed hexside, the own-hex exception, half FP, Area Fire resolution, and the “Location entered thereafter” effect - (A8.15) Snap Shot — states FFNAM/FFMO and most target-hex TEM do not apply, with limited hexside exceptions - (A8.223) Snap Shot — a Snap Shot does not leave Residual FP - (C.5) Vertex Aiming Point — Snap Shot uses hexside/vertex-style aiming-point restrictions and LOS handling
[Explanation] The model's response correctly identifies that a Snap Shot is a Small Arms/MG Defensive First Fire attack traced to the hexside crossed by a moving unit entering a hex and that it is resolved as Area Fire with half FP. It also correctly notes that FFNAM/FFMO and most target-hex TEM do not apply, and mentions exceptions for hexside effects like wall/hedge/smoke/rubble. However, it incorrectly states that a Snap Shot cannot be taken at a unit entering the firer’s own hex, which contradicts the expected answer that allows Snap Shots even if the hex center is out of LOS. The model omits the key restrictions that ordnance and IFE/Canister cannot make Snap Shots and that a MG that must change CA cannot make one. These omissions and the incorrect own-hex restriction mean the response misses some key concepts, so it is partial rather than correct.

Judgment

Incorrect
0.85
A8.21 Recall pass
A8.21
How many Residual FP counters can exist in one Location, and how are stronger later attacks handled?
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.
Answer: No more than one Residual FP counter can be placed in a Location, but a larger later Residual FP counter earned from a stronger qualifying attack can replace the smaller one. Residual FP is then resolved at the higher strength; if the Residual FP increases after an initial attack, the unit can be attacked again by that Residual FP upon further MF/MP expenditure in that Location. References: - (8.21) Residual FP Limits — no more than one Residual FP counter per Location; larger later counter may replace smaller one - (8.22) Residual FP Restrictions — unit normally attacked only once per Location, with exception if Residual FP increases in strength
[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 Residual FP counter replaces a weaker one. It also adds relevant detail about the unit being attacked again if the Residual FP increases, which aligns with the expected answer's mention of handling stronger later attacks. The inclusion of references to the rules sections further supports the accuracy. The core concepts from the expected answer are fully covered.

Judgment

Correct
0.95
A8.26 Calc 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).
Answer: The Residual FP is 4 FP. A 16 FP Defensive First Fire attack is reduced by one IFT column for each +1 Hindrance DRM, and grain adds +1 DRM per grain hex crossed; two grain hexes therefore reduce the Residual FP by two columns, from 16 FP to 4 FP. References: - (8.26) Effect of DRM — Residual FP is reduced one IFT column per +1 DRM; grain hindrances count - (15.2) Grain — each grain hex crossed adds +1 LOS Hindrance DRM - (15.3) Grain — grain has no TEM, but does add Hindrance DRM for fire traced through it
[Calculation] The model's response correctly identifies that the Residual Fire Power (FP) is 4 FP, matching the expected answer. It explains that the 16 FP is reduced by two IFT columns due to the two grain hexes, each adding +1 Hindrance DRM, which aligns with the expected method of dividing by 2 and shifting left by two columns on the IFT. The references to the relevant rules support the explanation, confirming the correctness of the answer.

Judgment

Correct
1.00
A8.26 Calc pass
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).
Answer: A 16 FP Defensive First Fire attack traced through two grain hexes suffers +2 Hindrance DRM, so the Residual FP is reduced two columns from 16 FP to 8 FP to 4 FP, leaving 4 Residual FP. Grain is a +1 Hindrance for each grain hex crossed, and positive DRM reduce Residual FP by one IFT column per DRM. References: - (15.2) Grain Hindrance — each grain hex crossed adds +1 DRM - (8.26) Effect of DRM on Residual FP — each positive DRM reduces Residual FP by one IFT column
[Calculation] The model correctly calculates the Residual Fire Power by starting with 16 FP, dividing by 2 due to Defensive First Fire, and then applying two +1 Hindrance DRMs for the two grain hexes, which shifts the IFT two columns to the left, reducing the FP from 16 to 8 to 4. The explanation matches the expected answer's key concepts and final value.

Judgment

Correct
1.00
A8.31 Recall needs_review Human Override
A8.31
What is Final Protective Fire (FPF) and what prerequisite must a unit meet to use it?
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).
Answer: Final Protective Fire (FPF) is a Subsequent First Fire option used by DEFENDING Infantry to attack ADJACENT or same-hex moving ground units during the attacker’s MPh; it is resolved like a very risky close-range fire attack and the same DR also serves as a NMC against the firer. To use FPF, the unit must already be marked with a Final Fire counter. References: - (A8.31) Final Protective Fire — defines FPF and states it is available only to DEFENDING Infantry already marked with a Final Fire counter - (A8.4) Final Fire — explains the Final Fire state/counter context for defensive fire
[Explanation] The model's response correctly identifies that FPF is a Subsequent First Fire option used by defending infantry marked with a Final Fire counter to fire at adjacent or same-hex moving ground units during the attacker's MPh. It also correctly references the prerequisite of being marked with a Final Fire counter. However, it omits key details from the expected answer, such as the requirement that all usable MG/IFE must be fired and are subject to Sustained Fire penalties, and that FPF is a combination of Area Fire and PBF (or TPBF). The model's mention of the attack being 'like a very risky close-range fire attack' and the NMC result is additional context but does not replace the missing key concepts. Therefore, the response is partially correct.

Judgment

Correct
0.80
A9.3 Recall pass
A9.3
What is Sustained Fire for MGs and what are its key consequences?
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.
Answer: Sustained Fire is when an MG fires as Subsequent First Fire, Final Protective Fire, or Defensive Final Fire while already marked with First Fire; it reduces the weapon’s B# by 2 and halves its FP as Area Fire. Its key consequences are that the MG cannot be vehicular-fired as Sustained Fire (except MA), cannot be used by a lone SMC, always ends with a Final Fire counter, and forfeits any further shots that phase except in the FPF case. References: - (9.3) Sustained Fire — defines when MGs use Sustained Fire and its effects: B# -2, FP halved as Area Fire, no vehicular MG use except MA, no lone SMC use, and Final Fire counter placement. - (8.31) Final Protective Fire — notes FPF is a Subsequent First Fire option and is subject to Sustained Fire penalties.
[Explanation] The model's response accurately captures the core concept of Sustained Fire for MGs, including the contexts in which it occurs (Subsequent First Fire, Final Protective Fire, Defensive Final Fire with First Fire status), the key mechanical effects (B# reduced by 2, FP halved as Area Fire), and important restrictions (no vehicular MG use except MA, no lone SMC use, ends with a Final Fire counter, forfeits further shots except FPF). It also references the relevant rules sections, supporting completeness. The response includes all key concepts from the expected answer and adds relevant details without contradiction, thus meeting the criteria for a correct evaluation.

Judgment

Correct
0.95
A9.4 Recall pass
A9.4
What is the maximum range a MG can fire without a leader directing the fire?
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.
Answer: A MG may fire without a leader directing it only out to 16 hexes; beyond 16 hexes, MG fire requires an Infantry leader directing the fire. An exception is a CMG/IFE, which may fire beyond 16 hexes without a leader and does not treat unconcealed Infantry as concealed at that range. References: - (A9.4) Mandatory Fire Direction — MG fire is limited to 16 hexes unless an Infantry leader is directing it; CMG/IFE exception - (A9.1) MG Firepower/Range — identifies MG range rules in the SW section
[Explanation] The model's response correctly states the 16 hex maximum range for MG fire without a leader directing it, and that beyond 16 hexes an Infantry leader is required. It also correctly notes the CMG/IFE exception and that unconcealed Infantry beyond 16 hexes are treated as concealed unless broken/berserk/overstacked, which is implied by the mention of the CMG/IFE exception. The model references the correct rules sections and covers all key concepts from the expected answer, making it a correct and complete explanation.

Judgment

Correct
0.95
A9.11 Recall needs_review Human Override
A9.11
How many SW MG can a squad fire without losing its inherent FP?
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.
Answer: A squad may fire one SW/Gun without losing its inherent FP; if it fires two SW/Gun in the same fire phase, it loses its inherent FP until the CCPh. A squad may never fire more than two SW/Gun in the same fire phase. References: - (A7.351) Squad SW/Gun Usage — one SW/Gun without loss of inherent FP; two SW/Gun causes loss - (A7.35) SW Usage — general SW firing limitations for Personnel units
[Explanation] The model correctly states that a squad may fire one SW MG without losing inherent FP and that firing two SW MG causes loss of inherent FP. However, it incorrectly states that the loss of inherent FP lasts until the CCPh, whereas the expected answer specifies the loss lasts for the current and remaining fire phases of that Player Turn. Additionally, the model adds that a squad may never fire more than two SW/Gun in the same fire phase, which is correct but not part of the expected answer. Overall, the core concept is captured but the duration of the FP loss is misstated, leading to a partial judgment.

Judgment

Correct
0.90
A9.21 Recall pass
A9.21
When does a SW MMG/HMG become restricted by a fixed CA during a phase?
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.
Answer: A SW MMG/HMG becomes restricted to the CA of its prior shot as soon as it fires and is entitled to another shot in that same phase; the restriction lasts for the remainder of that phase, and if the operator was pinned in PFPh/MPh, the fixed CA remains until the end of DFPh. If it fired up/down a stairwell in its hex, the restriction is vertical and subsequent shots are limited to that same stair direction. References: - (9.21) Field of Fire — SW MMG/HMG in woods/rubble/building hexes that get another shot must continue only inside the prior shot’s CA; CA counter placed as reminder. - (9.21) Field of Fire — stairwell fire fixes CA vertically for the phase. - (9.21) Field of Fire — pinned firer’s fixed CA persists until end of DFPh.
[Explanation] The model's response correctly identifies that a SW MMG/HMG becomes restricted to the CA of its prior shot immediately upon firing and retaining ROF in the same phase, matching the expected answer's core concept. It also includes the use of a CA marker and the typical removal at phase end, as well as the special case for stairwell fire and the extension of the restriction if the operator is pinned, which aligns with the rule's specific exceptions. The response covers all key concepts from the expected answer and adds relevant details without contradiction.

Judgment

Correct
0.95
A9.22 Recall pass
A9.22
When can a MG establish a Fire Lane, and what does that create on the map?
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.
Answer: A Good Order SW MG manned by unpinned Infantry may declare a Fire Lane when it makes a Defensive First Fire attack, provided it is not already marked First/Final Fire, is firing within Normal Range, not using TPBF, and is attacking a same-level target; after the attack, place a Fire Lane Residual FP counter along the Hex Grain from the MG to the target hex. That counter creates a special Residual FP effect in the hex it occupies and in every same-level hex along that Hex Grain back to, but not including, the MG’s Location. References: - (A9.22) Fire Lane — timing/eligibility and placement of the Fire Lane Residual FP counter - (A9.222) Fire Lane Residual FP — what the counter creates on the map and where it applies
[Explanation] The model's response correctly identifies the timing (Defensive First Fire), the conditions for declaring a Fire Lane (Good Order SW MG manned by unpinned Infantry, normal range, same-level target, not already marked First/Final Fire, not using TPBF), and the result (placing a Fire Lane Residual FP counter along the hex grain). It also accurately describes the effect of the counter exerting special residual fire along the lane. The response includes relevant rule references and covers all key concepts from the expected answer, with no contradictions.

Judgment

Correct
0.95
A9.34 Recall pass
A9.34
What is the TEM of a wall for Indirect Fire if the wall hexside is not crossed by incoming fire?
+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.
Answer: For Indirect Fire, a wall/hedge hexside gives reduced TEM of +1 for a wall and +0 for a hedge, and this applies even if the hexside is not crossed by the incoming fire. Only one such wall/hedge TEM can be applied to the attack, regardless of how many wall/hedge hexsides are present in the target hex. References: - (B9.34) Indirect Fire — wall/hedge TEM is lowered by one and applies even if the hexside is not crossed by incoming fire - (B9.3) Wall/Hedge TEM — wall is +2, hedge is +1 before the Indirect Fire reduction
[Explanation] The model correctly states that the TEM for a wall hexside is +1 for Indirect Fire, reflecting the one-point reduction from the normal +2 TEM. It also correctly notes that this TEM applies even if the hexside is not crossed by the incoming fire, matching the key concept in the expected answer. Additionally, the model provides extra correct context about hedge TEM and the limitation of applying only one such TEM, which does not contradict the expected answer. Therefore, the response covers all key concepts and is semantically aligned with the expected answer.

Judgment

Correct
0.95
A9.222 Recall 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.
Answer: The attack gets a +0 DRM from the movement itself: Assault Movement cancels FFNAM, and the Smoke in the target hex cancels FFMO, so there is no net movement DRM to the Fire Lane attack. Fire Lane Residual FP is resolved as normal Residual FP, with Hindrance/TEM effects applying as DRM except that Smoke does not reduce the Fire Lane Residual FP itself. References: - (A4.61) Assault Movement — Assault Movement in Open Ground is subject to FFMO but not FFNAM; relevant because it cancels the -1 FFNAM DRM. - (A4.6) FFMO/FFNAM — moving in the open normally gets FFMO/FFNAM, but Smoke or other protective Hindrance can negate FFMO. - (9.222) Fire Lane Residual FP — Fire Lane Residual FP is treated as normal Residual FP, with Hindrance/TEM DRM applying, but Smoke does not reduce the Fire Lane Residual FP itself.
[Explanation] The model's response correctly states that the DRM is 0, explaining that Assault Movement cancels FFNAM and Smoke cancels FFMO, resulting in no net movement DRM to the Fire Lane attack. It also correctly notes that Smoke does not reduce Fire Lane Residual FP, aligning with the expected answer. The model provides relevant rule references and additional context without contradicting the expected answer, demonstrating a full understanding of the key concepts.

Judgment

Correct
0.95
A9.223 Recall pass
A9.223
What events cancel a MG's Fire Lane?
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.
Answer: A MG’s Fire Lane is cancelled if the Original DFF IFT DR causes Cower/SFF/FPF, if the MG malfunctions or is eliminated, if the manning Infantry become Pinned/Broken/Eliminated, at the end of the current MPh, or when an enemy unit enters the MG’s Location. It is also cancelled in a TPBF/CC-Reaction-Fire situation, except when the entering unit is an unarmored vehicle with no PRC or an armored vehicle with no Vulnerable PRC that does not end its MPh in the Location. References: - (A9.22) Fire Lanes — lists the cancellation events and the TPBF/CC-Reaction-Fire exception. - (A9.223) Fire Lane Cancellation — confirms removal on malfunction, manning Infantry broken/pinned/eliminated, or end of current MPh, and the special TPBF/CC-Reaction-Fire case.
[Explanation] The model's response covers all key concepts from the expected answer: cancellation due to MG malfunction, manning Infantry being broken/pinned/eliminated, and cancellation at the end of the current MPh. It also correctly includes the special cases involving close-in TPBF/CC-Reaction-Fire situations requiring cancellation, and even adds detail about exceptions related to vehicle types entering the MG's location. The inclusion of the original DFF IFT DR causing Cower/SFF/FPF as a cancellation event is consistent with the rules and adds relevant context. The model's answer is semantically complete and accurate, matching the expected answer's core points with additional correct detail.

Judgment

Correct
0.95
A10.1 Recall pass
A10.1
What is a Morale Check (MC) and what happens when a unit fails one?
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.
Answer: A Morale Check (MC) is a two-dice check a Personnel unit must make when an attack or rule requires it; the unit succeeds if the DR is equal to or less than its Morale Level, and fails if the DR is higher. On a failure, an unbroken Personnel unit immediately breaks; if it was already broken, it suffers Casualty Reduction, and a broken unit that rolls an Original 12 is eliminated. References: - (10.1) Morale Check (MC)/Task Check (TC) — defines MC and states failure results in breaking/Reduction/elimination - (10.3) MC Failure — unbroken Personnel that fail become broken; broken units that fail suffer Casualty Reduction - (10.31) Casualty MC — Original DR 12 causes Casualty Reduction - (10.4) Broken Units — broken units use broken morale and an Original 12 on MC eliminates them
[Explanation] The model's response correctly explains that a Morale Check is a 2d6 roll against the unit's Morale Level, with success on equal or less and failure on greater. It accurately describes the consequences of failure: an unbroken unit breaks, a broken unit suffers casualty reduction, and a broken unit rolling an original 12 is eliminated. The model also references relevant rules sections, showing a comprehensive understanding. While the expected answer is more concise, the model's answer fully covers the key concepts and adds useful detail without contradiction.

Judgment

Correct
0.95
A10.1 Calc pass
A10.1
A squad with a morale of 7 takes a 2MC. What is the highest DR that will pass the check?
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.
Answer: A 2MC means you add 2 to the DR, so a morale 7 unit passes if the final DR is 7 or less; therefore the highest original DR that will pass is 5 (5 + 2 = 7). References: - (7.304) #MC — a #MC adds the number indicated to the MC DR - (7.303) NMC — a unit passes if its DR is equal to or less than its Morale Level
[Calculation] The model's response correctly identifies that a 2MC adds 2 to the die roll (DR), effectively making the unit's morale check harder. It correctly calculates that the highest original DR that will pass is 5 because 5 + 2 = 7, which matches the unit's morale. The explanation aligns with the expected answer's logic, though the model phrases it differently (adding to the DR rather than subtracting from morale), which is a valid interpretation per the rules. The model also references the correct rules sections, supporting its answer. The only minor difference is the expected answer subtracts from morale, while the model adds to the DR, but both are equivalent and correct. Therefore, the model's answer is correct.

Judgment

Correct
0.90
A10.5 Recall pass
A10.5
Under what conditions must a broken unit rout during the RtPh?
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.
Answer: A broken unit must rout in the RtPh if it is under DM and cannot remain in its current hex because it is in Open Ground in the LOS and Normal Range of a Known enemy unit, or if it is ADJACENT to a Known armed enemy unit; otherwise, it must rout only if in a Blaze. If it cannot rout away without violating rout restrictions, it is eliminated for Failure to Rout. References: - (10.4) Broken Units — broken units may only move to rout during the RtPh. - (10.5) Routing — broken units must rout away from certain enemy threats or be eliminated for Failure to Rout. - (10.62) Desperation Morale — DM is what triggers rout obligation in most cases. - (10.51) Direction — routing units may not move toward Known enemy units or end adjacent to them.
[Explanation] The model's response correctly identifies the key conditions under which a broken unit must rout during the Rout Phase (RtPh): being in Open Ground within LOS and Normal Range of a Known enemy unit, being adjacent to a Known armed enemy unit, and the requirement to rout if in a Blaze. It also correctly notes the elimination for Failure to Rout if no legal rout path exists. The mention of Desperation Morale (DM) as a trigger is accurate and adds relevant context without contradicting the expected answer. The response covers all key concepts from the expected answer, with slight rephrasing and additional detail that does not detract from correctness.

Judgment

Correct
0.90
A10.7 Recall pass
A10.7
Can the leadership DRM of two leaders in the same Location be combined for a single attack or rally attempt?
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.
Answer: No. Leadership modifiers are not cumulative, so the leadership DRM of two or more leaders in the same Location cannot be combined for a single attack or rally attempt; you must choose one available unbroken leader’s DRM to apply. For rally, if more than one unbroken friendly leader is present, you choose which one will influence the attempt in that Location. References: - (10.7) Leadership — leadership modifiers are not cumulative; one leader may influence a unit’s action, and a leader may not use his DRM more than once in the same phase. - (10.21) Leadership DRM — only the leadership modifier of one available unbroken leader in the same Location/moving stack applies; multiple leaders’ modifiers are not cumulative. - (10.71) Rally — if more than one unbroken friendly leader is present in a Location, the player chooses which one influences the Rally attempt.
[Explanation] The model's response clearly states that leadership modifiers are not cumulative and only one leader's DRM can be applied to a single attack or rally attempt, matching the expected answer. It also correctly adds that the player must choose which leader's DRM to apply if multiple leaders are present, which aligns with the expected answer's core concept. The inclusion of specific rule references further supports the correctness without contradicting the expected answer.

Judgment

Correct
1.00
A10.21 Recall 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.
Answer: No. For a MC/TC DR, only one available unbroken leader in the Location may apply his leadership DRM; multiple leaders’ modifiers are not cumulative, and the player must choose which one to use. References: - (A10.21) Leadership DRM — only one leader’s DRM applies to a MC/TC DR; multiple leaders are not cumulative. - (A10.7) Leadership — a leader may use his DRM to assist other Personnel in the same Location, but not more than one leader’s DRM together.
[Explanation] The model's response correctly states that only one leader's leadership DRM can be applied to a single MC/TC DR and that multiple leaders' modifiers are not cumulative. It also correctly notes that the player must choose which leader's DRM to apply. The references cited support the answer, and the core concept matches the expected answer fully.

