When a unit must rout, how is its rout destination selected and what limits apply to the rout path? Specifically: (1) Must it pick the nearest woods/building hex it can see? (2) Can it take a longer route to avoid interdiction instead of the shortest-MF path? (3) When may it enter a shellhole/entrenchment/pillbox (TEM) to avoid Interdiction even if that prevents reaching the rout destination?
EXPECTED
Per A10.51 the rout destination is the nearest building or woods hex measured in MF from the unit's starting hex at the start of the RtPh (visibility to the destination is irrelevant). That destination may be ignored if the route is through/into a known minefield or FFE or is otherwise not traversable, and a hex may also be ignored if it is no farther from a known enemy unit than the starting hex. Once the destination is determined, the routing unit need not follow the absolute shortest route so long as it reaches that hex during the same RtPh. However, the special allowance to enter a shellhole/entrenchment/pillbox to avoid Interdiction (which uses optional extra MF) applies only when the unit is following the shortest path in MF otherwise; if it does not follow the shortest path it cannot spend those optional extra MF to enter those TEMs.
MODEL RESPONSE
**Answer:** (1) Choose the nearest eligible, non-ignorable woods/building hex in MF calculated at the start of the rout, regardless of LOS—not merely the nearest one the unit can see. (2) A longer legal route to avoid Interdiction is allowed if the destination is reached in that RtPh. (3) It may enter a shellhole/entrenchment/pillbox to avoid Interdiction even if this prevents reaching the destination that RtPh, provided it otherwise follows the shortest path in MF.
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Designate the destination at the start of the unit’s rout and attempt to reach it, except when using Low Crawl. Respect the restrictions on approaching Known armed enemy units and moving ADJACENT to Known enemy units; if a newly Known enemy prevents the rout, refigure the destination there. The rule permits ignoring specified woods/building hexes, including qualifying hexes of the starting building and hexes no farther from a Known enemy than the starting hex. Known minefields/FFE and impassable routes qualify the nearest-destination requirement. If no non-ignorable woods/building Location can be reached that RtPh, any otherwise legal terrain destination is allowed.
References:
- (A10.51) Direction — destination, path, Interdiction exception, and Known-enemy restrictions; Q&A confirms that LOS is irrelevant to determining the closest destination.
- (A10.5) Routing — stopping in woods/buildings and rout restrictions.
JUDGE REASONING
[Explanation] All five expected points present: nearest woods/building in MF at rout start regardless of LOS; ignorable destinations (minefield/FFE/impassable, no farther from a Known enemy); longer route allowed if the destination is reached that RtPh; the TEM allowance only while otherwise on the shortest-MF path.
During the Movement Phase, a Stuka makes a point attack against a hex that contains both friendly and enemy ground units (the enemy and friendly are under a CC counter but not yet locked in melee). Does the attack affect both friendly and enemy units or only enemy units? Does the answer change depending on A) whether it's a bomb or MG attack, B) whether the attack occurs in the MPh or the DFPh, or C) whether the attack uses ATT?
EXPECTED
Non-ATT (Area Target Type) air attacks (e.g., bomb delivery methods that are not ATT, and MG strafes / Vehicle Target Type [VTT] & Infantry Target Type[ITT]) affect only enemy units in the target hex (per A7.4). Phase does not change that. An ATT (the air-to-ground ATT) is different: if an ATT hits, it affects all in-LOS ground units in the target hex, including friendly units (per E7.422 and C3.33). ATT also applies to non-moving units in the hex (i.e., aircraft attacks can affect non-moving units), so friendly units can be hit by ATT regardless of phase.
MODEL RESPONSE
**Answer:** MG attacks and non-ATT bomb attacks affect only the enemy units in this situation; a CC counter alone does not make the friendly units Melee targets. This is the same in the MPh and DFPh: the aircraft’s ability to attack moving and non-moving units does not override friendly-unit protection. A bomb attack using ATT can hit both friendly and enemy ground units in LOS in the target hex.
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References:
- (A7.4) Target Determination — attacks normally affect enemy or Melee units; friendly units require a specific exception.
- (E7.43) Target Status — aircraft may attack moving and non-moving units together during Defensive First Fire.
- (E7.422) Area Target Type — a bomb using ATT affects all in-LOS ground units in the target hex if hit.
- (C3.33) Area Target Type — explicitly includes friendly units.
- (E7.4) Ground Support — attacks may occur during the opponent’s MPh or the aircraft’s DFPh.
JUDGE REASONING
[Explanation] Non-ATT attacks affect only enemy units, phase makes no difference, ATT affects all in-LOS ground units including friendly (E7.422, C3.33). Exact match.