Judgment

Correct
1.00
A10.31 Recall needs_review Human Override
A10.31
What is a Casualty MC and when is it triggered by die roll?
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]
Answer: A Casualty MC is a Morale Check that causes Casualty Reduction instead of just breaking the unit: if an unbroken Personnel unit rolls an Original DR of 12 on a MC, it suffers Casualty Reduction. It is triggered by the die roll itself only on an Original 12, regardless of the unit’s morale or any MC severity modifier. References: - (A10.31) Casualty MC — Original DR 12 causes Casualty Reduction - (A10.3) MC Failure — failed MC normally breaks; Original 12 is the casualty case - (A7.302) K/# results — Casualty Reduction is the normal effect of a casualty result on Personnel
[Explanation] The model correctly identifies that a Casualty MC occurs when an unbroken Personnel unit rolls an Original 12 on a Morale Check and that this causes Casualty Reduction instead of just breaking the unit. It also correctly states that the trigger is the Original 12 die roll itself. However, the model's response omits key details from the expected answer, such as the unit becoming broken (or eliminated if not subject to breaking) after any unit Replacement and ELR Failure, the treatment of broken units rolling an Original 12 (elimination), and the special cases for hero/berserk leaders and Japanese squads. These omissions mean the response is incomplete, though the main concept is conveyed.

Judgment

Correct
0.80
A10.41 Recall pass
A10.41
When may a unit voluntarily break?
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.
Answer: A unit may voluntarily break at the start of the Rout Phase, and only if it is within both LOS and Normal Range of a Known armed enemy ground unit and/or is ADJACENT to any unbroken enemy ground unit; a pinned unit may also do so. It may do this only if breaking will not cause its immediate reduction or elimination. References: - (A10.41) Voluntary Break — defines when a unit may voluntarily break at the start of the RtPh and the LOS/Range/Adjacency conditions - (A10.62) Desperation Morale — relevant because voluntary break can create DM status - (A10.711) Voluntary Rout — related follow-on rout option after voluntarily breaking
[Explanation] The model's response accurately captures all key concepts from the expected answer: voluntary breaking occurs at the start of the Rout Phase, applies even if the unit is pinned, requires the unit to be within LOS and Normal Range of an armed, unbroken, Known enemy ground unit and/or adjacent to an unbroken enemy ground unit, and must not cause immediate reduction or elimination. The model also correctly includes the condition about pinned units and the breaking restrictions. The additional references provided do not contradict the answer and add useful context. Therefore, the response is correct.

Judgment

Correct
0.95
A10.51 Recall pass
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 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)]
Answer: No. A routing unit may never rout toward a Known enemy unit if doing so decreases the range to that unit while it is in that enemy’s LOS; it also may not move toward such an enemy after entering its LOS during that RtPh. References: - (A10.51) Routing Direction — prohibits routing toward a Known enemy unit in its LOS if range decreases; also bars moving toward it after it becomes in LOS. - (A10.5) Routing — broken units must rout away and cannot end in prohibited adjacency/open-ground situations.
[Explanation] The model's response correctly states that a routing unit may not rout toward a Known enemy unit if doing so decreases the range while in that enemy's LOS, which aligns with the expected answer's core concept that routing toward a Known armed enemy unit in LOS is prohibited. The model also adds relevant references and clarifies that movement toward such an enemy after entering LOS during the Rout Phase is not allowed, which is consistent with the expected answer's intent. The model's explanation covers the key concept of prohibition of routing toward a Known armed enemy unit in LOS, matching the expected answer's central idea, though it uses slightly different wording and includes additional context. Therefore, it is judged correct.

Judgment

Correct
0.90
A10.52 Recall pass
A10.52
What is Low Crawl during routing, and what is its main benefit?
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.
Answer: Low Crawl is a special form of rout in which the unit spends its entire MF allotment to move only one Location, but it cannot be Interdicted. Its main benefit is avoiding Interdiction in an otherwise dangerous Open Ground rout hex. References: - (A10.52) Low Crawl — one-Location rout using entire MF allotment; cannot be Interdicted - (A10.53) Interdiction — Low Crawl avoids Interdiction in Open Ground - (E1.54) Routing at Night — broken units always use Low Crawl at night
[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 that the unit cannot be Interdicted during the Low Crawl move. The additional context about avoiding Interdiction in Open Ground and the night routing rule does not contradict the expected answer and adds useful detail, which is allowed. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.

Judgment

Correct
0.95
A10.62 Recall pass
A10.62
What DRM must be added to a Rally attempt for a unit under Desperation Morale (DM), assuming no other modifiers?
+4 DRM.
Answer: A unit under DM adds a +4 DRM to any Rally attempt, with no other modifiers assumed. If it is a Self-Rally attempt, add the normal +1 Self-Rally DRM as well, for a total of +5. References: - (10.62) Desperation Morale — DM imposes a +4 DRM on rally attempts. - (10.63) Self-Rally — Self-Rally adds an additional +1 DRM.
[Calculation] The model correctly states that a unit under Desperation Morale adds a +4 DRM to any Rally attempt, which matches the expected answer. The additional information about Self-Rally and the extra +1 DRM does not contradict the expected answer and is accurate per the rules, so it does not detract from correctness.

Judgment

Correct
1.00
A10.63 Calc 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
Answer: It can roll an Original 7 and still Rally: Morale Level 8 minus +1 for Self-Rally = modified rally number 7, so 7 or less succeeds. Since it is not under DM and is in open ground, there is no +4 DM DRM and no terrain DRM to change that number. References: - (10.1) Morale Check / Rally — rally succeeds if modified DR ≤ broken Morale Level - (10.62) Desperation Morale — DM adds +4 DRM to Rally attempts - (10.71) Rally — broken leader may attempt Self-Rally - (10.7) Leadership — leadership DRM does not apply to a leader’s own Self-Rally
[Calculation] The model correctly calculates the maximum die roll as 7 or less by starting with the Morale Level of 8 and subtracting 1 for the self-rally attempt, matching the expected answer. It also correctly notes that no Desperation Morale or terrain DRM applies, consistent with the scenario. The reasoning aligns fully with the expected answer.

Judgment

Correct
1.00
A10.532 Recall pass
A10.532
What limits whether a unit can Interdict a routing unit?
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.
Answer: A unit can Interdict a routing unit only if the rout enters an Open Ground hex in the Interdictor’s LOS and Normal Range, and the Interdictor is capable of fire there with at least 1 FP and no LOS Hindrance; if the routing unit can claim TEM, or uses Low Crawl, Interdiction cannot be claimed. The Interdictor itself also cannot be CX, pinned, broken, in Melee, or otherwise fire at reduced/invalid effect, and a leader without a SW has no range to Interdict. References: - (10.53) Interdiction — Open Ground, LOS/Normal Range, 1+ FP, no LOS Hindrance, TEM/Low Crawl exceptions - (10.532) Interdictor — limits on the Interdicting unit’s status, range, and fire capability
[Explanation] The model's response covers all key concepts from the expected answer: the Interdictor must affect the routing unit in Open Ground within LOS and Normal Range, must be capable of firing with at least 1 FP and no LOS Hindrance, and factors such as TEM, Low Crawl, or the Interdictor's status (CX, pinned, broken, melee, or lacking SW/range) prevent Interdiction. The model also correctly references the relevant rules sections, adding authoritative support. Although the wording is more detailed, it aligns semantically with the expected answer and includes all critical limitations.

Judgment

Correct
0.95
A10.533 Recall pass
A10.533
How does concealment interact with routing decisions?
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.
Answer: Concealed enemy units are ignored when a broken unit is determining its legal rout route, so a concealed unit does not by itself free the routing unit from its normal obligation to rout to the closest eligible building/woods hex. However, if the routing unit enters the concealed unit’s Location, the concealed unit must become Known and can repulse the rout, forcing the broken unit back to the last hex entered and potentially causing Failure to Rout if it must end adjacent to a Known enemy unit. References: - (A10.533) Concealment and Rout — concealed units are ignored for rout-route determination, but can become Known and repulse routing units upon entry - (A10.61) Rout route selection — routing units must still rout to the nearest eligible building/woods hex - (A10.64) Failure to Rout — ending adjacent to a Known enemy can eliminate the routing unit
[Explanation] The model's response correctly captures the key concepts from the expected answer: concealed enemy units are ignored (not treated as Known) for routing path determination, and if the routing unit enters the concealed unit's Location, the concealed unit becomes Known and can repulse the rout. The model also correctly notes that routing units must still rout to the nearest eligible building/woods hex and that failure to rout can occur if forced to end adjacent to a Known enemy. The inclusion of specific rule references strengthens the correctness. The response aligns well with the expected answer's core meaning and adds relevant context without contradiction.

Judgment

Correct
0.95
A10.711 Recall pass
A10.711
What is Voluntary Rout by a leader?
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.
Answer: A non-berserk, non-pinned leader already stacked with a broken unit may voluntarily rout with it even though the leader is not broken. If he does, he stays with the broken unit for the entire Rout Phase, is not himself considered broken, may add his leadership DRM to the unit’s Interdiction NMC, and is eliminated if the broken unit fails an Interdiction MC. References: - (A10.711) Voluntary Rout — leader may rout with a broken unit; effects on Interdiction and elimination - (A10.71) Rally — context for leader/broken-unit interaction during Rout/Rally phases
[Explanation] The model's response accurately captures the key concept that a non-berserk, non-pinned leader may voluntarily rout by accompanying a routing (broken) friendly unit. It correctly notes that the leader is not broken but stays with the broken unit during the Rout Phase, can add leadership DRM to Interdiction NMC, and is eliminated if the broken unit fails Interdiction MC. These details align well with the expected answer's core meaning and add relevant context without contradiction.

Judgment

Correct
0.95
A11.4 Recall needs_review Human Override
A11.4
How is Ambush determined in Close Combat, and what are its immediate effects?
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.
Answer: Ambush in Close Combat is determined by both players making a dr; if one side’s original dr is at least 3 less than the other side’s, that side Ambushes the opponent. The Ambushing side gets a -1 DRM to its CC attacks and a +1 DRM to attacks against it until that CC becomes Melee in the next Player Turn; it also may keep concealment in CC until it attacks without eliminating/capturing its target, while the ambushed side loses all concealment. References: - (A11.4) Ambush — determines Ambush by opposed drs; 3+ difference grants Ambush status and its CC DRM/concealment effects - (A11.41) Ambush Withdrawal — qualified infantry may immediately withdraw from CC or withdraw after attacks, before Melee occurs
[Explanation] The model correctly identifies that Ambush is determined by opposed die rolls with a 3+ difference granting Ambush status, matching the key concept of the expected answer. It also correctly notes that the ambushing side gains favorable CC modifiers and attacks first, and that the ambushed side loses concealment. However, the model's description of the DRM effects (-1 DRM to CC attacks and +1 DRM to attacks against it) and the concealment rules is more detailed and somewhat different in wording from the expected answer, which generically states 'favorable CC modifiers' and 'loses concealment and suffers corresponding disadvantages.' The model also introduces the Ambush Withdrawal rule, which is extra but not contradictory. The model misses explicitly stating that the ambushing side attacks first in that Location for that CC resolution context, which is a key effect mentioned in the expected answer. Therefore, the response is mostly correct but misses one key concept, making it partial.

Judgment

Correct
0.80
A11.5 Recall 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.
Answer: When attacking a vehicle in Close Combat, the CCV is squad 5, crew 4, HS 3, and SMC 2. If a SMC combines with another unit, it adds +1 to that unit’s CCV. References: - (11.5) CC vs a Vehicle — gives the CCV values for squad, crew, HS, and SMC, and notes the +1 SMC combination modifier. - (A11.11) Close Combat Table — summary note reiterating CCV values vs vehicles.
[Calculation] The model's response correctly states the CCV values for squad (5), crew (4), HS (3), and SMC (2) when attacking a vehicle, matching the expected answer exactly. Additionally, it correctly includes the SMC combination modifier (+1), which is relevant and accurate. The response aligns fully with the expected factual values and adds correct context without contradiction.

Judgment

Correct
1.00
A11.5 Calc 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
Answer: The attacking FP is 8 FP total: 4 FP for the 4-6-7 plus 1 FP for the 2-2-8 crew, so 8 vs 4 = 2:1 odds in Close Combat. On the CCT, 2:1 uses the 2-1 column, and if the attack is against a single 4-4-7 with no other modifiers, the Kill Number is 7. References: - (11.11) Resolution — CC odds are based on total attacking FP vs defending FP, rounded down to the nearest CCT column; 8 vs 4 = 2:1. - (11.11) Resolution / CCT use — the lower odds column is used when between columns; 2:1 corresponds to the 2-1 column, with Kill Number 7 in the example context.
[Calculation] The expected answer correctly calculates the attack strength as 4 (from the 4-6-7 squad) plus 2 (from the 2-2-8 crew) totaling 6, and defense strength as 4, resulting in 6:4 odds which reduce to 3:2. The model's response incorrectly sums the attack strength as 8 (4 + 1), which is factually wrong since the crew's attack strength is 2, not 1. Therefore, the model's final odds of 2:1 are incorrect. The reasoning is flawed and the final answer does not match the expected correct odds.

Judgment

Incorrect
1.00
A11.11 Calc pass
A11.11
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?
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.
Answer: Two 4-6-7 squads have 8 FP attacking a 4 FP squad, so the odds are 8-4, which reduces to 2-1 on the Close Combat Table. If the exact ratio falls between columns, ASL uses the lower column, but here 2-1 is the correct column directly. References: - (A11.11) Close Combat Resolution — FP is compared as attack-to-defense odds and rounded to the nearest CCT ratio; if between columns, use the lower one - (A11.11) Close Combat Example — 7-4 reduces to 3-2; 8-4 is 2-1, confirming the column used
[Calculation] The model correctly identifies the attacking FP as 8 and defending FP as 4, calculates the ratio as 8:4, and correctly states the odds column as 2:1. It also correctly notes that if the ratio falls between columns, the lower column is used, which aligns with the expected answer. The model's explanation matches the expected answer's key points and includes relevant references, confirming the correctness.

Judgment

Correct
1.00
A11.15 Recall pass
A11.15
What is Melee and what does it prevent units from doing?
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.
Answer: Melee is the state that exists when Infantry of both sides remain in the same Location after all initial Close Combat attacks are resolved at the end of the CCPh; those units are “locked in Melee” and may not leave that Location or attack except as part of Close Combat or Withdrawal from Melee. It prevents units from moving out of the Location, attacking normally, interdicting routing units, and conducting other actions outside CC/Withdrawal; broken units in Melee also cannot rout normally and must attempt Withdrawal from Melee in the CCPh. References: - (A11.15) Melee — defines when Melee exists and that units may not leave or attack except in CC/Withdrawal - (A11.16) Broken Units in Melee — broken units cannot rout normally and must withdraw in CCPh - (A10.5) Rout Phase — broken units generally rout, but Melee is an exception
[Explanation] The model's response accurately defines Melee as the state when opposing Infantry remain in the same Location after Close Combat resolution, matching the expected answer. It correctly states that units locked in Melee cannot leave the Location or perform normal fire/movement actions, and can only act through Close Combat or Withdrawal from Melee procedures. The model also adds relevant details about broken units and routing restrictions, which align with the rules and do not contradict the expected answer. Overall, the core concepts are fully covered with appropriate references.

Judgment

Correct
0.95
A11.16 Recall pass
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.
Answer: No. Broken units are not Good Order and cannot attack in Close Combat; the CC rules also note that broken units are subject to special CCPh handling, but not as normal attackers, and broken units cannot advance into CC in the first place. References: - (A11.16) Broken Units in CC — broken units are not normal CC attackers; special broken-unit handling in CCPh - (A4.7) Advance Phase — broken units cannot advance, so they cannot normally enter CC by advance - (A11.1) Close Combat — CC occurs in the CCPh between units in the same Location
[Explanation] The model's response correctly states that broken units cannot attack in Close Combat, aligning with the expected answer's key concept that broken units may never attack. It also references the special handling of broken units in the Close Combat Phase and notes that broken units cannot advance into Close Combat, which supports the reasoning. While the model does not explicitly mention that broken units defend with their full FP or the -2 DRM when attacked, the core concept that broken units cannot attack is fully covered, and the additional context is accurate and relevant. Therefore, the response is correct.

Judgment

Correct
0.95
A11.19 Recall needs_review Human Override
A11.19
How does concealment affect Close Combat attacks?
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.
Answer: Concealment does not give a direct CC attack DRM by itself, but a concealed side may keep concealment in CC until it actually attacks; if it attacks, it immediately loses concealment unless it has Ambush status, in which case it may retain concealment until it attacks without eliminating/capturing its target. A concealed unit that chooses not to attack keeps its concealment and is not locked in Melee, while the side being ambushed loses all concealment. References: - (11.4) Ambush — concealed side may retain concealment until it attacks; ambushed side loses concealment - (12.14) Concealment loss in CC — attacking in CC normally removes concealment - (11.32) Ambush resolution — ambushing side resolves CC first, with concealment benefit until attack
[Explanation] The model correctly explains that concealment is lost when a unit attacks in CC unless it has Ambush status, which aligns with the expected answer. It also correctly notes that the ambushed side loses concealment and references relevant rules. However, the model omits the key point that an attack against a concealed unit has its FP halved, which is a central effect of concealment in CC. Additionally, it does not mention the removal of dummy stacks before attack designation or the loss of concealment due to casualty reduction. Therefore, while the main idea about concealment loss on attack and ambush is present, important aspects of the expected answer are missing.

Judgment

Correct
0.80
A11.21 Recall pass
A11.21
What are the core mechanics for a successful Withdrawal from Melee?
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.
Answer: A successful Withdrawal from Melee is declared at the start of the CCPh before any CC in that Location is resolved; the unit must be Infantry, not pinned, not berserk/disrupted, and it gives up making CC attacks while taking a -2 DRM to attacks against it, modified by +1 for each friendly unit in the Melee that is not also withdrawing. If it survives the CCPh without being eliminated/reduced/captured, it withdraws to one adjacent Accessible Location that is not occupied by a Known enemy unit and where it can carry only up to its IPC; if it enters a concealed enemy’s Location, it is eliminated automatically. References: - (A11.2) Withdrawal from Melee — declaration timing, eligible units, no CC attack, -2 DRM, friendly-unit modifier, success condition - (A11.21) Withdrawal Mechanics — adjacent Accessible Location, IPC limit, no Known enemy unit, concealed enemy Location elimination - (A11.22) Infiltration — special immediate withdrawal on Original CC DR 2/12 without being attacked
[Explanation] The model's response covers the core mechanics of Withdrawal from Melee as expected: it specifies the timing of declaration, unit eligibility, the requirement to move to an adjacent Accessible Location, prohibition against withdrawing into a Known enemy-occupied Location, and survival conditions before withdrawal. It also correctly notes the elimination if withdrawing into a concealed enemy Location, which is additional but accurate context. The expected answer is a concise summary, while the model provides a more detailed explanation without contradicting the core concepts. Therefore, the response matches the key concepts and is judged correct.

Judgment

Correct
0.95
A11.21 Recall pass
A11.21
Where may a unit withdrawing from Melee move to, and what destination restrictions apply?
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.
Answer: A unit withdrawing from Melee must enter an adjacent Location that is Accessible to it under normal APh conditions, and it cannot move into a Location currently occupied by a Known enemy unit. It may withdraw into a concealed enemy Location, but if it does so it is eliminated automatically and the enemy unit(s) there lose concealment. References: - (11.21) Withdrawal Mechanics — must enter an adjacent Accessible Location; cannot enter a Known enemy-occupied Location; concealed enemy Location causes automatic elimination - (11.2) Withdrawal from Melee — defines the withdrawal attempt and its timing
[Explanation] The model's response covers all key concepts from the expected answer: the withdrawing unit must enter an adjacent Accessible Location under normal Advance Phase conditions, cannot enter a Location occupied by a Known enemy unit, and if it withdraws into a concealed enemy Location it is automatically eliminated. The model also correctly notes that the enemy unit(s) lose concealment in that case, which is additional but not contradictory information. The model omits the detail about carrying only IPC or less in PP and retaining concealment if withdrawing into a non-Open Ground Location, but these are more detailed nuances. Overall, the core concepts are present and correctly explained, so the response is judged correct.

Judgment

Correct
0.95
A11.22 Recall pass
A11.22
What does Infiltration allow after an Original 2 or 12 in CC?
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.
Answer: Infiltration suspends simultaneous CC after an Original 2 or 12, allowing the eligible Infantry/Cavalry unit to withdraw from CC/Melee immediately in the same CCPh without being attacked. If the unit chooses to withdraw, it must do so immediately and cannot wait to attack first or see other results; it also may withdraw even if it did not eliminate defenders on an Original 2, and a unit attacked by an Original 12 may likewise withdraw if it survived that attack. References: - (11.22) Infiltration — Original 2/12 suspends simultaneous CC; immediate withdrawal without being attacked - (11.2) Withdrawal from Melee — withdrawal mechanics and restrictions
[Explanation] The model's response correctly explains that Infiltration allows an immediate withdrawal opportunity after an Original 2 or 12 in CC/Melee, emphasizing that the withdrawal must be taken immediately and cannot be delayed. It also adds relevant details about suspending simultaneous CC and the conditions under which withdrawal is allowed, which align with the expected answer's key concepts. The inclusion of references supports the accuracy without contradicting the expected answer.

Judgment

Correct
0.95
A11.31 Recall needs_review Human Override
A11.31
How is Close Combat resolved when a vehicle is in the Location?
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.
Answer: If a vehicle is in the Location, CC vs the vehicle is resolved separately from CC vs Personnel, and the attack is sequential: one side’s CC vs vehicle is resolved first, then the other side’s return attack if still eligible. Use the attacker’s CCV as the Basic Kill Number; if the CC DR is less than the CCV the vehicle is eliminated, if it equals the CCV the vehicle is immobilized, and if it is greater there is no effect. References: - (11.11) CC Resolution — odds/Kill Number procedure for CC attacks. - (11.12) CC Mechanics — attacks in a Location are designated and resolved, including vehicle CC as a separate attack. - (11.31) CC vs Vehicle / Sequential CC — CC against vehicles is resolved sequentially. - (11.501) Unlikely Kill — special Original 2 DR procedure vs vehicles.
[Explanation] The model correctly identifies that CC against vehicles is resolved separately and sequentially, which aligns with the expected answer's emphasis on sequential resolution. It also correctly notes that the non-vehicular side attacks first and that attacks alternate, which matches the expected answer's description of the process. However, the model adds detailed mechanics about kill numbers and DR outcomes that, while accurate, go beyond the scope of the expected answer. The expected answer focuses on the sequence and order of attacks rather than the detailed resolution mechanics. The model's response misses explicitly stating that the non-vehicular side attacks first with limits, which is a key concept in the expected answer. Therefore, the response is mostly correct but misses some key phrasing and emphasis, making it partial rather than fully correct.

Judgment

Correct
0.80
A11.33 Recall pass
A11.33
What special sequential CC rule applies to prisoners?
Prisoners attempting to eliminate their captor resolve all of their CC attacks first under the sequential CC rules.
Answer: Prisoners attempting to eliminate their captor may resolve all of their CC attacks first; this sequential CC rule takes precedence over normal alternating CC, and prisoners do not need to pass a NTC if a Melee already exists in the Location. References: - (11.33) Prisoners — prisoners may resolve all CC attacks first. - (20.55) Escape — prisoners’ CC vs Guard, NTC requirement, and Melee exception.
[Explanation] The model's response correctly identifies the key special sequential CC rule that prisoners attempting to eliminate their captor resolve all their CC attacks first, which matches the expected answer. Additionally, it provides relevant rule references and extra context about the NTC and Melee exceptions, which does not contradict the expected answer but rather enriches it. Therefore, it fully covers the key concept and is considered correct.

Judgment

Correct
0.95
A11.41 Recall pass
A11.41
What special withdrawal option does a side that achieves Ambush in Close Combat have?
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.
Answer: A side that qualifies for Ambush may immediately withdraw from Close Combat into an Accessible Location before CC is resolved, or it may withdraw automatically after resolving all CC attacks by and against it, but only before Melee occurs. This is the special “Ambush Withdrawal” option. References: - (A11.41) Ambush Withdrawal — qualified Infantry may decline CC by immediate withdrawal or withdraw after CC attacks, before Melee - (A11.32) Ambush — ambushing side resolves its CC attacks first, which is the context for the withdrawal option
[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 immediately withdraw before CC is resolved or withdraw after resolving all CC attacks but before Melee, matching the expected answer's key concepts. The model also references the relevant rules (A11.41 and A11.32), supporting the explanation. Although the model does not explicitly mention the restrictions on Infantry units (such as being pinned, berserk, or Disrupted), the core concept of the special withdrawal option is accurately conveyed, justifying a 'correct' judgment with high confidence.

Judgment

Correct
0.95
A12.1 Recall 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).
Answer: No. A unit cannot gain “?” if an unbroken enemy ground unit within 16 hexes has LOS to it; the rules explicitly say that this LOS-denial applies even if the enemy is a Dummy stack, so a Dummy unit in LOS blocks concealment gain just like a real unbroken enemy ground unit. References: - (12.12) Placement — concealment placement/gain is denied by LOS of unbroken enemy ground units, including Dummy stacks. - (12.121) Concealment Loss/Gain Table — Dummy stacks are treated as unbroken enemy ground units for concealment-gain denial.
[Explanation] The model's response correctly states that concealment gain is denied if an unbroken enemy ground unit, including Dummy units, has LOS to the unit. It explicitly mentions the 16-hex range and references the relevant rules (12.12 and 12.121), aligning fully with the expected answer. The core concept that Dummy units block concealment gain just like real unbroken enemy ground units is clearly conveyed, making the response fully correct.

Judgment

Correct
1.00
A12.3 Recall pass
A12.3
What is Hidden Initial Placement (HIP)?
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.
Answer: Hidden Initial Placement (HIP) is a form of concealment that a scenario special rule may allow, letting a player secretly record the setup location of eligible units in Concealment Terrain instead of placing them on board beneath “?” counters. HIP is treated as concealment unless a rule says otherwise; once revealed, a unit cannot regain HIP, and if a hidden unit moves or advances it must first be placed on the map beneath a “?” counter. References: - (A12.3) Hidden Initial Placement — defines HIP as secret setup in Concealment Terrain by written record rather than on-board “?” placement. - (A12.31) Hidden Status Loss — once revealed, hidden status cannot be regained except as specifically allowed. - (A12.32) Movement/Advance and HIP — hidden units must be placed beneath “?” before moving or advancing.
[Explanation] The model's response accurately captures the key concepts of HIP as a concealment form granted by scenario special rules allowing secret recording of eligible units in Concealment Terrain instead of placing them on the map under '?' counters. It correctly states that HIP is treated as concealment unless otherwise specified. Additionally, it includes relevant details about loss of HIP status upon reveal and the requirement to place units under '?' counters before movement, which are consistent with the expected answer and add useful context without contradicting. Therefore, it fully covers the expected answer's key points.

Judgment

Correct
0.95
A12.14 Recall pass
A12.14
Name three specific situations that cause a concealed unit to lose its concealment.
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.
Answer: Three common situations are: if a concealed unit becomes broken or Reduced, if it fires/uses a weapon or otherwise attacks while in LOS of a Good Order enemy within 16 hexes, and if it uses Non-Assault Movement or enters Open Ground in that same LOS/range situation. A concealed unit also loses concealment if an enemy Infantry/Cavalry unit attempts to enter its Location. References: - (A12.14) Removal — concealment is lost if the unit breaks, becomes Reduced/Wounded, fires/attacks, uses Non-Assault Movement, enters Open Ground, or is entered by enemy Infantry/Cavalry. - (A12.141) Concealment-loss actions — specific examples include firing, CC attacks, and enemy attempts to enter the Location.
[Explanation] The model's response correctly identifies three key situations causing concealment loss: firing/attacking, breaking or becoming reduced, and moving into LOS of a Good Order enemy in a way that normally causes concealment loss (e.g., Non-Assault Movement or entering Open Ground within LOS and range). It also adds the detail about enemy Infantry/Cavalry attempting to enter the unit's location, which is consistent with the rules and the Concealment Loss Table. The response references the correct rules (A12.14 and A12.141) and captures the essential concepts from the expected answer, including the importance of LOS from a Good Order enemy. The slight difference in wording and additional context does not contradict the expected answer, so it is judged correct.

Judgment

Correct
0.95
A12.31 Recall pass
A12.31
Can a revealed hidden unit regain hidden status later?
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.
Answer: No. Once a hidden unit is revealed, it may never regain hidden status, though it can later gain concealed status; the only stated exception is Bypass Caves/G11.75. References: - (A12.31) Hidden Units — “Once revealed, a hidden unit may never regain hidden status,” with the stated exception. - (A12.32) Hidden Movement — hidden units must be placed beneath “?” to move/advance, reinforcing that revealed units are no longer hidden.
[Explanation] The model's response correctly states that once a hidden unit is revealed, it cannot regain hidden status, except for the specific cave-related exceptions. It also correctly notes that the unit may regain concealed status if eligible, matching the expected answer. The references to the relevant rules (A12.31 and A12.32) support the accuracy of the explanation. The response covers all key concepts without contradiction.

Judgment

Correct
1.00
A12.32 Recall pass
A12.32
Can a hidden unit move and remain hidden?
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.
Answer: No. A hidden unit may not move or advance and remain hidden; if it is to move/advance, it must first be placed on the mapboard beneath a “?” and then normal concealment rules apply. The main exception is cave/cave-complex movement, where hidden Infantry can sometimes move and stay hidden under the special cave rules. References: - (A12.32) Hidden Units — hidden units may not move/advance and remain hidden; must first be placed beneath “?”. - (11.75) Hidden Movement in Caves — special exception allowing hidden Infantry/Guns to remain hidden in cave movement under stated conditions.
[Explanation] The model's response correctly states that a hidden unit cannot move or advance and remain hidden, matching the expected answer's core concept. It also correctly explains that the unit must be placed on the mapboard beneath a “?” (concealed) before moving, aligning with the expected answer's note about being placed onboard as concealed. Additionally, the model includes the special cave movement exception, which is extra correct context and does not contradict the expected answer. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.

Judgment

Correct
0.95
A12.33 Recall pass
A12.33
When do hidden Fortifications lose HIP status?
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.
Answer: Hidden Fortifications lose HIP when they use their protective TEM, when a unit in them loses concealment, or when a Good Order enemy ground unit gains LOS to their Location and is within 16 hexes; Fortifications set up in non-Concealment Terrain lose HIP as soon as any Good Order enemy ground unit has LOS to them, regardless of range. At night, all Fortifications start hidden and stay so until their TEM is used, a non-Dummy enemy enters the Location, extra MF/MP are used to enter/exit in LOS, or the Fortification’s existence causes a failed entry attempt. References: - (A12.33) Fortifications — hidden until TEM used, concealment lost, or enemy LOS within 16 hexes; non-Concealment Terrain exception. - (E1.16) Night — Fortifications set up hidden at night and lose hidden status under the listed night-specific triggers.
[Explanation] The model's response accurately covers the key concepts of when hidden Fortifications lose HIP status, including the use of protective TEM, loss of concealment, enemy LOS within 16 hexes, and the special case for Fortifications in non-Concealment Terrain. It also correctly includes the night-specific conditions, which are relevant additional context and do not contradict the expected answer. The response aligns well with the expected answer's core meaning and provides appropriate rule references.

Judgment

Correct
0.95
A12.41 Recall pass
A12.41
What happens when a vehicle enters a concealed enemy Personnel Location and overrun/PAATC interactions apply?
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.
Answer: If the vehicle enters a concealed enemy Personnel Location and is not using Bypass or a Woods-Road, the concealed Personnel must immediately either drop concealment or take one combined PAATC using the lowest Morale in the stack; if the PAATC is failed, they are revealed and pinned, and if it is passed they remain concealed. If no Known enemy unit was in the Location when the vehicle entered, OVR expenditure is not allowed until that PAATC is resolved, after which the vehicle may OVR if able; if the vehicle entered via Bypass, it may not OVR as part of that entry and the concealed units are only revealed if they voluntarily do so, fail PAATC when the vehicle/PRC end MPh there, or otherwise lose concealment. References: - (12.4) Vehicular Movement Through Concealment — concealed Personnel in the Location must drop concealment or take a combined PAATC; failed PAATC reveals and pins them; OVR is delayed until PAATC resolution if no Known enemy unit was present. - (12.41) Bypass and Concealment — a vehicle entering via Bypass may not attempt OVR as part of that entry; concealment loss/reveal occurs only under the stated conditions.
[Explanation] The model's response accurately covers the key concepts of the expected answer: concealed personnel must either reveal voluntarily or resolve PAATC, the conditions under which PAATC is taken, the consequences of passing or failing PAATC, and the impact on overrun (OVR) attempts depending on vehicle entry method (bypass or not). It also correctly references the relevant rules (12.4 and 12.41) and explains the timing and conditions for OVR attempts. The response is more detailed but aligns well with the expected answer's core meaning.

Judgment

Correct
0.95
A12.122 Calc 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
Answer: A half-squad in Open Ground, out of LOS of all unbroken enemy ground units but within 16 hexes of at least one, must roll a Concealment Final dr of 5 or less; with the HS’s +2 unit-size DRM, that means an Original dr of 3 or less if there are no other DRM. References: - (A12.122) Concealment dr — units in non-Concealment Terrain within 16 hexes and out of LOS of all unbroken enemy ground units must make a concealment dr; success is Final dr ≤ 5. - (12.122) Concealment drm — a half-squad adds +2 to the concealment dr, which is why the Original dr must be 3 or less absent other modifiers.
[Calculation] The model's response correctly identifies that the half squad must roll a final concealment die roll of 5 or less, and with the +2 DRM for the half squad, the original die roll must be 3 or less. This matches the expected answer's key concept and numerical value. The model also correctly references the relevant rules and conditions, fully covering the expected answer's reasoning.

Judgment

Correct
1.00
A12.122 Calc 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].
Answer: Yes. A non-concealed Good Order Infantry unit 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 is in Case K and may attempt to gain “?” by making a Concealment dr; it can become concealed only on a Final dr of 5 or less. References: - (12.122) Concealment dr — identifies the Case K situation: within 16 hexes, not in Concealment Terrain, out of LOS of all unbroken enemy ground units, and requires a dr. - (12.121) Concealment Loss/Gain Table — confirms that the relevant situation is eligible for “?” gain under the Concealment Table.
[Explanation] The model correctly identifies the conditions under which a German MMC can attempt to gain Concealment (within 16 hexes of an unbroken enemy ground unit, not in Concealment Terrain, and out of LOS of all unbroken enemy ground units). It also correctly references the Concealment die roll and the relevant rules sections. However, it fails to specify the exact die roll needed to gain Concealment (<=2 after DRM) and the DRM specifics (+3 DRM for US #3 for an MMC), which are key details in the expected answer. The model states a final die roll of 5 or less, which is incorrect for this scenario. Therefore, the response is partially correct but misses critical details and contains an incorrect die roll threshold.

Judgment

Correct
0.90
A12.152 Recall pass
A12.152
What does Searching do, and what is the cost to attempt it?
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.
Answer: Searching lets a Good Order Infantry/Cavalry MMC or moving stack with at least one MMC attempt to reveal concealed enemy units and minefields in Accessible hexes (including its own) by spending 1 additional MF in its current hex and making a Search dr; if successful, all Searched hexes reveal their contents, and the searching unit/stack becomes TI for the rest of the Player Turn. The cost to attempt it is 1 extra MF, and the attempt is not allowed if the units are Pinned or using Assault Movement. References: - (A12.152) Searching — reveals concealed enemy units/minefields in Accessible hexes; costs 1 additional MF; requires Good Order Infantry/Cavalry MMC or moving stack with ≥1 MMC; not allowed if Pinned or using Assault Movement. - (A12.154) Search Casualties — relevant because a Search can trigger a defender’s Casualty dr against the searching unit/stack.
[Explanation] The model's response correctly identifies that Searching is a Good Order Infantry/Cavalry MMC or moving stack action that attempts to reveal concealed enemy units and minefields in Accessible hexes by expending 1 additional MF and making a Search dr. It also correctly states that the searching unit or stack becomes TI for the rest of the Player Turn regardless of the result. The model adds relevant details such as the prohibition of searching if Pinned or using Assault Movement, which does not contradict the expected answer but adds useful context. The core concepts of the expected answer are fully covered.

Judgment

Correct
0.95
A13.1 Recall pass
A13.1
What types of units are eligible to set up using HIP (Hidden Initial Placement)?
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.
Answer: HIP is not a unit type by itself; it is a setup option granted by SSR or specific rules. In general, any units allowed by the applicable HIP rule may set up hidden in Concealment Terrain, but the core rule says HIP may be allowed “for one or more units,” with hidden status recorded instead of placing them beneath “?” References: - (A12.3) Hidden Initial Placement — HIP is a setup method granted by SSR for one or more units; hidden units are recorded offboard rather than placed beneath “?”. - (A12.33) Fortifications — Fortifications in Concealment Terrain may always set up hidden. - (A12.34) Hidden Guns — An Emplaced non-vehicular Gun and its manning crew may always use HIP if set up in Concealment Terrain.
[Explanation] The model's response correctly identifies that HIP is a setup option granted by SSR or specific rules, not a unit type itself. It accurately states that units allowed by the applicable HIP rule may set up hidden, typically in Concealment Terrain, and references the relevant rules (A12.3, A12.33, A12.34) that cover Infantry, Guns, and Fortifications. While it does not explicitly mention Defender's Infantry units, the explanation aligns with the expected answer's core concepts about which units are eligible and how HIP works. The model also correctly notes that HIP units are recorded offboard rather than placed on the map, matching the expected answer's description. Therefore, the response covers all key concepts and is semantically equivalent to the expected answer.

Judgment

Correct
0.95
A14.4 Calc needs_review Human Override
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.
Answer: During a Sniper Check, the participating squad must help produce a combined Final DR of 2 or less to eliminate the enemy Sniper; a Final DR of 3 only pins it. The squad’s contribution is part of the combined Sniper Check DR, with the check modified by leadership, heroes, and crew/HS equivalents as applicable. References: - (A14.4) Sniper Check — a Sniper is eliminated on a Final DR of ≤ 2; DR 3 pins it; eligible units make one combined Sniper Check DR - (A14.31) vs Sniper — enemy Sniper can be attacked only by Sniper Check or Sniper attack; confirms the Sniper Check is the relevant procedure
[Calculation] The model's response correctly identifies that a Final DR of 2 or less eliminates the enemy Sniper and that a DR of 3 pins it, which aligns with the expected answer's key concept of rolling 4 or less with a -2 DRM (effectively ≤2 after DRM). However, the model does not explicitly state the squad must roll a 4 or less before applying the -2 DRM, which is the precise mechanic described in the expected answer. Instead, it focuses on the combined Final DR and mentions modifiers but does not clearly specify the squad's roll requirement. Therefore, while the core concept is present, the exact roll requirement and the -2 DRM applied to the squad's roll are not fully detailed, making the response partially correct.

Judgment

Incorrect
0.80
A14.21 Recall pass
A14.21
If a Sniper's initially selected target hex has no eligible target, how is the alternate target hex chosen?
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.
Answer: If the initially selected target hex contains neither an eligible target nor the enemy Sniper counter, the Sniper is moved to the closest hex that does contain one or both; if two or more such hexes are equally close, the hex with the lowest TEM is targeted, and if it is still tied, the Sniper player chooses among the equidistant hexes. References: - (14.4) Alternate Target — closest hex with an eligible target or enemy Sniper; lowest TEM breaks ties, then Sniper player choice - (14.22) Eligible Sniper Targets — defines which units/objects can be targeted
[Explanation] The model's response accurately captures the key concepts of the expected answer: shifting the attack to the closest hex with an eligible target or enemy sniper counter, using the lowest TEM to break ties, and then allowing the sniper player to choose if still tied. The model also references the relevant rules sections, adding credibility. Although it does not explicitly mention the specific exclusions for TEM (Height Advantage and Factory-only bonuses), this detail is minor and does not contradict the core explanation, so the response is considered correct.

Judgment

Correct
0.95
A14.22 Recall pass
A14.22
Which units are ineligible as Sniper targets under A14.22?
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.
Answer: Under A14.22, ineligible Sniper targets are AFV with no Vulnerable PRC, units in subterranean or In-Location positions, prisoners, and hidden/friendly/Aerial units. An unarmored vehicle with no Vulnerable PRC may also be treated as ineligible at the Sniper player’s option. References: - (A14.22) Non-Targets — lists the units that are not eligible Sniper targets - (A14.33) Vulnerable PRC / unarmored vehicle option — allows an unarmored vehicle with no Vulnerable PRC to be treated as ineligible at the Sniper player’s option
[Explanation] The model's response accurately lists all the key categories of ineligible sniper targets as per A14.22: AFV without Vulnerable PRC, units in subterranean or interior-building locations, prisoners, hidden units, friendly units, and aerial units. It also correctly includes the optional treatment of unarmored vehicles with no Vulnerable PRC as ineligible, matching the expected answer. The response includes relevant references and does not contradict any key points, fulfilling the criteria for correctness.

Judgment

Correct
0.95
A14.23 Recall pass
A14.23
How are concealed stacks handled during Sniper target randomization?
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.
Answer: If eligible targets include both concealed and unconcealed units, the concealed stack is treated as one possible target for Random Selection regardless of how many units it contains. If that concealed stack is selected, the opponent reveals only the number of eligible units in it; a Dummy stack is eliminated, one unit is selected if only one is present, and if two or more are present, Random Selection is rolled again to pick the actual target. References: - (14.23) Concealed Targets — concealed stack counts as one target for Random Selection; reveal count only if selected - (14.3) Sniper Attack Resolution — Sniper attack resolution and Random Selection procedure
[Explanation] The model's response accurately captures the key concepts of the expected answer: concealed stacks count as one possible target for Random Selection when both concealed and unconcealed targets exist; upon selection, the opposing player reveals the number of eligible units; if none, the stack is a dummy and removed; if one, that unit is selected; if two or more, Random Selection is performed again among those units. The model also correctly references relevant rules, enhancing the completeness of the answer. Minor wording differences do not affect the semantic correctness.