If a unit expends 1 MF/MP and is attacked, may it be attacked on that same MF/MP by a different weapon or by its inherent firepower? For example, a squad fails an initial PIAT/PF check and sacrifices its inherent FP to attempt a second PF check; if the second PF check succeeds, may that PF fire at the same target on that same 1 MP expenditure?
EXPECTED
Yes. Per the A8.14 Q&A, a unit that expends 1 MF/MP may be attacked on that same MF/MP by a different weapon or by its inherent FP. Likewise, a squad possessing two weapons not subject to Mandatory Firegroup may fire both on the same one-point MF/MP expenditure (i.e., two PFs are allowed).
MODEL RESPONSE
**Answer:** Yes: a different weapon or the squad’s inherent FP may attack on the same single MF/MP expenditure, provided Mandatory FG does not apply and the unit still has the necessary firing capability. A squad that has not fired its inherent FP may make a second PF Check after an unsuccessful first check, forfeiting its inherent FP, and fire the resulting PF at that same target on that same MP. This assumes the first check did not leave it ineligible to try again, such as by pinning it.
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The PF rule treats even an unsuccessful PF Check as use of a SW. A second check uses the squad’s second SW allowance, and a successful check requires immediate firing; PF Checks are not permitted as Subsequent First Fire or FPF. A PIAT is a separate SW, not a PF availability check, but the separate-weapon/same-expenditure principle still applies.
References:
- (A8.14) Follow-Up Attack and Q&A — separate weapons/inherent FP may attack on the same single expenditure when Mandatory FG does not apply.
- (C13.31) PF Usage — second check, failed-check SW usage, immediate firing, and eligibility restrictions.
- (A7.351) Squad SW Usage — using two SW forfeits inherent FP.
JUDGE REASONING
[Explanation] Yes on both counts per the A8.14 Q&A, with the PF example worked correctly and sound eligibility caveats.
If a multi-hex FG cowers, is Random Selection applied across all individual units (and their side weapons) to determine which unit(s) are marked with a Prep or Final Fire counter, or are hex(es) randomly selected first and then units within those hexes chosen?
EXPECTED
Random Selection is used to determine the unit(s) (and their SW) that become marked with a Prep or Final Fire counter — units are selected directly; hexes are irrelevant (A7.9).
MODEL RESPONSE
**Answer:** Apply Random Selection across the individual eligible units in the entire FG, not by selecting hexes first. Each selected unit and all of its SW are marked Prep or Final Fire as appropriate; SW are not separately selected.
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Units immune to cowering are excluded from the selection, as confirmed by the Q&A for mixed FGs.
References:
- (A7.9) Cowering — Random Selection determines the unit(s), with their SW, to receive the fire counter.
JUDGE REASONING
[Explanation] Random Selection directly among the FG's units with their SW; no hex step (A7.9).
During the enemy MPh, a squad fires the ATR it possesses at a moving AFV and misses. Has the squad's inherent firepower fired, and what gets marked with a First Fire counter?
EXPECTED
Only the ATR. A8.1 places First Fire counters on the units/weapons that have fired and exhausted ROF, so the ATR is marked and the squad's inherent FP has not fired: it remains available for later Defensive First Fire that MPh and for CC Reaction Fire. Note for CC Reaction Fire that D7.213 treats a unit as marked if its SW carries a First/Final Fire counter, so the ATR's counter does reduce the squad's CCV by one.
MODEL RESPONSE
**Answer:** No—the squad’s inherent FP has not fired. Mark only the ATR with First Fire (assuming its ROF is exhausted); the squad retains its inherent FP’s First Fire capability.
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References:
- (A8.1) First Fire — mark the units/weapons that actually fired and exhausted ROF.
- (A7.351) Squad SW Usage — a squad may fire one SW without losing its inherent FP.
JUDGE REASONING
[Explanation] Only the ATR is marked and the squad's inherent FP has not fired (A8.1, A7.351). The expected answer's D7.213 note (the SW's counter still reduces CCV in CC Reaction Fire) is not addressed; secondary to the question.
An AFV enters the Location of an unbroken, unpinned squad and conducts an overrun that has no effect on it. Must the squad attempt CC Reaction Fire against the AFV, and therefore take a PAATC?
EXPECTED
No. CC Reaction Fire is optional: D7.21 says an eligible DEFENDER 'may attempt' it, and a squad that declines takes no PAATC. The one mandatory case is FPF CC Reaction Fire (D7.212): a unit already marked with a Final Fire counter that is overrun by other than an unarmored vehicle with no PRC must attempt the CC attack (or FPF Non-CC Reaction Fire where allowed), even if pinned.