Judgment

Correct
0.95
A15.1 Recall 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.
Answer: Heat of Battle is invoked after any Original MC or Rally DR of 2, except for Self-Rally; it is not applied to unarmed units, cavalry, PRC, heroes, crews, Human Wave participants, ready berserk units, climbing/swimming/wading units, or units in boats/on parachute counters. If the unit is eligible, you then make the Heat of Battle DR with the applicable DRM. References: - (A15.1) Heat of Battle — invoked after any Original MC or Rally (not Self-Rally) DR of 2; lists units not subject to HOB.
[Explanation] The model's response correctly identifies that Heat of Battle is invoked after any Original MC or Rally DR of 2, excluding Self-Rally, which matches the expected answer. Additionally, it provides extra valid context about units exempt from Heat of Battle and the subsequent procedure to make the Heat of Battle DR with applicable DRM. This extra information does not contradict the expected answer and enhances understanding, so the response is judged correct.

Judgment

Correct
0.95
A15.1 Calc 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.
Answer: A Final Heat of Battle DR of 8 for a Broken Finnish squad results in Battle Hardening, because Finns get a -1 DRM and Broken units get a +1 DRM, so the Final DR is 8 (no net change); 5-8 is Battle Hardening. Since the squad is already Broken, the Battle Hardening result applies to the Broken unit and it is replaced by the next higher-quality Finnish MMC per the Finnish replacement progression. References: - (15.1) Heat of Battle — Final DR 5-8 = Battle Hardening; Finnish units get -1 DRM; Broken units get +1 DRM. - (25.72) Finnish Battle Hardening — Finnish MMC that Battle Harden follow the reverse of the Finnish replacement order, even if broken.
[Explanation] The model's response correctly explains the calculation of the modified DR (8 original, -1 Finnish, +1 Broken, net 8) and correctly identifies that a final DR of 8 results in Battle Hardening. It also includes the additional correct detail about the Finnish replacement progression for Broken units, which is consistent with the expected answer and ASL rules. The core concepts of the expected answer are fully covered with accurate reasoning.

Judgment

Correct
0.95
A15.1 Recall 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.
Answer: Yes. A Heat of Battle DR follows any Original MC or Rally DR of 2, so a unit that rolls a 2 on a 1MC must check for Heat of Battle unless it is one of the listed exceptions such as crews, Cavalry, Heroes, or other exempt units. References: - (15.1) Heat of Battle — a DR of 2 after an Original MC triggers a Heat of Battle DR; lists units not subject to it.
[Calculation] The model's response correctly states that a Heat of Battle DR follows any Original MC DR of 2, which matches the expected answer. It also correctly includes additional relevant details about exceptions and references the rule section, which does not contradict the expected answer but rather provides useful context. Therefore, the response fully covers the key concept and is correct.

Judgment

Correct
1.00
A15.21 Recall pass
A15.21
How is a Hero created?
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.
Answer: A Hero is created by a Final Heat of Battle result of 5 or 6, which generates Hero Creation; a hero is also randomly created from other Personnel types during play by a subsequent Heat of Battle result of ≤ 6. Japanese squads/HS can also create Tank-Hunter Heroes by making a Final dr ≤ 3 when an eligible enemy AFV is in the required position/LOS, and a DC Hero is created the same way but with a DC that gives a -2 DRM to the attempt. References: - (15.1) Heat of Battle — Final Heat of Battle DR 5 or 6 results in Hero Creation. - (15.21) Hero Creation — heroes are randomly created from other Personnel types by a subsequent Heat of Battle result of ≤ 6. - (G1.421) Tank-Hunter Heroes — Japanese armed Good Order squad/HS may attempt creation; Final dr ≤ 3, with listed DRM. - (G1.424) DC Hero — same creation attempt as T-H Hero, but a DC applies a -2 DRM and transfers to the new Hero.
[Explanation] The model's response correctly explains that a Hero is created as a result of a Final Heat of Battle DR of 5 or 6, which aligns with the expected answer's mention of creation from a qualifying Final Heat of Battle DR. It also correctly states that Heroes come from other Personnel types, including broken units, and creation follows the Heat of Battle procedure and restrictions. Additionally, the model provides extra but accurate context about Tank-Hunter Heroes and DC Heroes, 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.

Judgment

Correct
0.95
A15.21 Recall needs_review Human Override
A15.21
How is a Hero created in ASL, and what specific DR result triggers Hero creation?
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.
Answer: A Hero is created during play by a Final Heat of Battle DR from an Original 2 MC or Rally DR; if the Final Heat of Battle DR is 5 or 6, Hero Creation occurs. A leader that becomes heroic automatically rallies and is marked with a generic Hero counter, while a non-leader MMC that creates a hero is not otherwise affected except that it may also Battle Harden. References: - (A15.1) Heat of Battle — Final Heat of Battle DR follows an Original 2 MC/Rally DR; DR ≤ 6 = Hero Creation. - (A15.21) Hero Creation — hero is randomly created from other Personnel types during play by a subsequent Final Heat of Battle DR ≤ 6. - (A18.2) Leader Creation — leaders can become heroic on an Original 2 CC/Self-Rally DR, but that is separate from normal Hero Creation.
[Explanation] The model correctly identifies that a Hero is created by a Final Heat of Battle DR of 6 or less, which matches the key trigger for Hero creation. It also references the relevant rules sections and notes that leaders and non-leaders have different effects, which aligns with the expected answer's mention of Battle Hardening and Hero Creation on DR 5 or 6. However, the model's response is somewhat unclear or incomplete regarding the exact DR results that trigger both Hero Creation and Battle Hardening (5 or 6), and it does not explicitly state that a Hero is a 1-4-9 SMC or mention the Hero's immunity to breaking, berserk, cowering, and enforced pin results, or that it is always considered Stealthy. These omissions mean it misses some key concepts from the expected answer, so the judgment is partial.

Judgment

Incorrect
0.80
A15.23 Calc 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.
Answer: A Hero firing an MG adds +1 to the MG’s To Hit or IFT DR, but that +1 is negated by the Hero’s heroic DRM, so the net DR modifier is 0. The Hero also forfeits his own inherent FP while using the MG. References: - (15.23) Weapons Use — Hero uses an MG by adding +1 to TH/IFT DR; heroic DRM negates it - (15.24) Heroic DRM — Hero/FG may deduct 1 from IFT/CC resolution DR
[Calculation] The model's response correctly states that the +1 to the To Hit or IFT DR from firing the MG is negated by the Hero's -1 heroic DRM, resulting in a net DR modifier of zero. This matches the expected answer exactly. The additional detail about forfeiting the Hero's inherent FP and the references to the relevant rules do not contradict the answer and provide useful context.

Judgment

Correct
1.00
A15.24 Recall pass
A15.24
What is the Heroic DRM and when does it apply?
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).
Answer: The Heroic DRM is a -1 DRM that a hero, or any fire group he is part of, may apply to IFT or CC resolution DR when the hero is firing at Normal Range of his inherent FP or weapon counter. It is cumulative with leadership DRM and other applicable heroic DRM, but it does not apply to FT/DC attacks. References: - (A15.24) Heroic DRM — defines the -1 DRM, when it applies, and its cumulative/NA cases - (A15.23) Weapons Use by Heroes — shows hero weapon use and related heroic effects
[Explanation] The model's response correctly identifies the Heroic DRM as a -1 DRM applied by a hero or a fire group he is part of, specifies the applicable attack types (IFT or CC), and the range limitation (Normal Range of the hero's inherent FP or weapon). It also correctly states that it is cumulative with leadership DRM and other applicable heroic DRM, and that it does not apply to FT/DC attacks. These points align well with the expected answer's key concepts, including the stacking and exclusions. The model also provides relevant rule references, adding to the completeness. Minor differences in wording do not affect the semantic correctness.

Judgment

Correct
0.95
A15.42 Recall pass
A15.42
How does Berserk status change morale and break/pin behavior?
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.
Answer: Berserk units use a base Morale Level of 10, and they never have their Morale Level lowered by any cause. If a berserk unit fails a MC, it is not broken; instead it suffers Casualty Reduction, and it never breaks, cowers, or becomes pinned except in the specific cases listed in the rule (PF/ATMM Checks, Minimum Move, Wounds, or Collapsed huts). References: - (A15.42) Berserk Morale — base Morale 10; morale cannot be lowered; failed MC causes Casualty Reduction, not Break - (A15.42) Berserk Morale — berserk units never break/cower/pin except for the listed exceptions
[Explanation] The model's response accurately captures the key concepts of the expected answer: berserk units have a base morale of 10, their morale cannot be lowered, they do not break normally, and on failed MC they suffer Casualty Reduction instead. It also correctly notes that they ignore most normal morale-control effects such as cowering and pinning, except for specific listed exceptions. The inclusion of rule references and examples of exceptions aligns well with the expected answer, providing a complete and semantically equivalent explanation.

Judgment

Correct
0.95
A15.42 Recall needs_review Human Override
A15.42
What is the Morale Level of a berserk unit, and what happens when it fails a Morale Check?
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.
Answer: A berserk unit has a base Morale Level of 10. If it fails a Morale Check, it does not break; instead, it suffers Casualty Reduction. References: - (A15.42) Berserk Morale — berserk units use Morale Level 10 and fail MC by taking Casualty Reduction, not breaking - (A10.3) MC Failure — failing a MC normally breaks a unit, with berserk units as an explicit exception
[Explanation] The model correctly states the base Morale Level of 10 and that failing a Morale Check results in Casualty Reduction rather than breaking, which matches key points 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 partial rather than fully correct.

Judgment

Correct
0.90
A17.2 Recall needs_review Human Override
A17.2
What movement restrictions apply to a wounded SMC in ASL?
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.
Answer: A wounded SMC is reduced to 3 MF, cannot Double Time, and if he becomes wounded after already expending more than 3 MF he is pinned; if he is being carried, he is treated as having 4 MF instead. A wounded leader’s 2 MF bonus for accompaniment during the MPh still applies. References: - (17.2) Wounds—movement effects: wounded man reduced to 3 MF, no Double Time, pin if wounded after >3 MF expended, carried wounded man treated as 4 MF - (4.11) Movement Factor—baseline SMC MF allotment and wounded SMC exception - (17.3) Wounds—leader accompaniment bonus still applies
[Explanation] The model's response correctly covers the key points that a wounded SMC is reduced to 3 MF, cannot Double Time, is pinned if wounded after expending more than 3 MF, and that a carried wounded man is treated as having 4 MF. It also correctly notes the wounded leader's 2 MF accompaniment bonus. However, it omits the important details that the IPC is reduced to zero (meaning wounded leaders cannot carry any SW), and that a Good Order wounded man not portaging SW may be carried by any Good Order MMC at a cost of 5 PP. These omissions mean the response misses some key concepts from the expected answer, so it is partial rather than fully correct.

Judgment

Correct
0.90
A18.11 Recall 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.
Answer: Yes—normally a broken MMC may attempt to rally only if a Good Order friendly leader is present in the same Location, but there are exceptions such as Self-Rally-capable units and the first MMC Rally attempt of a player’s own RPh under the Self-Rally/Field Promotion rule. If no qualifying leader is present, the MMC cannot rally unless it is one of those exceptions. References: - (A10.6) Rally — broken units rally in RPh with a Good Order friendly leader present in same Location; exceptions for Self-Rally-capable units. - (A10.63) Self-Rally — allows certain broken units to rally without a Good Order leader. - (A18.11) Self-Rally/Field Promotion — first MMC Rally attempt of own RPh may be Self-Rally if no Good Order leader is present.
[Explanation] The model's response correctly states that a broken MMC can attempt to rally without a leader present if it is the first MMC rally attempt of the player's Rally Phase and applies the Self-Rally rule, which requires adding a +1 DRM. It also correctly notes the general rule requiring a Good Order leader and exceptions, matching the expected answer's key concepts. The model includes relevant rule references and clarifies the conditions, which aligns well with the expected answer. Minor extra detail does not contradict the answer and supports understanding.

Judgment

Correct
0.95
A19.12 Recall needs_review Human Override
A19.12
What is Disruption in ASL, and what penalties does a Disrupted unit face?
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.
Answer: Disruption is a special form of broken status that usually occurs when an unbroken squad/HS/6+1 leader fails a Morale Check by more than its ELR and cannot be Replaced by a lower-quality unit; the unit is marked Disrupted instead of simply being Replaced. A Disrupted unit may not Self-Rally, will surrender at the start of a Rout Phase if it begins adjacent to or enters a Location with a Good Order armed Known enemy Personnel unit not in Melee, cannot use Low Crawl, does not prevent enemy movement into or through its hex, and remains Disrupted until rallied or captured. References: - (19.12) Disruption — defines when a unit becomes Disrupted and the core effects: no Self-Rally, surrender restrictions, no Low Crawl, movement-through effects, and persistence until rallied/captured. - (10.8) Fanaticism — notes Fanatic units are not subject to Disruption, useful as an exception to the general rule.
[Explanation] The model's response correctly identifies that Disruption occurs when an unbroken squad/HS/6+1 leader fails a Morale Check by more than its ELR and cannot be Replaced by a lower-quality unit, and that the unit is marked Disrupted instead of being Replaced. It correctly states that a Disrupted unit cannot Self-Rally and surrenders at the start of the Rout Phase if adjacent to or in the same Location as a Good Order armed Known enemy Personnel unit not in Melee. It also adds correct additional details such as inability to Low Crawl, not preventing enemy movement, and persistence until rallied or captured, which are valid. However, it omits the detail that non-6+1 leaders become Disrupted only by Heat of Battle, and the specific list of units that are never Disrupted (Partisans, Commissars, Gurkhas, U.S. Marines, Japanese (and SS vs Russians), Fanatic units, and PRC). The model mentions Fanatic units as an exception but does not cover the full list. Therefore, while the core concepts are covered, some key specifics from the expected answer are missing, making the response partial.

Judgment

Correct
0.90
A20.1 Recall pass
A20.1
What is the Victory Point value of a captured prisoner at the end of a scenario?
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.
Answer: A captured prisoner is worth double its normal Victory Point value at scenario end; since a prisoner is Infantry, that is normally 2 VP, so it becomes 4 VP to the captor. If the prisoner is eliminated by its own side, the captor instead gets double CVP for the elimination. References: - (A26.211) Infantry & PRC — Infantry units are normally worth 2 VP. - (A26.222) Capture — captured units are worth double their normal VP at scenario end; prisoner eliminated by own side gives double CVP.
[Explanation] The model's response correctly states that captured prisoners are worth double their normal Victory Point value at the end of the scenario, matching the expected answer. It also correctly adds relevant details about Infantry units normally being worth 2 VP and the special case of prisoners eliminated by their own side, which does not contradict the expected answer but provides additional accurate context. Therefore, it fully covers the key concept and is correct.

Judgment

Correct
0.95
A20.21 Recall 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
Answer: It must surrender to that enemy unit as a prisoner, after first abandoning all SW; if there is more than one qualifying adjacent armed enemy unit, the captor chooses which one receives the surrender. A stack of broken units in the same Location surrenders simultaneously, and if there are not enough Guards, the excess units are freed as Unarmed. References: - (A20.21) RtPh Surrender — broken Infantry adjacent to Known, Good Order, armed enemy Infantry/Cavalry that cannot rout away except by Interdiction or Low Crawl surrenders; SW are abandoned first. - (A20.3) No Quarter / surrender handling — surrendering units are captured as prisoners; stack surrender is simultaneous and captor may reject under No Quarter.
[Explanation] The model's response fully covers the key concept that a broken Infantry unit adjacent to Known, Good Order, armed enemy Infantry/Cavalry and unable to rout away (except by Interdiction or Low Crawl) must surrender. It also correctly includes the condition that No Quarter must not have been invoked, the abandonment of SW before surrender, the captor's choice if multiple enemy units qualify, and simultaneous surrender of stacked broken units. These details align with the expected answer and relevant rules, making the response correct.

Judgment

Correct
1.00
A20.22 Calc pass
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.
Answer: In Infantry vs Infantry CC, two 4-4-7s attack a 4-6-7 at 2:1 odds (8 FP vs 4 FP), so on the CCT the Kill Number is 7; with a DR of 5, the 4-6-7 is eliminated. If the attack is specifically an attempt to capture, then a Final DR of 5 is still below the Kill Number, so the target is captured instead of eliminated. References: - (11.11) Close Combat Resolution — odds are determined by FP ratio; Final DR below Kill Number eliminates, equal to Kill Number causes Casualty Reduction. - (20.22) CCPh Capture Attempt — if Final DR is less than the Kill Number, all defending units are captured; if equal, one unit is captured.
[Explanation] The model correctly identifies the CC odds as 2:1 and the Kill Number as 7, matching the expected answer's ratio and outcome. It explains that a DR of 5 is below the Kill Number, which normally results in elimination, but when a capture attempt is made, the defender is captured instead of eliminated. The model also references the relevant rules sections, supporting its explanation. While the model's wording differs slightly and includes more detail about FP and rule citations, it covers all key concepts from the expected answer, including the +1 DRM effect on capture attempts and the final outcome. Therefore, the response is correct.

Judgment

Correct
0.90
A20.51 Recall fail
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#.
Answer: A single full squad can guard prisoners with a total US# up to five times its own US#, so a 4-4-7 squad can guard up to 15 US# of prisoners. Since a full squad is usually US# 1.5, that means it can guard up to 10 full-squad prisoners if they are all full squads of the same US#. References: - (20.51) Stacking — a single Guard unit can guard prisoners with a total US# up to five times its own US# - (20.5) Guards & Unarmed Units — only one unit is the Guard, and it is the unit directly beneath the prisoners
[Calculation] The model correctly states the rule that a single Guard unit can guard prisoners with a total US# up to five times its own US#. However, it incorrectly calculates the number of full-squad prisoners that can be guarded. The expected answer is 5 full-squad prisoners, based on the standard US# of 1 for a full squad, meaning 5 times 1 equals 5 prisoners. The model's assumption that a full squad is US# 1.5 and thus can guard 10 full-squad prisoners is incorrect and contradicts the standard US# value. Therefore, despite correct rule citation, the final numeric answer is wrong.

Judgment

Incorrect
0.90
A21.1 Recall needs_review Human Override
A21.1
What restrictions apply to using captured enemy SW?
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).
Answer: Captured enemy SW may be used by its new owner, but only after Recovery and subject to captured-use restrictions: captured weapons suffer doubled B#/X#, captured ordnance uses red TH numbers and a +2 TH DRM, and captured weapons reduce Multiple ROF by 1. Non-qualified use penalties still apply to ordnance/SW that require a crew, and Communist SW have an additional special restriction noted in the nationality rules. References: - (A.11) Captured Weapons — captured Gun/SW penalties: B#/X# doubled, red TH numbers, +2 TH DRM, ROF reduced by 1 - (4.44) Recovery — enemy SW can be possessed only by Recovery - (21.11-.12) Non-Qualified Use — crew-served weapons may be used only with non-qualified-use penalties - (W2.14) Early KW U.S. Army / Communist SW note — special restriction on Communist SW use
[Explanation] The model's response correctly identifies that captured enemy SW can only be used after Recovery and mentions the reduction of Multiple ROF by 1, the use of red To Hit numbers, and the +2 To Hit DRM. However, it incorrectly states that captured weapons suffer doubled B#/X# instead of having B# and X# decreased by two, which is a key detail in the expected answer. The model also adds extra context about non-qualified use penalties and Communist SW restrictions, which is acceptable. Due to the incorrect statement about B#/X# being doubled rather than decreased by two, the response is only partially correct.

Judgment

Incorrect
0.80
A21.2 Recall 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.
Answer: A vehicle can be captured only in the CCPh, and only if it is eligible under the vehicle-capture rules: a manned AFV or a Motion/non-stopped vehicle cannot be captured, while an Abandoned AFV can be captured; an unarmed stopped/non-Motion vehicle without Personnel Escort is captured instantly if alone with opposing Infantry in that CCPh. If the vehicle has Passengers, the attacker must first capture/eliminate all enemy Personnel in the Location, and if all Passengers are captured, the vehicle is captured too. References: - (11.52) Capture of Vehicle in CC — capture only in CCPh; manned AFV and Motion/non-stopped vehicle cannot be captured; Abandoned AFV can be captured; unarmed stopped/non-Motion vehicle without Personnel Escort captured instantly. - (11.7) Vehicle Withdrawal from CC — vehicles are not held in Melee; manned vehicle is never subject to capture. - (D5.42) Abandoned AFV — Abandoned status is the condition that makes AFV capture possible.
[Explanation] The model's response correctly states that a vehicle can be captured only in the CCPh and that an AFV can be captured only if Abandoned, matching the expected answer. It also provides additional relevant details about conditions under which vehicles can or cannot be captured, such as manned AFVs, motion status, and personnel escort, which do not contradict the expected answer but rather expand on it. The references to specific rules further support the accuracy of the explanation. Therefore, the response covers all key concepts and is semantically aligned with the expected answer.

Judgment

Correct
0.95
A22.1 Recall fail
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.
Answer: A standard Flamethrower (FT) has a Normal Range of 1 hex and Firepower of 8 FP; the counter listing notes that FT FP is underlined if its normal range is 2 hexes, otherwise it is 1 hex, and the standard FT is listed as an SW with its Firepower shown in A22. References: - (A22) Flamethrower — identifies FT as the weapon type and counter listing context - (D1.3) Main Armament / Flamethrower counter notation — FT FP is underlined if normal range is 2 hexes; otherwise normal range is 1 hex
[Calculation] The expected answer states the Flamethrower has a Normal Range of one hex and a Firepower factor of 24. The model's response correctly identifies the Normal Range as 1 hex but incorrectly states the Firepower as 8 FP instead of 24 FP. The additional details about the underlined FP for 2 hex range and references are accurate but do not compensate for the incorrect Firepower value. Therefore, the model's answer does not match the expected answer and is incorrect.

Judgment

Incorrect
0.90
A22.5 Recall pass
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.
Answer: A Flamethrower is removed from play after resolving the attack in which its Original resolution DR is 10 or more; that DR means it has run out of fuel. References: - (A22.5) Malfunction — FT runs out of fuel and is removed from play after resolving the attack if the Original resolution DR for any FT attack vs Infantry is ≥ 10.
[Explanation] The model's response correctly states that a Flamethrower is removed from play after resolving the attack in which its Original resolution DR is 10 or more, indicating it has run out of fuel. This matches the expected answer that removal occurs if the Original resolution DR for any FT attack by Infantry is >= 10. The model also provides the relevant rule reference (A22.5), reinforcing the correctness. The core concept is fully covered with no contradictions.

Judgment

Correct
1.00
A22.611 Recall 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.
Answer: A MOL adds +4 FP to a PBF/TPBF attack; the bonus is applied after all other FP modifications and is not itself modified. In TPBF, that means the attack’s FP is tripled first, then +4 FP is added. References: - (A22.611) Molotov Cocktails vs Unarmored Targets — MOL in PBF/TPBF adds +4 FP, unmodified - (A7.21) Point Blank Fire / Tripled Point Blank Fire — PBF doubles FP; TPBF triples FP in same-hex situations
[Explanation] The model's response correctly states that a Molotov Cocktail adds +4 FP to a PBF/TPBF attack, matching the expected answer. It also accurately explains the order of operations for applying the bonus in TPBF attacks, which is additional correct context that does not contradict the expected answer. Therefore, the response fully covers the key concept and provides accurate, relevant detail.

Judgment

Correct
1.00
A23.1 Recall 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].
Answer: A Demolition Charge exploding in the target Location attacks on the 30 FP column of the IFT; if it is a Set DC, it attacks on the 36 FP column instead. The attack is resolved in the target Location with the defender’s TEM applying, and a DC may not combine FP with any other unit. References: - (A23.1) Demolition Charges — 30 FP in target Location; Set DC exception is 36 FP - (A23.1) Demolition Charges — defender’s TEM applies; no FP combining with other units
[Explanation] The model's response correctly states that a Demolition Charge exploding in the target Location attacks on the 30 FP column of the IFT, with the exception that a Set DC attacks on the 36 FP column. It also correctly notes that the attack is resolved in the target Location with the defender’s TEM applying and that a DC may not combine FP with other units. These details fully cover the key concepts in the expected answer and add relevant context without contradiction.

Judgment

Correct
1.00
A23.3 Recall 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.
Answer: No. A unit that fired during the PFPh cannot Place a DC in the ensuing MPh; the DC Placement rule expressly says a unit “cannot Place if it fired during the PFPh.” References: - (A23.3) Demolition Charges—Placement: Placement is MPh movement and is prohibited if the unit fired during the PFPh. - (A2.2) During PFPh: firing in PFPh is a distinct action that triggers the Placement restriction in A23.3.
[Explanation] The model's response clearly states that a unit cannot place a DC if it fired during the PFPh, matching the expected answer. It also correctly references the relevant rules (A23.3 and A2.2) to support the statement. The response includes all key concepts from the expected answer and adds appropriate rule citations without contradicting the expected answer.

Judgment

Correct
1.00
A23.4 Recall 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).
Answer: An operably Placed DC detonates during the AFPh if it was Placed in the MPh, and it detonates on any DR < 12; if the DC is captured, it detonates on any DR < 10. A malfunction DR of 12 (or ≥ 10 if captured) removes it from play without detonation, except that it still detonates if the second DR is 12 (or ≥ 10 if captured). References: - (A23.3) Placement/Detonation — operably Placed DC detonates in the AFPh on DR < 12; captured DC on DR < 10; malfunction exception - (A23.1) Demolition Charges — DC attack timing and general use context
[Explanation] The model's response correctly states that an operably Placed DC detonates during the AFPh if it was Placed in the MPh, and that it detonates on any DR < 12 (or < 10 if captured). It also correctly includes the detail about a malfunction DR of 12 (or ≥ 10 if captured) removing the DC without detonation except if a second DR is 12 (or ≥ 10 if captured), which aligns with the expected answer and adds relevant context. The core concept and key details match the expected answer, making the response correct.

Judgment

Correct
0.95
A24.1 Recall 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.
Answer: Yes. A mild breeze does not prevent smoke placement; it only restricts placing SMOKE in the three adjacent hexes upwind of the placing unit, while placement in an adjacent hex is otherwise permissible if there is no wind. References: - (A24.1) SMOKE Placement — mild breeze prohibits placement in the three adjacent upwind hexes, but does not bar all smoke placement - (A24.61) Drift — mild breeze affects drifting dispersed smoke, not the basic ability to place smoke
[Explanation] The model's response correctly states that a mild breeze restricts smoke placement in the three adjacent upwind hexes but does not prevent all smoke placement. This matches the expected answer's key concept that smoke cannot be placed in the three hexes adjacent upwind, while allowing placement elsewhere. The model also provides relevant rule references, reinforcing the accuracy of the explanation.

Judgment

Correct
1.00
A24.2 Calc needs_review Human Override
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]
Answer: If the attack is a normal IFT attack, the MMC would get +1 DRM for SMOKE and +2 DRM for Wall Advantage, for a total of +3 DRM. If the fire is a Snap Shot against the hexside crossed, SMOKE still applies but the wall/hedge TEM does not, so it would be only +1 DRM for the SMOKE. References: - (A8.15) Snap Shot — no FFNAM/FFMO; most target-hex TEM does not apply, but SMOKE in the target hex does. - (B9.31/B9.321) Wall Advantage — a unit claiming WA is still treated as occupying the wall/hedge for relevant purposes; wall TEM applies when firing at it normally. - (A7.3) IFT resolution — IFT attacks use DRM from applicable TEM/hindrances.
[Explanation] The model correctly identifies the +2 DRM for Wall Advantage and the +1 DRM for Smoke, totaling +3 DRM for a normal IFT attack, which matches the expected final DRM. However, the expected answer states +2 DRM for Smoke, while the model uses +1 DRM for Smoke, which is a discrepancy. The model also adds additional context about Snap Shot attacks and references relevant rules, which is accurate but not directly requested. The model does not mention the -1 DRM for First Fire Non-Assault Movement (FFNAM), which is a key part of the expected answer. Therefore, the response is partially correct as it captures the main idea but misses the FFNAM DRM and differs on the Smoke DRM value.

Judgment

Incorrect
0.80
A24.4 Recall 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.
Answer: White Dispersed SMOKE is removed at the start of its owning player’s next PFPh. If there is a Mild Breeze, it instead drifts as Dispersed SMOKE at the start of the first RPh and every AFPh, and any drifting SMOKE is removed immediately if the original SMOKE source is removed or the wind changes direction/force. References: - (A24.4) Height & Duration — White Dispersed SMOKE removed at start of owning player’s next PFPh - (A24.61) Drift — Dispersed SMOKE drift timing and removal when source is removed or wind changes
[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 accurate extra context about the effect of Mild Breeze causing drift and the conditions under which drifting SMOKE is removed, which does not contradict the expected answer but rather enhances it. Therefore, the response fully covers the key concept and more.

Judgment

Correct
1.00
A24.4 Recall 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.
Answer: A white Smoke counter is flipped to its Dispersed side at the start of the owning player’s next PFPh; if it is a White WP counter, it is flipped over to the Dispersed WP side at the start of the owning player’s next PFPh, and if a Mild Breeze is in effect it then drifts in the AFPh. The 5/8" counter itself is not “reduced” to a different size counter; it changes to the corresponding Dispersed counter side. References: - (A24.4) Height & Duration — White Smoke is removed at the start of the owning player’s next PFPh; White WP is flipped to Dispersed WP. - (A24.61) Drift — original white Smoke/WP counters become Dispersed and may drift in Mild Breeze.
[Explanation] The model's response correctly states that the white smoke counter is flipped to its dispersed side at the start of the owning player's next PFPh, which matches the expected timing. It clarifies that the 5/8" counter is not reduced in size but flipped to the dispersed side, which aligns with the expected answer's 'reduce to +2 Dispersed White Smoke by flipping the counter.' The model also adds relevant context about WP smoke and drift, which does not contradict the expected answer. Therefore, it covers all key concepts and timing accurately.

Judgment

Correct
0.95
A24.4 Recall 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.
Answer: A +2 White Dispersed SMOKE counter is removed at the start of the owning player’s next PFPh; until then, it is flipped to its white Dispersed side at the start of that PFPh. If it is drifting SMOKE, it is removed immediately when the original SMOKE source is removed or when wind changes direction/force. References: - (A24.4) Height & Duration — White Dispersed SMOKE removed at start of owning player’s next PFPh; white SMOKE counters flipped to Dispersed side. - (A24.61) Drift — Drifting SMOKE removed immediately when original source is removed or wind changes direction/force.
[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 accurate extra context about flipping the counter and conditions for drifting SMOKE removal, which does not contradict the expected answer but rather enhances it. Therefore, the response fully covers the key concept and is correct.

Judgment

Correct
1.00
A26.11 Recall 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.
Answer: No. An enemy MMC under DM still counts as an armed enemy ground unit, and armed enemy ground units prevent the other side from gaining Control of that Location/hex/building; DM does not remove that blocking effect. References: - (A26.11) Gaining Control — Control requires occupation with an armed Good Order Infantry MMC and no armed enemy ground unit present; armed enemy units prevent Control. - (A26.15) Concealment — concealed/HIP armed units can prevent Control, showing that the key issue is armed enemy presence, not DM status.
[Explanation] The expected answer is 'Yes,' meaning an enemy MMC under DM prevents control. The model's response begins with 'No,' which directly contradicts the expected answer, but then explains that an enemy MMC under DM still counts as an armed enemy ground unit and thus prevents control, which aligns with the expected answer's reasoning. However, the initial 'No' is a clear error and contradicts the correct conclusion. Because the core concept is correctly explained but the final answer is wrong, this is considered incorrect under the evaluation criteria.

Judgment

Incorrect
0.90
A26.12 Recall 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.
Answer: No. A vehicle (or its PRC) can never gain Control of a building; it may only gain Control of its Location/hex if the specific vehicular-control conditions are met. References: - (A26.11) Gaining Control — states a vehicle/PRC can never gain Control of a building, though it may gain Control of its Location/hex. - (A26.12) Vehicular Control — explains the limited, temporary Control a non-bypassing vehicle can gain over a Location.
[Explanation] The model's response correctly states that a vehicle or its PRC can never gain Control of a building, matching the expected answer. It also correctly adds that a vehicle may gain Control of the Location/hex under specific vehicular-control conditions, which aligns with the expected answer's note about Control of the Location if devoid of armed enemy units. The references to the relevant rules support the accuracy. The response covers all key concepts without contradiction.

Judgment

Correct
1.00
A26.222 Recall 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].
Answer: Captured units/equipment are worth their normal VP value during play, but as soon as the scenario ends they are worth double their normal VP to the captor. The exception is captured Chinese Guns/vehicles, which are quadrupled at game end. References: - (A26.21) Victory Point Value / Captured units — captured units/equipment are normal VP during play; double at scenario end - (A26.222) Exit Victory Conditions / captured units — captured enemy units/equipment count normal during play and double at scenario end - (G18.44) Captured Chinese Equipment — captured Chinese Guns/vehicles are quadrupled at game end
[Explanation] The model's response fully matches the expected answer by stating that captured units/equipment are worth double their normal VP at scenario end, with the exception of captured Chinese Guns/vehicles which are quadrupled. It also correctly notes that during play they are worth normal VP, which adds helpful context without contradicting the expected answer. The references cited support the accuracy of the response.

Judgment

Correct
1.00
B1.1 Recall pass
B1.1
What is Open Ground in ASL and does it provide any TEM to units occupying it?
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.
Answer: Open Ground is any hex with no other printed terrain features that affect fire or LOS into that hex; it is generally clear, unobstructed terrain. It does not provide TEM to units occupying it, except for the special -1 FFMO DRM against moving Infantry in Open Ground. References: - (B1.1) Open Ground — defines Open Ground as a hex devoid of other printed terrain features affecting fire/LOS. - (B1.2) Open Ground LOS — Open Ground presents no obstruction or Hindrance to LOS. - (B1.3) Open Ground TEM — the only TEM for Open Ground is the -1 FFMO DRM vs moving Infantry.
[Explanation] The model's response correctly defines Open Ground as a hex without printed terrain features affecting fire or LOS, matching the expected answer's description. It also correctly states that Open Ground provides no TEM (0 TEM) to units occupying it, and mentions the -1 FFMO DRM against moving infantry, which aligns with the expected answer's note on the same. The model includes relevant references and does not contradict the expected answer, covering all key concepts fully.

Judgment

Correct
0.95
B2 Recall pass
B2
What is the TEM for a shellhole?
+1 TEM. A shellhole provides a +1 TEM to Infantry occupying it.
Answer: A shellhole’s conditional TEM is +1, and it applies only to Infantry that are not Manhandling a Gun/Boat; it is not cumulative with any other TEM. References: - (B2.3) Shellhole TEM — conditional +1 TEM, Infantry only, not cumulative - (B2.2) Shellholes and LOS — shellholes do not obstruct or hinder LOS
[Explanation] The model's response correctly states that a shellhole provides a +1 TEM to Infantry occupying it, matching the expected answer. Additionally, it adds important clarifications that the TEM applies only to Infantry not Manhandling a Gun/Boat and that it is not cumulative with other TEMs, which aligns with the official rules (B2.3). These extra details do not contradict the expected answer but enhance it, so the response is fully correct.

Judgment

Correct
1.00
B2.4 Recall pass
B2.4
If Infantry enters a shellhole by spending 2 MF, is it subject to FFMO (or Interdiction in the RtPh)?
No. If a unit enters a shellhole hex, it is considered in the shellhole hex and is not subject to FFMO.
Answer: No. If Infantry spends 2 MF to enter a shellhole, it is “considered in a shellhole and not subject to FFMO penalties,” and in the RtPh that means the shellhole nullifies Interdiction as well. References: - (B2.4) Shellholes — 2 MF entry puts Infantry in shellhole status and not subject to FFMO penalties - (A10.531) Interdiction/FFMO — shellholes entered at shellhole cost are not treated as Open Ground for FFMO/Interdiction
[Explanation] The model's response correctly states that Infantry entering a shellhole by spending 2 MF is considered in the shellhole and not subject to FFMO or Interdiction in the RtPh. It matches the expected answer's core concept and adds relevant references without contradicting the expected answer.

Judgment

Correct
1.00
B3.3 Recall pass
B3.3
When does a unit on a road use road-vs-other-terrain TEM logic?
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.
Answer: A unit on a road uses road-vs-other-terrain TEM logic when it enters the hex via the road rate; in that case, it is attacked as if in Open Ground for Interdiction/FFMO instead of using the TEM of the other terrain in the hex, unless the LOS is traced through other non-Open Ground terrain between firer and target. If it does not enter via the road rate, the hex’s normal other-terrain TEM applies. References: - (3.3) Roads and TEM — road movement rate substitutes Interdiction/FFMO for the hex’s other-terrain TEM unless LOS crosses other non-Open Ground terrain - (3.2) Roads and Open Ground — a road hex without other terrain is Open Ground for all purposes except movement across the road hexside
[Explanation] The model's response correctly explains that a unit on a road uses road-vs-other-terrain TEM logic when it moves via the road rate, substituting Interdiction/FFMO logic for the other terrain TEM unless the LOS crosses non-Open Ground terrain. It also clarifies that if the unit does not enter via the road rate, normal other-terrain TEM applies. This matches the expected answer's key concepts about the conditions under which road-vs-other-terrain TEM logic applies, including the LOS exception. The inclusion of references and additional context about Open Ground is accurate and does not contradict the expected answer.

Judgment

Correct
0.95
B3.4 Recall pass
B3.4
How can Infantry earn an extra MF during their MPh by using roads?
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.
Answer: Infantry earn the road bonus by crossing only road hexsides throughout their MPh; if they do, they get +1 MF, provided they do not encounter prohibited terrain/conditions in those road hexes and are not Searching or pushing Guns. If they enter a hex via the road rate, they pay the road entry cost instead of the hex’s normal terrain cost, but they lose the bonus if they use non-road terrain cover or otherwise violate the road-bonus restrictions. References: - (B3.4) Roads — Infantry crossing only road hexsides throughout the MPh are entitled to one extra MF. - (B3.43) Road-Negating Terrain — road bonus is lost if the unit uses non-road cover or encounters certain terrain/conditions. - (A4.132) Road Movement — entering via road rate uses road entry cost instead of normal terrain cost.
[Explanation] The model's response correctly explains that infantry earn an extra MF by crossing only road hexsides during their MPh, matching the expected answer's core concept. It also includes the key restrictions about not encountering prohibited terrain or conditions and not pushing guns (though it mentions 'Searching' which is extra but not contradictory). The mention of paying road entry cost and losing the bonus if using non-road cover adds relevant context without contradicting the expected answer. Overall, all key concepts are covered, making the response correct.

Judgment

Correct
0.95
B3.5 Recall pass
B3.5
Can hidden mines and entrenchments be placed in paved road hexes?
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.
Answer: No. Hidden mines and entrenchments may not be placed in a paved road hex because paved roads are excluded terrain for both, with the rule explicitly stating they “may not be placed in a paved road hex due to the urban nature of the terrain” References: - (3.5) Hidden mines and entrenchments in paved road hexes — explicitly prohibits placement in paved road hexes - (28.1) Minefields placement restrictions — minefields may not be placed in a paved road hex - (27.1) Foxhole placement restrictions — foxholes may be placed in any terrain except paved road
[Explanation] The model's response correctly states that hidden mines and entrenchments may not be placed in paved road hexes, citing the urban nature of the terrain as the reason. It references relevant rules (3.5, 28.1, 27.1) that support this prohibition. While the expected answer mentions an exception for mines in debris, the model's answer aligns with the general rule and explicitly denies placement in paved road hexes, which is the core concept. The model's answer is complete and accurate regarding the main point.

Judgment

Correct
0.95
B3.43 Recall pass
B3.43
If Infantry expends extra MF to derive the protection of shellholes/woods, can they claim the extra-MF road bonus?
No.
Answer: No. Infantry that expend extra MF to gain the protection of shellholes/woods may not also claim the extra-MF road bonus in that Movement Phase; the road bonus is specifically disallowed when they use the road-negating terrain’s extra-MF protection. References: - (B3.43) Road-Negating Terrain — Infantry may not claim the extra-MF road bonus in a MPh in which they expend extra MF to derive protection of shellholes/woods. - (B2.4) Shellholes — Infantry may enter shellholes at 1 or 2 MF, with the 2-MF option providing protection. - (B3.4) Road Bonus — the extra MF road bonus applies only when road movement conditions are met.
[Explanation] The model's response directly answers 'No' as expected and elaborates with correct reasoning and references to the relevant ASL rules (B3.43, B2.4, B3.4). It clearly states that infantry expending extra MF for shellhole/woods protection cannot claim the extra-MF road bonus, matching the expected answer and providing accurate context without contradiction.

Judgment

Correct
1.00
B4.2 Recall pass
B4.2
What LOS and elevation characteristics define a Sunken Road hex?
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.
Answer: A Sunken Road hex is a road hex bordered on two sides by two-tone brown contour lines with the darker contours on the outside, and it is a -1 level Depression hex. For LOS, a unit in a Sunken Road cannot see any other Depression hex unless the LOS traces through other Sunken Road hexes clear of the dark brown contour lines of those hexes. References: - (B4.1) Sunken Road definition — road hex bordered by two-tone brown contour lines with darker contours outside - (B4.2) Sunken Road LOS/elevation — -1 level Depression hex; LOS to other Depression hexes only through connected Sunken Roads clear of dark brown contour lines
[Explanation] The model's response correctly identifies the Sunken Road as a -1 level Depression hex and explains the LOS restriction that units in a Sunken Road cannot see other Depression hexes unless LOS is traced through connected Sunken Road hexes clear of the dark contour lines. It also adds the detail about the two-tone brown contour lines with darker contours on the outside, which aligns with the expected answer and provides additional correct context. Therefore, it fully covers the key concepts of the expected answer.

Judgment

Correct
1.00
B4.3 Recall pass
B4.3
How is a Sunken Road treated for TEM and Interdiction if LOS INTO it exists?
If LOS INTO it exists, a Sunken Road is treated as Open Ground for TEM and Interdiction purposes.
Answer: Provided a LOS into it exists, a Sunken Road is treated as Open Ground for both TEM and Interdiction purposes, so it gives no TEM and does not by itself prevent Interdiction. References: - (4.3) Sunken Road TEM/Interdiction — states that, if LOS into the hex exists, a Sunken Road is Open Ground for TEM and Interdiction. - (4.2) Sunken Road as a Depression hex — explains the Sunken Road is a -1 level Depression hex, relevant to LOS into/out of it.
[Explanation] The model's response correctly states that if LOS into a Sunken Road exists, it is treated as Open Ground for both TEM and Interdiction purposes, matching the expected answer. It also adds relevant clarifications about TEM and Interdiction effects and cites appropriate rules, which aligns with the expected key concepts without contradiction.