MODEL RESPONSE
**Answer:** No. Ordinary CC Reaction Fire is optional, so the squad need not elect it or take its associated PAATC merely because it survived an overrun. If it was already marked Final Fire when overrun, however, the mandatory FPF Reaction Fire provisions apply.
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References:
- (D7.21) CC Reaction Fire — an eligible unit “may” attempt it; the PAATC is a prerequisite to the elected attack unless exempt/already satisfied.
- (D7.212) FPF CC Reaction Fire — a Final-Fired eligible defender must attack an overrunning AFV, with permitted FPF Non-CC Reaction Fire as an alternative.
JUDGE REASONING
[Explanation] Optional (D7.21 'may'), no PAATC if declined, FPF (D7.212) the mandatory case. Exact match.
A squad elects CC Reaction Fire against an overrunning AFV and fails its PAATC. What happens, may it still make the attack, and is its Pin removed if the AFV is later destroyed? If a second AFV then enters the Location, does the squad need another PAATC?
EXPECTED
It is pinned and may make neither that CC Reaction Fire attack nor a Non-CC Reaction Fire attack instead (D7.21). D7.213 confirms no pinned unit, however it became pinned, may make CC Reaction Fire; the only exception is FPF CC Reaction Fire (D7.212), where a unit already marked Final Fire must attack even while pinned. The Pin lasts for the rest of the Player Turn (A7.8); destroying the AFV does not remove it. A PAATC covers only the same vehicle (D7.21), so an attempt against a second AFV needs its own PAATC, which the squad can only take if it is unpinned (or FPF applies).
MODEL RESPONSE
**Answer:** The squad is pinned and cannot make the elected CC Reaction Fire attack or substitute Non-CC Reaction Fire; the failed PAATC alone does not mark it First Fire. Destroying the AFV does not remove the Pin. While still pinned it cannot elect ordinary CC Reaction Fire against a second AFV, so that vehicle’s entry alone does not require another Reaction Fire PAATC; if mandatory FPF CC Reaction Fire applies, a PAATC against the new AFV is required unless exempt.
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The once-per-phase PAATC allowance concerns the same vehicle, not every AFV entering the Location. A pinned unit must still make an otherwise-required FPF CC Reaction Fire attack; pinning does not cancel that requirement. Normal Pin removal occurs at the end of the Player Turn or upon the specified changes of unit status, not when the provoking AFV is destroyed.
References:
- (D7.21) CC Reaction Fire — failed PAATC consequences and same-vehicle PAATC limit; Q&A says failure does not also impose First Fire.
- (D7.213) Reaction Fire differences — pinned units cannot attack except using FPF CC Reaction Fire.
- (D7.212) FPF CC Reaction Fire — mandatory attacks can include pinned units and may require PAATC.
- (A7.8) Pin — duration and removal conditions.
JUDGE REASONING
[Explanation] Pinned, no CC or Non-CC Reaction Fire (D7.21/D7.213), FPF the exception (D7.212), Pin survives the kill (A7.8), second AFV needs its own PAATC and a still-pinned squad cannot attempt ordinary CC-RF. All present.
An AFV conducts an overrun during its MPh. May it fire in the following AFPh?
EXPECTED
No. An OVR is a form of Bounding First Fire (D7.1), so the vehicle is marked with a Bounding First Fire counter (D3.3) and, having fired in its MPh, may not fire again in the AFPh. It may still conduct further overruns in the same MPh if it has the MP (D7.14).
MODEL RESPONSE
**Answer:** No. An overrun is Bounding First Fire, and the resulting Bounding Fire counter prevents the AFV from firing in the following AFPh.
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References:
- (D7.1) Overrun — expressly a form of Bounding First Fire.
- (D3.3) Bounding First Fire — vehicles marked Bounding Fire cannot fire in their AFPh; the OVR Q&A also disallows retaining MA ROF from the overrun for an AFPh shot.
JUDGE REASONING
[Explanation] No: OVR is Bounding First Fire (D7.1); the Bounding Fire counter bars AFPh fire (D3.3); Q&A on MA ROF noted. The D7.14 aside is outside the question.
A pinned squad whose ATR is marked with a First Fire counter makes FPF CC Reaction Fire against a non-stopped AFV. What is its CCV, what DRM applies to the CC DR, and what results eliminate or immobilize the AFV?
EXPECTED
CCV 3, with a +2 DRM; in practice only an Original 2 can succeed.