Judgment

Correct
1.00
B4.41 Recall pass
B4.41
What is the Infantry/Cavalry movement cost to enter and leave a Sunken Road through non-road hexsides?
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.
Answer: Infantry/Cavalry pay 2 MF to enter a Sunken Road through a non-road hexside, and there is no special cost to leave it via a non-road hexside other than any normal elevation-change penalties. Sunken Road hexside movement is otherwise like road movement; only non-road entry is different. References: - (4.41) Sunken Road Entry Cost — Infantry/Cavalry entering through a non-road hexside pay 2 MF. - (4.4) Sunken Road Hexside Movement — movement across Sunken Road hexsides is identical to other roads; only non-road entrance differs.
[Explanation] The model's response correctly states that Infantry/Cavalry pay 2 MF to enter a Sunken Road through a non-road hexside and that leaving the Sunken Road has no special surcharge beyond normal movement rules, including elevation penalties. It also correctly notes that movement across Sunken Road hexsides is like road movement except for the non-road entry cost, matching the expected answer's key concepts and providing appropriate references.

Judgment

Correct
1.00
B5.2 Recall pass
B5.2
How does an Elevated Road affect LOS?
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.
Answer: An Elevated Road is a one-level LOS obstacle, with its bordering brown contour lines treated as Crest Lines. A unit at a lower level can trace LOS through it to another unit on the same level only if the LOS does not cross any part of the Elevated Road’s brown contour lines or the road itself; a unit on the Elevated Road also cannot see a lower-level unit if the LOS must pass through the brown contour lines of another Elevated Road hex. References: - (B5.2) Elevated Road LOS obstacle — one-level obstacle to LOS; units on it are at level 1. - (B5.21) Elevated Road Crest Lines — contour lines act like Crest Lines; LOS through the hex is allowed only if it does not cross the contour lines or road. - (B5.22) Elevated Road Crest effects — a unit on an Elevated Road cannot see a lower-level unit if LOS must pass through another Elevated Road’s brown contour lines.
[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 contour boundaries act like crest lines, and that units on it are effectively one level higher. It also correctly explains the LOS restrictions involving crossing contour lines and the inability of units on the Elevated Road to see lower-level units if LOS passes through another Elevated Road's contour lines. The response includes relevant rule references and does not contradict the expected answer, providing a thorough and semantically equivalent explanation.

Judgment

Correct
0.95
B5.21 Recall pass
B5.21
Can vehicles claim Hull Down on an Elevated Road hex?
No. Even though Elevated Road contour lines act as crest-like LOS features, vehicles may not claim HD status on an Elevated Road hex.
Answer: No. The Elevated Road rules explicitly say that vehicles cannot claim Hull Down status on an Elevated Road hex, even though the contour lines are treated like hill Crest Lines. References: - (B5.21) Elevated Road Crest Lines — states vehicles cannot claim HD status on an Elevated Road hex - (B5.2) Elevated Road LOS obstacle — establishes the hex as a one-level obstacle with crest-line-like edges
[Explanation] The model's response correctly states that vehicles cannot claim Hull Down status on an Elevated Road hex, matching the expected answer. It also references the relevant rules (B5.21 and B5.2) that support this, aligning fully with the key concepts in the expected answer. The inclusion of rule citations and explanation about contour lines acting like crest lines but not allowing HD status confirms a complete and accurate understanding.

Judgment

Correct
1.00
B6.2 Recall pass
B6.2
How do bridges affect LOS between units on and under the bridge?
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.
Answer: Bridges block LOS between units on the bridge and units beneath the bridge, so a unit on the bridge cannot see a unit under it and vice versa. Otherwise, a bridge does not block LOS, though a non-pontoon bridge can still hinder LOS drawn through the bridge hex depending on elevation and whether the LOS uses the road depiction. References: - (6.2) Bridges and LOS — blocks LOS between units on bridge and beneath; otherwise no blockage, but may hinder LOS through bridge hex. - (1.15) Bridges as Open Ground — bridge is treated as Open Ground/road if LOS enters only through the road depiction.
[Explanation] The model's response correctly states that bridges block LOS between units on the bridge and units beneath it, matching the key concept in the expected answer. It also correctly notes that non-pontoon bridges can hinder LOS traced through the bridge hex depending on elevation and road depiction, aligning with the expected answer's mention of non-pontoon bridges and LOS considerations. The model also references pontoon bridges handling differently by rule, which is consistent with the expected answer. The response includes relevant rule references and covers all key concepts without contradiction, thus it is correct.

Judgment

Correct
0.95
B6.3 Recall pass
B6.3
How is Direct Fire against a target on a bridge treated when traced only through the road depiction?
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.
Answer: If the LOS to a target on a bridge is traced only through the road depiction of that bridge hex, the bridge is treated as Open Ground/road for Direct Fire, so no bridge Hindrance/TEM applies. In other words, the target is attacked as if in Open Ground, not as a bridge target. References: - (6.3) Direct Fire vs. targets on bridges — LOS traced only through the road depiction treats the bridge as Open Ground. - (1.15) Bridges — a bridge is considered Open Ground if LOS enters only through the road depiction.
[Explanation] The model's response correctly states that Direct Fire against a bridge target traced only through the road depiction treats the bridge as Open Ground, meaning no bridge Hindrance or TEM applies. It matches the expected answer's key concept that the fire is treated as occurring in Open Ground for those purposes, subject to other LOS/Hindrance effects elsewhere. The model also provides relevant rule references, reinforcing the correctness. There is no contradiction or missing key concept.

Judgment

Correct
1.00
B6.31 Recall pass
B6.31
What TEM does a non-pontoon bridge provide against Direct Fire and Indirect Fire?
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.
Answer: A non-pontoon bridge provides +1 TEM against Direct Fire if the attack enters the bridge other than across the road depiction, and +1 TEM against Indirect Fire regardless of LOS/LOF. If the Direct Fire is traced only through the road depiction, the bridge is treated as Open Ground instead. References: - (6.31) Direct Fire against non-pontoon bridges — +1 TEM unless fire enters via the road depiction - (6.32) Indirect Fire against non-pontoon bridges — +1 TEM regardless of LOF - (6.3) Bridge fire effects — bridge hex treated as Open Ground when fire is traced only through the road depiction
[Explanation] The model's response accurately captures the key concepts of the expected answer: +1 TEM against Direct Fire when fire enters the bridge other than across the road depiction, and Open Ground (no TEM) if fire is traced only through the road depiction. It also correctly states +1 TEM against Indirect Fire regardless of LOS/LOF, which negates Interdiction. The references to the relevant rules sections further support the correctness. The response covers all key points without contradiction.

Judgment

Correct
1.00
B6.42 Recall needs_review Human Override
B6.42
When do wooden bridge collapse checks occur, and what happens on a failed check?
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.
Answer: Wooden bridge collapse checks occur the first time the total weight of vehicles/wrecks on the bridge exceeds 10 tons, and thereafter whenever that new current weight limit is exceeded again. If the Final Bridge Collapse DR is ≥ 12, the entire bridge Location collapses, all counters on and beneath it are eliminated, and rubble is placed at the level below; if it is < 12, the bridge stays intact and the checked weight becomes the new current weight limit. References: - (6.42) Collapse — wooden bridges check when load first exceeds 10 tons; +1 DRM per 5-ton increment over current limit; failed check at Final DR ≥ 12 collapses bridge - (6.331) Destroyed non-pontoon bridge — rubble placement after collapse; counters on and beneath eliminated
[Explanation] The model correctly identifies that collapse checks occur the first time the total vehicle/wreck tonnage exceeds the current weight limit and again when a new limit is exceeded, matching the expected answer's concept. However, the model specifies an initial 10-ton limit which is not mentioned in the expected answer, and it adds details about DRMs and rubble placement that are extra but not contradictory. The expected answer states 'exceeds its current weight limit' without specifying 10 tons as a starting point. Also, the model's explanation of the consequences of a failed check aligns well with the expected answer. Due to the slight discrepancy about the initial 10-ton threshold and some added details, the response is considered partially correct.

Judgment

Correct
0.90
B6.42 Recall pass
B6.42
Under what conditions can a wooden bridge collapse, and what TEM applies to intentional bridge destruction?
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.
Answer: A wooden bridge may collapse the first time the total weight of vehicles/wrecks on it exceeds 10 tons; then a Bridge Collapse DR is made, with +1 DRM for each additional 5-ton increment or fraction above the current weight limit, and if the Final DR is ≥ 12 the whole bridge Location collapses. Intentional bridge destruction uses the bridge’s TEM: a wooden bridge has +2 TEM against the attack, and only a Final KIA result destroys the bridge. References: - (B6.42) Wooden Bridge Collapse — collapse check when load first exceeds 10 tons; +1 DRM per additional 5 tons; Final DR ≥ 12 collapses the Location - (B6.33) Bridge Destruction — bridge destruction resolution; wooden bridge uses +2 TEM and only Final KIA destroys the bridge
[Explanation] The model's response correctly states that a wooden bridge collapse check occurs when the load first exceeds 10 tons, with a +1 DRM for each additional 5-ton increment or fraction, and that a Final DR of 12 or greater causes collapse, matching the expected answer. It also correctly identifies that intentional destruction uses the bridge's TEM (+2 for wooden bridges) and that only a Final KIA result destroys the bridge. The model includes the key concepts of load thresholds, DRM increments, collapse DR threshold, TEM values for intentional destruction, and the requirement of a Final KIA result, aligning well with the expected answer. Minor wording differences and the omission of underwater TEM modifiers do not detract from the core correctness.

Judgment

Correct
0.95
B9.3 Recall pass
B9.3
What is the TEM for a hedge hexside?
+1 TEM. A hedge hexside provides +1 TEM when the LOS crosses that hexside.
Answer: A hedge hexside provides +1 TEM. If the attack is Indirect Fire, that hedge TEM is reduced by 1, so it becomes +0. References: - (9.3) Walls/Hedges TEM — hedge TEM is +1 - (9.34) Indirect Fire — hedge TEM is reduced by one vs Indirect Fire
[Explanation] The model's response correctly states that a hedge hexside provides +1 TEM when the LOS crosses it, matching the expected answer. Additionally, it provides accurate extra context about the reduction of hedge TEM by 1 for Indirect Fire, which does not contradict the expected answer but rather enhances it. Therefore, the response fully covers the key concept and adds valid additional information.

Judgment

Correct
1.00
B9.32 Recall pass
B9.32
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?
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.
Answer: The squad receives no wall TEM from that wall hexside; because the LOS does not cross the wall hexside, the wall is non-applicable and the squad is treated as in Open Ground for that attack, so its TEM is 0. If it had some other applicable in-hex TEM, it could use that instead, but not the wall TEM. References: - (B9.32) Wall Advantage — a unit claiming WA does not receive in-hex TEM, and wall/hedge TEM applies only as per 9.3; LOS across the wall is not enough if the attack does not cross the hexside. - (B9.3) Wall/Hedge TEM — hexside TEM applies only when the fire crosses the wall/hedge hexside.
[Explanation] The model's response correctly states that no wall TEM applies because the LOS does not cross the wall hexside, and the squad is treated as in Open Ground for that attack. It also correctly notes that the +2 Wall TEM only applies when the LOS crosses the wall hexside, matching the expected answer's key concepts. The model adds relevant references and clarifies that other in-hex TEMs could apply, which does not contradict the expected answer. Therefore, the response fully covers the key concepts and is semantically equivalent.

Judgment

Correct
0.95
B9.54 Recall pass
B9.54
What restrictions apply to a vehicle attempting to cross a bocage hexside, and how can bocage be breached?
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.
Answer: A vehicle may not cross a bocage hexside unless it is a fully-tracked AFV; even then, it cannot use Reverse movement or carry Riders, and it is subject to Underbelly Hits, Schuerzen loss, and Bog while crossing, unless it is crossing via an obvious gap or an existing Breach. Bocage can be breached only by a Dozer tank, bulldozer, or SSR-designated AFV with Culin hedgerow device/similar equipment, which must expend its entire MP allotment and pass a Bog DR; if successful, the hexside is marked with a Breach counter and thereafter movement/manhandling across it treats the bocage as nonexistent. References: - (B9.54) Bocage Movement — only Infantry and fully-tracked AFV can cross; AFV crossing restrictions and hazards. - (B9.541) Breach — eligible vehicles, entire MP allotment, Bog DR, and Breach counter effects.
[Explanation] The model's response accurately captures all key restrictions on vehicles crossing bocage hexsides: only fully-tracked AFVs may cross, no reverse movement or riders allowed, and the vehicle is subject to Underbelly Hits, Schuerzen loss, and Bog. It also correctly explains the breaching process, including the requirement for a Dozer tank, bulldozer, or SSR-designated AFV with Culin device, expending the entire MP allotment, passing a Bog DR, and placing a Breach counter that allows subsequent movement as if bocage did not exist. The model also adds the detail about obvious gaps or existing breaches, which is correct and does not contradict the expected answer. The references to the relevant rules sections further support the accuracy. Therefore, the response is fully correct.

Judgment

Correct
0.95
B10.5 Recall needs_review Human Override
B10.5
What is an Abrupt Elevation Change and when does it occur?
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.
Answer: An Abrupt Elevation Change is a hexside where a unit crosses between different elevation levels and the cost of each level entered becomes cumulative; each intermediate level ascended costs 2 MF/4 MP, each intermediate level descended costs 1 MF/2 MP, and the final level also pays the normal terrain cost of the hex entered. It occurs when a unit crosses an Abrupt Elevation hexside, including moves into or out of terrain like gullies/wadis where the elevation change is abrupt rather than a normal one-level slope References: - (B10.51) Abrupt Elevation Change — defines cumulative MF/MP costs for each level crossed - (B10.5) Abrupt Elevation hexsides — identifies the special hexsides where this applies - (B19.4) Gully movement — example of Abrupt Elevation Change occurring when moving into/out of a gully - (F5.4) Wadi Crest Status — notes that a normal cliff or Abrupt Elevation Change can be a wadi hexside
[Explanation] The model's response correctly identifies that an Abrupt Elevation Change involves crossing multiple elevation levels across a single hexside and references the special movement costs associated with it, which aligns with the expected answer's mention of special movement costs and restrictions. However, the model does not explicitly state that it occurs when a unit enters two or more levels while crossing one non-cliff hexside, nor does it provide the clear example of going from level 0 to level 2 across a single hexside as in the expected answer. Instead, it focuses more on the movement cost details and examples involving gullies/wadis, which, while relevant, do not directly address the core definition and occurrence condition as clearly as the expected answer. Therefore, it captures the main idea but misses the precise definition and example, making it a partial match.

Judgment

Incorrect
0.90
B10.31 Recall fail
B10.31
What is the TEM for Height Advantage when a firer is at a higher elevation than its target?
+1 TEM. A target at a lower elevation than its firer receives a +1 Height Advantage TEM.
Answer: There is no Height Advantage TEM when the firer is at a higher elevation than the target; Height Advantage is a +1 TEM only for the unit receiving Direct Fire from a lower elevation. A higher firer may instead reduce certain target TEMs in some cases, but it does not gain HA TEM against a lower target. References: - (B10.31) Height Advantage — +1 TEM applies only to a unit receiving Direct Fire from a lower elevation; not when the firer is higher. - (B10.3) Hill TEM — hill hex is Open Ground unless Height Advantage applies.
[Explanation] The expected answer states that a target at a lower elevation than its firer receives a +1 Height Advantage TEM, which means the firer at a higher elevation gains a +1 TEM against the target. The model's response incorrectly states there is no Height Advantage TEM when the firer is higher and that the +1 TEM applies only to the unit receiving fire from a lower elevation, which reverses the actual rule. This contradicts the core concept of Height Advantage in ASL, making the response incorrect.

Judgment

Incorrect
0.95
B11.1 Recall needs_review Human Override
B11.1
What are cliff hexsides and what restrictions do they impose on movement?
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.
Answer: Cliff hexsides are near-vertical hill hexsides, shown as serrated brownish-black overprints on hill hexsides; they also occur on some Depression hexsides. Only Good Order Infantry may cross them, and only by Climbing, which uses all of the unit’s MF allotment and requires a Falling DR of 9 or less to ascend or descend; a 10–11 leaves the unit in place, and 12+ eliminates it. References: - (B11.1) Cliffs — defines cliff hexsides as serrated near-vertical hill hexsides; examples and depression-cliff note. - (B11.4) Climbing — only Good Order Infantry may cross; Climbing is the required method. - (B11.41) Falling DR — DR ≤ 9 to climb; 10–11 no movement; 12+ elimination. - (B11.43) Climbing movement cost — Climbing requires all of a unit’s MF allotment.
[Explanation] The model's response correctly identifies cliff hexsides as near-vertical hill hexsides with serrated brownish-black overprints and notes that only Good Order Infantry may cross them by climbing, which uses all movement factors and involves a falling DR mechanic. However, it omits the restrictions on firing through cliff hexsides, which is a key part of the expected answer. The expected answer specifies which weapons may fire through cliff hexsides, but the model does not mention this. Therefore, while the model covers the movement restrictions well, it misses the firing restrictions, making the response partially correct.

Judgment

Correct
0.90
B12.3 Recall pass
B12.3
Does brush provide TEM to units occupying it, and how does it affect LOS?
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.
Answer: No. Brush has no TEM for units occupying the hex, but it is a LOS Hindrance only when the LOS is traced through the brush hex between same-level firer and target, giving +1 DRM per brush hex; the brush in the target’s own hex does not itself affect LOS. References: - (12.2) Brush LOS Hindrance — brush is a LOS Hindrance only when between firer and target; same-level +1 DRM per brush hex - (12.3) Brush TEM — brush has no TEM, though it negates Interdiction and FFMO
[Explanation] The model's response correctly states that brush provides no TEM to units occupying it, matches the expected answer that brush is a LOS hindrance only when between firer and target on the same level, and that it results in a +1 DRM per brush hex. It also correctly notes that brush in the target's own hex does not affect LOS. The model includes the negation of Interdiction and FFMO, which aligns with the expected answer. The response covers all key concepts without contradiction, fulfilling the criteria for correctness.

Judgment

Correct
0.95
B12.4 Recall pass
B12.4
How many MF does it cost for Infantry to enter a brush hex?
2 MF. Infantry/Cavalry enter a brush hex at a cost of two MF.
Answer: Infantry enter a brush hex at a cost of 2 MF. Brush has no TEM, but it is not Open Ground, so it still negates Interdiction and FFMO. References: - (12.4) Brush Movement Cost — Infantry/Cavalry enter a brush hex at a cost of two MF. - (12.3) Brush TEM/terrain effects — no TEM, but not Open Ground for Interdiction/FFMO.
[Calculation] The model's response correctly states the movement factor cost for Infantry entering a brush hex as 2 MF, matching the expected answer exactly. Although the model includes additional information about terrain effects and references, these do not contradict the answer and are acceptable. Therefore, the response fully meets the criteria for correctness.

Judgment

Correct
1.00
B13.2 Recall needs_review Human Override
B13.2
How do woods affect Line of Sight as an obstacle in ASL?
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.
Answer: Woods are a level 1 LOS obstacle, so they block LOS through them unless the firer or target is at an elevation at least equal to the obstacle’s height; a unit on Level 1 can see over ground-level woods to a Level 1 or higher target. Woods also create Blind Hexes, and the actual woods depiction—not the whole hex—must lie between the center dots to block LOS. References: - (6.2) Obstacles — woods are a level 1 obstacle to LOS; LOS can pass over them if the viewer is high enough - (10.22) Height vs. obstacle height — Level 1 can see over ground-level woods to Level 1+ targets - (6.1) Checking LOS — LOS is blocked only if the terrain depiction crosses the thread between center dots - (B14.2) Woods/Orchard LOS effects — woods block LOS and can create Blind Hexes
[Explanation] The model correctly identifies woods as a level 1 LOS obstacle and explains that LOS can be blocked unless the firer or target is at an elevation equal to or higher than the obstacle. It also correctly mentions the need for the woods depiction to lie between center dots to block LOS and the creation of Blind Hexes. However, the model omits the key concept that the level of the obstacle is added to the hex level (e.g., woods on a level 1 hill create a level 2 LOS obstacle) and the special case of woods in a Depression hex remaining a level 1 obstacle. These are important details in the expected answer, so the response is not fully complete.

Judgment

Correct
0.90
B13.3 Recall pass
B13.3
What is the TEM for Direct Fire into a woods hex?
+1 TEM. Woods provide a +1 TEM to units occupying them.
Answer: Direct Fire into a woods hex gets +1 TEM. If the attack is Indirect Fire, woods instead gives -1 TEM against unarmored/OT targets due to Air Burst. References: - (B13.3) Woods — +1 TEM for all Direct Fire into woods; Indirect Fire vs certain targets in woods uses -1 TEM due to Air Burst.
[Explanation] The model's response correctly states that Direct Fire into a woods hex receives a +1 TEM, matching the expected answer. It also provides additional accurate context about Indirect Fire and Air Burst effects, which does not contradict the expected answer but rather enhances understanding. Therefore, it fully covers the key concept required.