- Base squad CCV 5 (A11.5).
- -1 for being pinned (A11.5: a CCV subject to any FP-halving penalty, such as pinning per A7.8, is reduced by one per penalty) = 4.
- -1 because CC Reaction Fire by a unit marked with a First/Final Fire counter, including its SW, has its CCV reduced by one (D7.213) = 3.
- The CC DR takes +2 for a Motion/non-stopped vehicle (A11.51); that is a DRM, not a CCV change.
- A11.5 thresholds: eliminated on a Final CC DR < 3 (burning wreck if <= half the CCV), immobilized on a Final CC DR = 3. With a +2 DRM the lowest Final DR is 4, so no ordinary result can eliminate or immobilize the AFV.
- Unlikely Kill (A11.501): an Original 2 CC DR always gives a chance; roll a third die: 1 = burning wreck, 2 = eliminated, 3 = immobilized, 4-6 = no effect.
(A pinned unit can only be attacking at all under FPF, D7.212, and that attack DR also serves as its NMC.)
MODEL RESPONSE
**Answer:** Its CCV is 3, with a +2 CC DRM for the non-stopped AFV, assuming no other modifiers or special squad characteristics. Normal resolution cannot eliminate or immobilize it, but an Original 2 permits an Unlikely Kill third die: 1 burns it, 2 eliminates it, 3 immobilizes it, and 4–6 has no effect.
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Step 1: A normal squad has CCV 5; pinning reduces CCV by one rather than halving it (A11.5).
Step 2: The First-Fired ATR imposes one further CCV reduction for Reaction Fire (D7.213); do not apply an additional reduction merely because the attack is FPF.
Step 3: A non-stopped vehicle imposes +2 to the CC DR (A11.51).
Calculation: CCV = 5 − 1 − 1 = 3; the lowest ordinary Final DR is 2 + 2 = 4, above CCV 3.
Step 4: Apply the Original-2 Unlikely Kill procedure (A11.501). The FPF attack DR also serves as the squad’s NMC DR (D7.212).
The available CC calculator resolves personnel odds, not vehicle CCV attacks; its personnel-table result is inapplicable here. These vehicle-specific results follow the retrieved CCV and Unlikely Kill rules.
References:
- (A11.5) CC vs a Vehicle — squad CCV, pin reduction, elimination and immobilization thresholds.
- (D7.213) CC Reaction Fire — a fire counter on a possessed SW reduces CCV by one.
- (A11.51) CC DRM — +2 vs a non-stopped vehicle.
- (A11.501) Unlikely Kill — Original 2 and third-die results.
- (D7.212) FPF CC Reaction Fire — pinned units may be required to attack; attack DR also acts as NMC.
JUDGE REASONING
[Calculation] Every value matches the expected answer: CCV 5-1-1 = 3 (A11.5, D7.213), +2 DRM (A11.51), lowest ordinary Final DR 4 so no normal elimination/immobilization, Original-2 Unlikely Kill third die 1/2/3 (A11.501), FPF DR doubles as NMC (D7.212).
A T-34 moves into a building and declares an overrun (no cellar fall or rubble) but bogs. Before the overrun resolves, an enemy StuG hits the T-34 with AP, fails to destroy it, and the crew abandons the vehicle. Does the overrun still occur, and if so is the overrun firepower halved (1/2 FP) because the vehicle is now uncrewed/immobile?
EXPECTED
Yes, the overrun still resolves, at half of its declared FP.
- Sequence (D7.1): the OVR is declared as one combined MP expenditure with entry of the hex. The Bog DR and any defensive fire prompted by that expenditure resolve before the OVR does, so the bog and the StuG's shot both come first; the declared OVR then goes ahead.
- Halving (D7.11, D8.2): a bogged vehicle is Immobile, and D7.11 halves the total OVR FP of a vehicle that becomes Immobile (or is even destroyed) before it can resolve its OVR. The bog alone triggers this.
- Crew loss (D7.11 Q&A [J1]): a crew that is eliminated or breaks after the OVR is declared makes the vehicle Immobile and the OVR FP is halved; abandonment is treated the same way. It is one halving, not two, and the base FP is not recomputed as if an uncrewed vehicle had declared the attack.
- How the crew left (D5.5): a bogged vehicle hit by direct-fire ordnance that fails to destroy it, but would have on an Original DR of 5, forces an Immobilization TC; failure places the crew beneath the vehicle under an Abandoned counter. Voluntary abandonment (D5.41) is not available to a vehicle that has moved this turn.