Judgment

Correct
1.00
B13.3 Recall pass
B13.3
A mortar fires Indirect Fire at a squad in a woods hex. What is the TEM for the attack?
-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.
Answer: A mortar’s Indirect Fire against a squad in a woods hex uses a -1 TEM, not the normal +1 woods TEM, because woods are treated as an Air Burst target for indirect fire. So the attack gets a -1 DRM to the IFT DR. References: - (B13.3) Woods — woods normally give +1 TEM, but Indirect Fire vs unarmored/OT targets in woods receives -1 TEM as an Air Burst - (C3.71) Critical Hit effects — negative TEM remains negative and is not reversed for CHs
[Explanation] The model's response correctly identifies the TEM as -1 for Indirect Fire against a squad in a woods hex, matching the expected answer. It explains that this is due to Air Burst treatment of woods for indirect fire, which overrides the normal +1 TEM for direct fire into woods. The response also references the relevant rules (B13.3 and C3.71), supporting the explanation. The core concept and reasoning align fully with the expected answer.

Judgment

Correct
1.00
B13.4 Recall pass
B13.4
How many MF does it cost for Infantry to enter a woods hex?
2 MF. Infantry must expend 2 MF to enter a woods hex.
Answer: Infantry pay 2 MF to enter a woods hex, unless they enter via a road hexside or Trail Break, which can reduce the cost to 1.5 MF via a TB. References: - (13.4) Woods Movement Cost — Infantry enter a woods hex at a cost of two MF unless via a road hexside. - (13.4212) Trail Break — Infantry expend 1.5 MF to enter woods via a TB.
[Calculation] The model correctly states that infantry pay 2 MF to enter a woods hex, matching the expected answer. Additionally, it provides accurate context about exceptions (road hexside and trail break) which does not contradict the expected answer but rather enhances understanding. Therefore, the core answer matches exactly.

Judgment

Correct
1.00
B13.31 Recall needs_review Human Override
B13.31
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?
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
Answer: It receives normal woods TEM, which is +1 for Direct Fire. The special no-woods-TEM exception applies only if the LOS does not cross a green woods symbol and the unit entered at road movement rate; here you said the LOS does not cross a green woods symbol, so the squad does not get the +1 woods TEM during Defensive First Fire and is subject to FFMO/Interdiction instead. References: - (B13.31) Woods-Road Hex Defensive First Fire — no +1 woods TEM if LOS does not cross a green woods symbol and entry was at road movement rate - (A4.132) Road Movement / Woods-Road interaction — relevant to the road-movement-rate condition for the exception
[Explanation] The model's response initially states the squad receives normal woods TEM (+1), which contradicts the expected answer that there is no TEM if the LOS does not cross a green woods symbol and the unit entered at road movement rate. However, the model then correctly explains the special no-woods-TEM exception applies under these conditions and that the squad does not get the +1 woods TEM during Defensive First Fire, aligning with the expected answer. The initial incorrect statement reduces correctness, but the subsequent clarification shows understanding of the key concepts. Therefore, the response is partially correct.

Judgment

Incorrect
0.90
B13.41 Recall needs_review Human Override
B13.41
Can vehicles enter a woods hex without using a road, and what is required?
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.
Answer: Yes. Any vehicle may enter a woods hex without using a road by expending all of its movement capability for that MPh and then making a Bog DR; fully-tracked vehicles may also enter by expending their entire MP allotment in the hex, but they must check for Bog. References: - (13.41) Vehicles in Woods — any vehicle may enter woods off-road by spending all remaining movement capability and then making a Bog DR - (13.42) Fully-Tracked Vehicles in Woods — fully-tracked vehicles may enter woods by expending full MP allotment, subject to Bog Check
[Explanation] The model correctly states that any vehicle may enter a woods hex without using a road by expending all remaining movement capability and making a Bog DR, which matches the core concept. It also mentions fully-tracked vehicles and their Bog check, which is additional correct context. However, the model omits the exception for motorcycles (which must be pushed) and the doubling of MP penalties for entering hexes with wrecks or vehicles and for changing VCA across non-road hexsides in woods. These are key concepts in the expected answer, so the response is missing some important details.

Judgment

Correct
0.80
B14.2 Recall pass
B14.2
Is an in-season orchard a LOS Obstacle or LOS Hindrance?
An in-season orchard is both a +1 LOS Hindrance and a one-level LOS Obstacle to any LOS to/from a higher elevation.
Answer: An in-season orchard is a LOS obstacle to LOS from/to higher elevations during April through October, but it is not a LOS obstacle between same-level units; same-level LOS is instead hindered by +1 DRM per orchard hex crossed. References: - (B14.2) Orchard Seasons — in-season orchard is a one-level obstacle to higher-elevation LOS; out-of-season orchard is a +1 Hindrance to higher-elevation LOS. - (B14.21) Same Level Hindrance — orchard does not block same-level LOS, but adds +1 DRM per orchard hex crossed.
[Explanation] The model's response correctly identifies that an in-season orchard acts as a one-level LOS obstacle to LOS involving higher elevations and as a +1 LOS hindrance for same-level LOS. This matches the expected answer's key concepts that an in-season orchard is both a +1 LOS Hindrance and a one-level LOS Obstacle to any LOS to/from a higher elevation. The model also provides appropriate references and clarifies the seasonal aspect, which aligns with the expected answer without contradiction.

Judgment

Correct
1.00
B15.1 Calc pass
B15.1
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?
+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.
Answer: Each in-season grain hex crossed by same-level LOS adds +1 DRM, so two grain hexes give a total hindrance DRM of +2. Grain is a hindrance only for same-level LOS, and you do not count the firer’s or target’s hex—just the hexes in between. References: - (A6.7) LOS Hindrance — same-level LOS crossing hindrance hexes adds +1 DRM per hex - (B15.2) Grain Hindrance — grain is a +1 hindrance per grain hex crossed - (B15.6) Season — grain exists only in season; otherwise treated as Open Ground
[Calculation] The model's response correctly states that each in-season grain hex crossed by the same-level LOS adds +1 DRM, and that two such hexes result in a total +2 hindrance DRM. It also correctly notes that the firer's and target's hexes are not counted, only the intervening hexes, which aligns with the expected answer. The inclusion of relevant rule references and additional context about seasonality and LOS level further supports the correctness without contradicting the expected answer.

Judgment

Correct
1.00
B16.2 Recall pass
B16.2
Is a marsh hex a LOS Hindrance?
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.
Answer: Yes. A marsh hex is a LOS Hindrance to same-level LOS, adding +1 DRM for each marsh hex between firer and target; it also has no TEM for fire traced into it. References: - (16.2) Marsh — marsh hex is a Hindrance to same-level LOS, +1 per marsh hex - (16.3) Marsh TEM — no TEM for fire traced into a marsh hex
[Explanation] The model's response correctly states that a marsh hex is a LOS Hindrance to same-level LOS and that it adds +1 DRM for each marsh hex between the firer and target, matching the expected answer. Additionally, it provides accurate extra information about the lack of TEM for fire traced into a marsh hex, which does not contradict the expected answer. Therefore, the response fully covers the key concepts.

Judgment

Correct
1.00
B16.3 Recall pass
B16.3
What is the TEM for a marsh hex?
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.
Answer: A marsh hex has no TEM; it is treated as Open Ground for TEM purposes, though it still imposes a Hindrance to same-level LOS. References: - (B16.2) Marsh Hindrance — marsh is a same-level LOS Hindrance - (B16.3) Marsh TEM — marsh has no TEM for fire traced into it and is Open Ground for that purpose
[Explanation] The model correctly states that a marsh hex has no TEM for fire traced into it, matching the expected answer's key point. It also correctly notes that marsh is treated as Open Ground for TEM purposes, which aligns with the expected answer's clarification that marsh is not considered Open Ground for FFMO but is effectively Open Ground for TEM. The model adds relevant references and mentions the hindrance aspect, which is accurate and does not contradict the expected answer. Overall, the core concepts are fully covered.

Judgment

Correct
0.95
B16.6 Recall pass
B16.6
What does B16.6 state about marsh hexes adjacent to a flooded stream or river?
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.
Answer: B16.6 says that when a stream/river is flooded, all marsh hexes adjacent to or connected to that stream/river by a continuous chain of marsh hexes are treated as stream/river hexes instead. If the stream/river is dry or fordable, those marsh hexes are treated as mudflats instead. References: - (B16.6) Water Depth — flooded stream/river turns adjacent/connected marsh into stream/river hexes; dry/fordable stream/river turns them into mudflats
[Explanation] The model's response fully captures the key concepts of B16.6 as stated in the expected answer. It correctly explains that marsh hexes adjacent to or connected by a continuous chain of marsh hexes to a flooded stream/river are treated as stream/river hexes, and that if the stream/river is dry or fordable, those marsh hexes are treated as mudflats. The inclusion of the reference to B16.6 further supports the accuracy. There are no contradictions or missing key points.

Judgment

Correct
1.00
B16.31 Recall needs_review Human Override
B16.31
How does marsh terrain affect HE attacks and what firing restrictions apply to units in a marsh hex?
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).
Answer: Marsh hexes have no TEM, but any HE attack traced into a marsh hex is halved, except attacks against a bridge or units on a bridge. Units in a marsh hex are also restricted: only Infantry/Cavalry may enter, and when firing from a marsh hex they may use only inherent FP, LATW, any LMG, and inherent SW; a unit on a bridge in a marsh hex is not subject to that firing limitation. References: - (16.3) Marsh TEM/HE effect — marsh has no TEM; HE into marsh is halved - (16.32) Firing from Marsh — only inherent FP, LATW, LMG, and inherent SW may be used from a marsh hex - (16.4) Marsh Entry Restrictions — Infantry/Cavalry entry only; other movement/entry limits
[Explanation] The model correctly states that marsh hexes have no TEM and that HE attacks into marsh hexes are halved except against bridges or units on bridges, matching the expected answer. It also correctly notes the firing restrictions from marsh hexes, including the use of inherent FP, LATW, LMG, and inherent SW, and the exception for units on bridges. However, the model omits the fact that marsh is not Open Ground and thus negates FFMO and Interdiction, which is a key concept in the expected answer. Additionally, the model incorrectly states that only Infantry/Cavalry may enter marsh hexes, which is a movement restriction rather than a firing restriction, and not part of the expected answer's focus. Overall, the core concepts about HE attack effects and firing restrictions are mostly covered, but the omission of the negation of FFMO and Interdiction and the inclusion of entry restrictions (not asked for) leads to a partial rating.

Judgment

Incorrect
0.85
B16.41 Recall needs_review Human Override
B16.41
Can vehicles enter a marsh hex, and what effect does marsh have on adjacent hexes?
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).
Answer: Non-amphibious vehicles may not enter a marsh hex unless it is on a bridge; only amphibious vehicles may cross into marsh during the MPh, and they pay double the normal amphibious cost. Also, any ground-level or level -1 hex adjacent to a marsh/mudflat becomes a Bog hex, so vehicles entering it along a road hexside must make a Bog Check. References: - (16.41) Marsh Entry by Vehicles — non-amphibious vehicles/towed or pushed ordnance prohibited from entering marsh unless on a bridge - (16.42) Amphibious Vehicles — may enter marsh hexes during MPh at double amphibious cost - (16.43) Bog — adjacent ground-level or level -1 hexes become Bog hexes; road-entry vehicles must Bog Check
[Explanation] The model correctly states that non-amphibious vehicles may not enter marsh hexes unless on a bridge and that amphibious vehicles may enter marsh during the MPh at double cost, which aligns with the expected answer. It also correctly identifies that adjacent ground-level or level -1 hexes become Bog hexes and that vehicles entering along a road hexside must make a Bog Check. However, the model incorrectly states that vehicles entering Bog hexes along a road hexside must make a Bog Check, whereas the expected answer specifies that Bog Checks are required when entering along a non-road hexside. Additionally, the model omits the details about infantry and cavalry movement into marsh hexes (full MF cost, no APh or Low Crawl entry except on bridges), which is a key concept in the expected answer. Therefore, the response is partially correct but misses some key concepts and contains a factual error regarding Bog Checks on road hexsides.

Judgment

Correct
0.90
B16.71 Recall needs_review Human Override
B16.71
What is the Infantry/Cavalry entry cost for a mudflat hex?
Infantry/Cavalry enter a mudflat at 2 MF. Also, unpossessed portaged equipment in a mudflat is not automatically lost by that rule.
Answer: Infantry/Cavalry enter a mudflat hex at a cost of 2 MF. Mudflats are marsh with a lower water level, and the special entry cost is explicitly 2 MF for Infantry/Cavalry. References: - (16.7) Mudflats — defines mudflats and states Infantry/Cavalry enter at 2 MF - (16.71) Mudflat Entry Cost — specific movement cost for Infantry/Cavalry
[Explanation] The model correctly states that Infantry/Cavalry enter a mudflat hex at a cost of 2 MF, which matches 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 mostly correct but missing one key concept.

Judgment

Correct
0.90
B17.3 Recall pass
B17.3
What is the TEM for a crag hex?
+1 TEM. A crag hex has a TEM of +1 to any fire traced into it.
Answer: A crag hex has a TEM of +1 to any fire traced into it. It also hinders same-level LOS with a +1 Hindrance DRM, but that is separate from TEM. References: - (17.3) Crag TEM — crag hex has +1 TEM to fire traced into it - (17.2) Crag Hindrance — crag hex adds +1 Hindrance DRM for same-level LOS
[Explanation] The model's response correctly states that a crag hex has a +1 TEM to any fire traced into it, which matches the expected answer. Additionally, it provides extra correct information about the +1 Hindrance DRM for same-level LOS, clarifying that it is separate from TEM. This extra context does not contradict the expected answer and demonstrates a full understanding of the rule.

Judgment

Correct
1.00
B17.4 Recall pass
B17.4
How many MF does it cost for Infantry to enter a crag hex?
2 MF. It costs Infantry two MF to enter a crag hex.
Answer: Infantry pay 2 MF to enter a crag hex. If the move is uphill across an Abrupt Elevation hexside, that cost is cumulative with the elevation cost. References: - (17.4) Crag Movement Cost — Infantry pay two MF to enter a crag hex. - (10.51) Abrupt Elevation Changes — elevation costs are cumulative when entering a crag hex from a different level.
[Calculation] The model's response correctly states that Infantry pay 2 MF to enter a crag hex, matching the expected answer exactly. Additionally, it provides accurate extra context about cumulative costs when moving uphill across an Abrupt Elevation hexside, which does not contradict the expected answer but rather enhances understanding.

Judgment

Correct
1.00
B18.2 Recall pass
B18.2
What LOS effect does a graveyard hex have?
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).
Answer: A graveyard hex is not a LOS obstacle, but it does hinder same-level LOS by adding a +1 Hindrance DRM for each graveyard hex between firer and target. It also gives the hex a +1 TEM to fire traced into it. References: - (18.2) Graveyard LOS Hindrance — not an obstacle; +1 Hindrance DRM per graveyard hex between firer and target - (18.3) Graveyard TEM — +1 TEM to fire traced into the hex
[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 between firer and target, matching the expected answer. Additionally, it correctly includes the +1 TEM to fire traced into the hex, which is extra correct context and does not contradict the expected answer.

Judgment

Correct
1.00
B18.3 Recall pass
B18.3
What TEM does a graveyard hex provide?
A graveyard hex provides +1 TEM to fire traced into it.
Answer: A graveyard hex provides +1 TEM to any fire traced into it. The rule also notes that the entire graveyard hex, not just the symbol, affects LOS traced into or through it. References: - (18.3) Graveyard TEM — +1 TEM to fire traced into a graveyard hex - (18.1) Graveyard hex definition — the entire graveyard hex affects LOS into/through it
[Explanation] The model's response correctly states that a graveyard hex provides +1 TEM to fire traced into it, matching the expected answer. Additionally, it includes relevant context about the entire hex affecting LOS, which does not contradict the expected answer and adds useful detail. Therefore, the response fully covers the key concept.

Judgment

Correct
1.00
B18.41 Recall pass
B18.41
How many MF does it cost for Infantry to enter a graveyard hex?
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.
Answer: Infantry enter a graveyard hex at a cost of 1 MF, whether or not they use a graveyard road hexside. If the hex also contains other terrain, that additional terrain’s cost is cumulative. References: - (18.41) Graveyard Movement — Infantry enter a graveyard at 1 MF regardless of entry hexside - (18.4) Graveyard Roads — graveyard road hexside does not change Infantry’s 1 MF entry cost
[Calculation] The model's response correctly states that Infantry pay 1 MF to enter a graveyard hex regardless of the hexside used, matching the expected answer. It also correctly notes that additional terrain costs are cumulative, which is accurate and does not contradict the expected answer. The references to the relevant rules support the correctness.

Judgment

Correct
1.00
B19.2 Recall pass
B19.2
What LOS limitations apply to units IN gullies?
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.
Answer: Units IN a gully have very limited LOS to other Depression hexes: they cannot see any other Depression hex unless it is adjacent and connected by a Depression hexside, or the LOS can be drawn to another gully hex without leaving the gully’s brown/dark-green background. In addition, to see INTO a gully, the viewer’s range in hexes must be no greater than its elevation above the gully bottom; once you can see into it, you may also see along the gully so long as the LOS stays within the gully symbol/background. References: - (19.2) Gullies — units IN a gully cannot see other Depression hexes except via connected Depression hexside or within gully background; LOS into gully. - (19.1) Gullies — gully hex definition and bridge exception. - (A6.3) Depressions — elevation relationship used for LOS into gullies.
[Explanation] The model's response accurately captures the key concepts of the expected answer: that a gully is a level -1 Depression, that units in a gully cannot see other Depression hexes unless adjacent and connected by a Depression hexside or LOS can be traced within the gully background, and it adds the important detail about LOS into a gully being limited by elevation difference and range. The additional references and explanation about LOS into the gully and seeing along the gully are correct and do not contradict the expected answer, thus providing a more complete explanation. Therefore, the response is correct.

Judgment

Correct
0.95
B19.4 Recall pass
B19.4
How many MF does it cost for Infantry to move INTO a gully hex?
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.
Answer: Infantry pay 2 MF to move into a gully hex, regardless of whether they enter through a gully hexside or not. If the gully hex also contains other terrain, the costs are cumulative—for example, a gully-woods hex costs 4 MF. References: - (19.4) Gullies—Infantry move INTO a gully hex at a cost of two MF; cumulative with other terrain in the hex.
[Calculation] The model's response correctly states that infantry pay 2 MF to move into a gully hex regardless of the hexside, matching the expected answer. It also correctly adds that if other terrain is present, costs are cumulative, which is additional correct context and does not contradict the expected answer.

Judgment

Correct
1.00
B19.4 Recall pass
B19.4
How many MF does it cost for Infantry to enter a gully-woods hex?
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.
Answer: Infantry pay 4 MF to enter a gully-woods hex: 2 MF for entering the gully plus 2 MF for the woods, and the costs are cumulative. References: - (19.4) Gullies — Infantry enter a gully hex at 2 MF; entry costs for other terrain in the hex are cumulative, e.g., gully-woods costs 4 MF.
[Calculation] The model's response correctly states the total MF cost as 4, matching the expected answer. It also correctly explains the cumulative nature of movement costs for gully-woods hexes, aligning with the key concept in the expected answer. The inclusion of the reference to rule 19.4 further supports the correctness.

Judgment

Correct
1.00
B20.1 Recall pass
B20.1
What is a stream in ASL and how does it differ from a gully?
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.
Answer: In ASL, a stream is a gully containing a small rivulet; it is usually a level -1 Depression hex, though it can be one level lower than surrounding terrain, and if not SSR-defined it is considered shallow. The key difference from a gully is depth of water: that is the only thing that distinguishes a stream from a gully hex. References: - (20.1) Streams & Crest Status — stream defined as a gully containing a small rivulet - (20.2) Stream elevation/LOS — stream usually level -1 Depression hex - (20.4) Depth — depth of water is the only thing distinguishing a stream from a gully hex
[Explanation] The model's response correctly identifies a stream as a gully containing a small rivulet, matching the expected answer's core concept. It also explains the difference from a gully as being the presence and depth of water, which aligns with the expected answer's note on water affecting movement and vehicle passage. The model adds relevant details about elevation and SSR definitions without contradicting the expected answer, thus covering all key concepts and providing accurate references.

Judgment

Correct
0.95
B20.4 Recall pass
B20.4
If no SSR defines stream depth, what default applies and what are the possible stream depth states?
If undefined by SSR, a stream is shallow by default. The four possible depth states are dry, shallow, deep, and flooded.
Answer: If no SSR defines stream depth, the default is shallow. A stream can be dry, shallow, deep, or flooded. References: - (20.4) Depth — stream depth types and SSR default to shallow - (20.41) Dry — dry stream state - (20.42) Shallow — shallow stream state - (20.43) Deep — deep stream state - (20.44) Flooded — flooded stream state
[Explanation] The model's response correctly states that if no SSR defines stream depth, the default is shallow, matching the expected answer. It also lists the four possible stream depth states: dry, shallow, deep, and flooded, exactly as in the expected answer. The inclusion of references further supports the correctness without contradicting the expected answer.

Judgment

Correct
1.00
B20.7 Recall pass
B20.7
How do frozen and frigid stream conditions differ in rules effect?
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.
Answer: A frozen stream is treated as a dry stream regardless of depth, except that a flooded stream still remains one level higher; a frigid stream is a Water Obstacle, and Infantry/Cavalry entering it without a bridge are Replaced by the next lower Class unit or Disrupted/Casualty Reduced. In short: frozen removes the stream’s water effects, while frigid keeps the stream hazardous and crossing it is treated like entering a Water Obstacle. References: - (B20.7) Frigid/Frozen Stream — frozen stream treated as dry; frigid stream is a Water Obstacle and causes replacement/disruption on entry - (B21.6) Ice — frozen water obstacles are treated as Open Ground for all purposes, reinforcing the “dry” effect of frozen conditions
[Explanation] The model's response correctly distinguishes frozen streams as treated like dry streams (with exceptions such as flooded streams remaining one level higher) and frigid streams as Water Obstacles that impose Replacement/Disruption/Casualty-Reduction effects on Infantry/Cavalry entering without a bridge. It captures the key concepts from the expected answer, including the treatment of frozen streams and the hazardous nature of frigid streams, and provides relevant rule references. Minor wording differences do not affect the correctness.

Judgment

Correct
0.95
B20.8 Recall pass
B20.8
What is a ford in ASL stream/gully terms?
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.
Answer: In ASL, a ford is a SSR-placed area within a stream or gully hex where the depression’s sides are gentler and the streambed is level and near the surface; it is still treated as that stream/gully hex, but movement into it is easier because the water depth is treated as one classification shallower. A ford also prevents Crest status in that depression hex. References: - (20.8) Fords — defines a ford as an area within a stream or gully hex, SSR-placed, treated as that stream/gully hex with amended movement effects - (20.81) Movement into a ford stream hex — movement is treated as one water-depth classification shallower - (20.9) Crest Status — Crest status cannot be gained in a Depression hex that contains a ford
[Explanation] The model's response accurately captures the key concepts of the expected answer: a ford is a designated SSR-placed area within a stream/gully hex, it eases movement by treating water depth as one category shallower, and it remains treated as stream/gully terrain except as amended by ford rules. Additionally, the model correctly includes the detail about Crest status not being possible in a ford hex, which is extra but correct context. The response aligns well semantically with the expected answer and includes relevant rule references.

Judgment

Correct
0.95
B23.3 Recall pass
B23.3
What is the TEM for a stone building?
+3 TEM. Stone buildings provide a +3 TEM to units inside them.
Answer: A stone building provides +3 TEM. This applies to the target’s Location, and if the attack is Indirect Fire, each non-rooftop level above the target adds +1 more DRM. References: - (23.3) Building TEM — stone construction has +3 TEM - (23.32) Indirect Fire — +1 DRM per non-rooftop level above the target
[Calculation] The model correctly states the +3 TEM for stone buildings, matching the expected answer. It also provides additional relevant information about indirect fire and DRM per level, which does not contradict the expected answer and adds useful context. Therefore, the response fully covers the key concept of the TEM value for stone buildings.

Judgment

Correct
0.95
B23.3 Recall pass
B23.3
What is the TEM for a wooden building?
+2 TEM. Wooden buildings provide a +2 TEM to units inside them.
Answer: A wooden building provides +2 TEM. If the building is a Fortified Building Location, its TEM increases to +3. References: - (B23.3) Building TEM — wooden construction has +2 TEM; if uncertain, treat as wooden - (B23.921) Fortified Building TEM — fortified wooden building becomes +3 TEM
[Explanation] The model's response correctly states the +2 TEM for wooden buildings, matching the expected answer. It also provides additional accurate information about fortified wooden buildings having +3 TEM, which does not contradict the expected answer but rather adds useful context. Therefore, it fully covers the key concept of the TEM value for wooden buildings.

Judgment

Correct
1.00
B23.26 Recall pass
B23.26
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?
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.
Answer: No. In a stairwell, attacks to other vertical levels of the same building hex are limited to the next higher or lower level, so a unit on ground level cannot attack directly to Level 2; it must attack Level 1 first. References: - (B23.26) Stairwell — attacks up/down a stairwell are limited to the next higher or lower level - (B23.23) Multi-Story Building — movement/attack between levels occurs via stairwell hexes
[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 adds relevant detail about needing to attack Level 1 before Level 2, which aligns with the rule. The references cited support the explanation, and there is no contradiction or missing key concept.

Judgment

Correct
1.00
B23.32 Recall pass
B23.32
If a unit that is on the ground floor of a Multi-Story Stone Building is attacked by Indirect Fire, what is the DRM?
+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)
Answer: A unit on the ground floor of a Multi-Story Stone Building attacked by Indirect Fire gets a +3 TEM for the stone building, plus +1 DRM for each non-rooftop level above it. So on Level 0 of a 2-story stone building, the DRM is +4; on Level 0 of a 3-story stone building, it is +5. References: - (B23.3) Building TEM — stone buildings provide +3 TEM - (B23.32) Indirect Fire — +1 DRM per non-rooftop level above the target
[Explanation] The model correctly identifies the +3 TEM for the stone building and the additional +1 DRM per non-rooftop level above the target. It also correctly calculates the total DRM for a 3-story building as +5, matching the expected answer. The explanation aligns well with the expected answer's key concepts and includes proper references, demonstrating a full understanding of the rule.

Judgment

Correct
0.95
B23.71 Recall pass
B23.71
What defines a Rowhouse building in ASL and how does it affect movement?
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.
Answer: A Rowhouse is a multi-hex building with black bars between adjacent hexes; those bars divide the building into separate Rowhouse Locations/hexes for some purposes, and movement between Rowhouse hexes is restricted to ground level unless a Breach exists. In a split-level Rowhouse, moving between hexes at different elevations must be done via the proper building level, and moving between same-level Rowhouse hexes at ascending elevation costs 4 MF for Infantry (2 MF to bypass + 2 MF to enter). References: - (B23.71) Rowhouse — black bars divide adjacent hexes; Breach can open normal movement/LOS between adjacent Rowhouse Locations. - (B23.72) Split Level Buildings — movement between higher/lower hexes must use the appropriate building level; rooftops cannot move directly into a new hex.
[Explanation] The model's response correctly identifies that a Rowhouse is a multi-hex building with black bars between adjacent hexes, which represent solid walls dividing the building into separate locations for movement and LOS purposes. It also correctly explains that movement between these hexes is restricted unless a Breach exists, aligning with the expected answer's core concept of the black bar blocking movement and LOS. Additionally, the model provides extra detail about split-level Rowhouses and movement costs, 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.

Judgment

Correct
0.90
B23.74 Recall pass
B23.74
How does a Factory Location differ from a normal building in terms of LOS and TEM?
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.
Answer: A Factory Location is a special building Location that, unlike a normal building Location, does not block LOS between units in the same Factory if the LOS is traced entirely within the Factory depiction; each hex traced through is still a Hindrance, and the TEM for fire traced completely through the same Factory is only +1. By contrast, a normal building Location uses its normal building TEM, and LOS is not given this special “same-building, entirely within the depiction” treatment. References: - (23.741) Factory LOS/TEM — Factory hexes do not block LOS within the same Factory depiction; +1 TEM if LOS is traced completely through the Factory. - (23.31) Building TEM — Normal building TEM applies based on construction type; no special Factory exception.
[Explanation] The model's response correctly explains the key differences between Factory and normal buildings regarding LOS and TEM. It states that Factory hexes do not block LOS within the same Factory depiction and that each hex is still a Hindrance, matching the expected answer. It also correctly notes the TEM for fire traced completely through the Factory is +1, contrasting with the normal building TEM. The model references the relevant rules and clarifies that normal buildings do not have this special LOS treatment. While it does not explicitly mention the absence of upper floors and cellars in Factories, the core concepts about LOS and TEM differences are fully covered, which is the main focus of the question.

Judgment

Correct
0.95
B23.921 Recall pass
B23.921
What is the TEM for a Fortified stone building Location?
+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.
Answer: A Fortified stone building Location has +4 TEM, which is one greater than a normal stone building’s +3 TEM. This applies to the Location itself, including vs DC or Breach attempts. References: - (23.921) Fortified Building TEM — TEM is one greater than usual; example given as +4 for a stone building - (23.9) Fortified Buildings — only buildings can be fortified; treated as buildings except as modified
[Explanation] The model's response correctly states the TEM for a fortified stone building location as +4, which is one greater than the normal +3 TEM for a stone building. It also includes relevant context about the application of this TEM and references the correct rules sections, fully covering the key concepts in the expected answer.

Judgment

Correct
1.00
B24.3 Recall pass
B24.3
What is the TEM of rubble?
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.
Answer: Rubble’s TEM is equal to the building type it came from: +3 if it was stone, +2 if it was wooden, etc. Rubble from a Fortified Building does not get any extra TEM from the fortification, and rubble never provides wall-like TEM just because it is a half-level obstacle. References: - (24.3) Rubble TEM — rubble TEM equals the building type from which it was made; no fortification bonus - (24.2) Rubble as a Half-Level Obstacle — rubble is a half-level LOS obstacle but does not grant wall-like TEM
[Explanation] The model's response fully matches the expected answer by stating that the TEM of rubble equals the building type it came from, giving the examples of +3 for stone and +2 for wooden buildings. It also correctly adds that rubble from fortified buildings does not get extra TEM from fortifications and clarifies that rubble does not provide wall-like TEM despite being a half-level obstacle. These additional details do not contradict but rather enhance the explanation, meeting the criteria for correctness.

Judgment

Correct
1.00
B24.4 Recall needs_review Human Override
B24.4
What is the Infantry movement cost to enter a rubble Location, and what restrictions apply to vehicles?
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.
Answer: Infantry pay 3 MF to enter a rubble Location. Vehicles may not enter rubble unless they are fully-tracked; if they do, they must expend half their MP allotment and then make a Bog Check with a +3 DRM in the rubble hex. References: - (24.4) Rubble Movement — Infantry pay 3 MF; vehicles may not enter unless fully-tracked, and then pay half MP allotment plus Bog Check with +3 DRM. - (24.2) Rubble as terrain — rubble Location movement and related restrictions.
[Explanation] The model's response correctly states the infantry movement cost of 3 MF to enter rubble and the vehicle restrictions regarding fully-tracked vehicles expending half MP and making a Bog Check with +3 DRM. However, it omits the important detail that stairwell movement to or from a rubble level also costs 3 MF instead of the normal 1 MF, and that Bypass and VBM are not allowed in rubble hexes. These omissions mean the response misses some key concepts from the expected answer.

Judgment

Correct
0.80
B26.4 Recall pass
B26.4
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?
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.
Answer: Yes. A unit that is on top of Wire and then expends MF to get beneath it is still in Open Ground while doing so, so the MF expenditure qualifies it for FFMO, and if it uses all of its MF in that attempt it also qualifies for FFNAM. The Wire rule explicitly says MF expended in attempting to get beneath the Wire qualifies the unit for FFMO in an Open Ground hex and for the -1 First Fire DRM for FFNAM if it uses all of its MF in entering that Location/attempting to get beneath the Wire . References: - (B26.4) Wire — MF spent attempting to get beneath Wire qualifies for FFMO in Open Ground and FFNAM if all MF are used. - (B1.1) Open Ground — FFMO applies in Open Ground.
[Explanation] The model's response fully aligns with the expected answer by stating that MF expended to get beneath the Wire in an Open Ground hex qualifies the unit for FFMO and, if all MF are used, also for FFNAM. It correctly references the relevant rules and explains the conditions clearly without contradiction or omission of key concepts.

Judgment

Correct
1.00
B27.3 Recall pass
B27.3
What is the TEM for a unit beneath a foxhole counter to a OVR attack?
+4 TEM. Any unit beneath a foxhole counter is entitled to a +4 TEM against an overrun [EXC: an OVR using only FT armament]
Answer: A unit beneath a foxhole counter gets +4 TEM against an OVR attack, except an OVR using only FT armament, which uses the foxhole’s normal +2 TEM instead. References: - (27.3) Foxhole TEM vs OVR/OBA — +4 TEM vs any OVR except FT-only OVR; +2 vs other attacks - (27.1) Foxhole placement/beneath counter — defines units beneath a foxhole counter as the protected location
[Explanation] The model's response correctly states the +4 TEM for a unit beneath a foxhole counter against an OVR attack, with the exception for OVR attacks using only FT armament, which get +2 TEM. It includes the key concepts from the expected answer and adds relevant references without contradicting the expected answer.

Judgment

Correct
1.00
B28.41 Calc needs_review Human Override
B28.41
When an Infantry unit enters an A-P minefield hex with a strength of 8 factors, how is the attack resolved?
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.
Answer: An Infantry unit entering an A-P minefield hex is attacked on the IFT using the minefield’s strength as FP; an 8-factor A-P minefield is resolved as an 8 FP attack, with no TEM/FFMO/FFNAM or other FP modifiers, and the attack is resolved before any other applicable minefield effects. A-P minefields attack only moving/routing/advancing units and those withdrawing from CC, and the minefield’s strength is not reduced by the attack. References: - (28.41) Minefield Attack Procedure — entering/leaving a minefield hex triggers an attack on the IFT - (28.411) A-P Minefield Targets — affects moving/routing/advancing units and CC withdrawal only - (28.3) Minefield TEM/Modifiers — no TEM or FP modifiers to minefield attacks - (28.1) A-P Minefield Strength — A-P minefields are 6, 8, or 12 factors and are not reduced by their own attack
[Explanation] The model's response correctly states that the minefield attack is resolved on the IFT using the minefield's strength as FP (8 factors), and that no TEM or other FP modifiers apply, which aligns with the expected answer. It also correctly notes that the minefield strength is not reduced after the attack. However, the model adds additional context about which units are affected (moving/routing/advancing and CC withdrawal) and the timing of the attack, which is accurate but not explicitly required by the expected answer. The key missing element is the explicit mention that a concealed unit is attacked at full strength (not half), which is a specific point in the expected answer. Because this key concept is missing, the response is not fully correct but still mostly accurate, so it is rated as partial.

Judgment

Correct
0.85
B29.2 Recall pass
B29.2
What is the TEM for a roadblock?
+2 TEM. A roadblock is treated as a stone wall across the hexside to which it points, giving it +2 TEM.
Answer: A roadblock’s TEM is +2, and it is treated as a stone wall across the hexside it points to; if it is on a hexside between different Base Levels, it is treated like a Hillside Wall. A Narrow Street roadblock is different: it provides no TEM vs Indirect Fire or Residual FP. References: - (B29.3) Roadblock TEM — roadblock TEM equals wall TEM in all respects, with the extension only applying to Direct Fire - (B29.2) Roadblock as Stone Wall — roadblock treated as a stone wall across the obstructed hexside - (B29.4) Roadblock on Different Base Levels — treated like a Hillside Wall - (B31.141) Narrow Street Roadblock — no TEM vs Indirect Fire or Residual FP
[Explanation] The model's response correctly states that a roadblock has a +2 TEM and is treated as a stone wall across the hexside it points to, matching the expected answer. It also provides additional relevant details about special cases (different base levels and narrow street roadblocks) which do not contradict the expected answer but rather enhance understanding. Therefore, it fully covers the key concepts and is considered correct.

Judgment

Correct
0.95
B30.7 Recall fail
B30.7
If an MMC is concealed ("?" counter) in a pillbox, are IFT attacks against it halved?
No. "?"/HIP don't halve the FP
Answer: Yes. An MMC that is concealed in a pillbox is still a concealed unit, so IFT fire against it is halved as Area Fire; however, concealment halving does not apply to Residual FP, OBA, ordnance, Sniper, or minefield attacks. References: - (A12.13) Concealment Effect — fire and CC vs a concealed unit are halved as Area Fire; lists exceptions. - (8.224) Residual FP — Residual FP is never halved or reduced for concealed targets. - (B30.113) Pillbox attacks — pillbox-specific attack resolution context.
[Explanation] The model's response states that IFT attacks against a concealed MMC in a pillbox are halved, which directly contradicts the expected answer and ASL rules. The expected answer and ASL rules clarify that concealment ('?'/HIP) does not halve firepower (FP) against units in pillboxes. The model incorrectly applies the general concealment halving rule without accounting for the pillbox exception, thus missing the central concept.

Judgment

Incorrect
1.00
B30.31 Recall pass
B30.31
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?
+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.
Answer: The DC attack uses the pillbox’s CA Defense Modification, so the modifier is +3. Under the rule, a Placed/Thrown DC from an adjacent hex in the pillbox’s CA is modified by the CA TEM, not the NCA TEM, and the pillbox hex itself is also treated as CA for this purpose. References: - (30.31) DC vs Pillbox — DCs placed/thrown from an adjacent hex in the CA use the CA Defense Modification. - (30.112) CA Defense Modification — CA TEM applies to attacks originating from within the pillbox’s CA.
[Explanation] The model's response correctly identifies that the DC attack modifier is +3, matching the expected answer. It explains that the modifier is determined by the hex occupied by the placing/throwing unit and clarifies that the CA TEM applies rather than the NCA TEM. The model also references the relevant rules, supporting the correctness of the explanation. The core concept and final modifier match the expected answer fully.

Judgment

Correct
0.95
B30.32 Recall pass
B30.32
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?
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].
Answer: No—an attack predesignated against the pillbox Location can affect only the pillbox and its contents, not the separate same-hex Location outside it. Units on top of the pillbox are outside it and receive no benefit from the pillbox, but they are not automatically affected by attacks against the pillbox unless the attack is one that can affect the entire hex. References: - (30.34) Separate pillbox Location — a predesignated attack vs the pillbox Location cannot affect another Location in that hex, and vice-versa. - (30.12) Units on top of a pillbox are outside it — they are in the hex, not the pillbox Location.
[Explanation] The model's response correctly states that attacks predesignated against the pillbox Location affect only the pillbox and its contents, not other units in the same hex but outside the pillbox. It also clarifies that units on top of the pillbox are outside it and not automatically affected by attacks against the pillbox unless the attack affects the entire hex, which aligns with the exception for Spraying Fire and Canister. The references to the relevant rules support the answer. The response covers all key concepts from the expected answer without contradiction.

Judgment

Correct
0.95
B30.111 Recall pass
B30.111
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?
No. The pillbox capacity is separate from (i.e., in addition to) hex stacking limits.
Answer: No. The pillbox’s stacking capacity is separate from hex stacking limits, and units inside a pillbox are in a different Location than units outside it; the three MMC outside the pillbox count only toward the hex’s normal stacking, while the pillbox itself can hold only its own capacity. References: - (30.111) Pillbox Stacking Capacity — pillbox capacity is separate from hex stacking limits; overstacking in a pillbox is NA - (30.32) Pillbox Location — pillbox is a separate non-vertical-level Location from the hex outside it - (5.1) Infantry/Cavalry Stacking — normal hex Personnel stacking limits apply separately to the Location
[Explanation] The model's response correctly states that the pillbox stacking capacity is separate from the hex stacking limits and that units inside the pillbox are considered in a different Location than those outside. It also correctly notes that the three MMC outside count only toward the hex's normal stacking, and the pillbox can hold only its own capacity. The references cited align with the expected answer, covering all key concepts without contradiction.

Judgment

Correct
1.00
C8 Calc 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
Answer: The target-based to-hit DRM is +4: a moving vehicle normally gets Case J (+2), and if the defender fires in Defensive First Fire when the vehicle has just expended 1 MP in the firer’s continuous LOS, Case J2 applies instead, which is Case J plus +2 for a total of +4. References: - (C6.1) Case J; Moving/Motion Vehicular Target — moving vehicle target gets +2 DRM - (C6.12) Case J2; Limited Aim — Defensive First Fire vs a moving vehicle with ≤1 MP in continuous LOS is +4 total - (C6.15) Case J1 and J2 applicability — explains continuous LOS timing for moving vehicles
[Explanation] The model's response correctly identifies the total to-hit DRM as +4, matching the expected answer. It explains that the moving vehicle normally gets +2 DRM (Case J) and that firing in Defensive First Fire when the vehicle has only moved 1 MP in continuous LOS adds another +2 DRM (Case J2), totaling +4. The model also references the correct ASL rules sections (C6.1, C6.12, C6.15) supporting the explanation. The core concept and the final value are fully aligned with the expected answer.

Judgment

Correct
1.00
23.922 Recall fail
23.922
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?
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.
Answer: Yes. If the Infantry unit is stopped from entering the Fortified Building Location, its MPh/APh capability for that phase is lost and it must remain in its present hex during that phase; it does not get to continue moving elsewhere with remaining MFs. References: - (23.922) ENTRY — Infantry may not enter a Fortified Building Location if an unpinned, Good Order, armed enemy squad is inside; an unsuccessful entry attempt ends that phase for the unit. - (23.922) ENTRY — the unit “loses that MPh or APh capability for that turn and must remain in its present hex during that phase.”
[Explanation] The model's response begins with 'Yes,' which directly contradicts the expected answer 'No.' Although the model correctly states that the unit loses its MPh/APh capability and must remain in its present hex, the initial 'Yes' implies the unit can move elsewhere if it has remaining MFs, which is false. The key concept is that the unit cannot move elsewhere after being prevented from entering the Fortified Building Location. Therefore, despite correct references and partial explanation, the model's answer is incorrect due to the contradictory initial statement.

Judgment

Incorrect
0.90