Result: the OVR FP as declared (base plus manned MG/IFE additions per D7.11) × 1/2, then TEM (D7.15) and any concealment halving (A12.13) as normal.
MODEL RESPONSE
**Answer:** Yes—the declared overrun still occurs, at half its original total OVR FP. Bogging and subsequent abandonment make the vehicle Immobile; they do not cancel the attack or impose two separate halvings.
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Step 1: The T-34 has entered the target Location and declared its OVR; resolve the Bog check and intervening Defensive First Fire before the OVR (D7.1).
Step 2: Determine the OVR FP from the vehicle’s capabilities when the attack was declared (D7.11).
Step 3: Apply the single halving for becoming Immobile before resolution. The official Q&A confirms that crew loss/breaking invokes this halving (D7.11).
Calculation: resolved OVR FP = declared total OVR FP × 1/2.
The calculator was used only to verify the proportional halving, with a normalized input of 1; this is not a claim that the T-34’s actual OVR attack uses a half-FP column. Its precise total depends on the particular vehicle and functioning armament, which are not specified.
References:
- (D7.1) Overrun — Bog and Defensive First Fire precede OVR resolution.
- (D7.11) OVR FP — halve the total if the vehicle becomes Immobile or destroyed before resolution; official Q&A applies this to loss of the crew.
JUDGE REASONING
[Calculation] Declared OVR resolves; bog and defensive fire first (D7.1); D7.11 halves once for Immobile, official Q&A covers crew loss; declared FP x 1/2; no base recomputation. D5.5 mechanism for the crew leaving not addressed (supporting).
Can a glider land in a hex that contains enemy units which are unknown to the attacker?
EXPECTED
Yes. Enemy units in the hex, known or unknown, do not prevent a glider from landing there.
- No landing restriction exists: E8.2 lets the attacker choose any Intended Landing Hex, and E8.22 (Landing DR overshoot/short) and E8.211 (Evasive Action) can put a glider on enemy units involuntarily anyway.
- E8.232: the landing of a glider has no effect on other units, terrain, or Fortifications in that hex.
- Unknown units are not revealed by the landing. A12.15 (reveal and force back) covers infantry/cavalry moving into the Location; A12.41 covers a vehicle expending MP to enter. A placed, landing glider is neither.
MODEL RESPONSE
**Answer:** Yes. Unknown enemy units do not prohibit a glider from landing in their hex, and the landing itself has no effect on those units.
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The normal landing and crash procedures still apply, including applicable terrain and vehicle modifiers.
References:
- (E8.232) Landing effects — landing has no effect on other units, terrain, or Fortifications in the hex; enemy occupancy is not a landing prohibition.
- (E8.23) Crash dr — normal landing hazards and modifiers remain applicable.
JUDGE REASONING
[Explanation] Yes, with E8.232 as the reason: the landing has no effect on the units in the hex and enemy occupancy is no prohibition. The involuntary-landing point and the A12.15/A12.41 reasoning for non-revelation are not spelled out; the key concept is covered.
A11.8 requires a vehicle to be on a road and adjacent to building hexes on both sides to be subject to CC Reaction fire and street fighting. If one of those adjacent building hexes is rubble (B24.1 says a rubble location is no longer a building location), does that rubble hex still meet the requirement for street fighting?
EXPECTED
Under the standard ASL rules, rubble is not a building location/hex (B24.1) and therefore does not satisfy A11.8's requirement that the vehicle be adjacent to building hexes on both sides for CC Reaction fire/street fighting. Some Special Scenario Rules (SSRs) explicitly state that rubble still counts as a building hex for street-fighting purposes (e.g., RF8), in which case the rubble would count, but only when an SSR says so.
MODEL RESPONSE
**Answer:** No—under the ordinary rules, rubble does not supply the required building hex on that side of the road. An applicable SSR that explicitly treats rubble as a building for Street Fighting can change that answer.
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The road-based Street Fighting condition requires a building hex on both sides; a rubbled Location has lost its building status. This does not prohibit every form of CC Reaction Fire: the question concerns the Street Fighting route from adjacent buildings, and the separate bypass provision remains a different basis for eligibility.
References:
- (A11.8) Street Fighting — building hexes on both sides of the road are required for this form of attack; separately covers vehicles in Bypass.
- (B24.1) Rubble — a rubbled Location is no longer a building Location.
JUDGE REASONING
[Explanation] No under the standard rules: rubble is not a building Location (B24.1) so it cannot supply A11.8's building-hex-on-both-sides condition; an SSR that treats rubble as a building for Street Fighting changes that. Matches; the bypass note is correct extra context.
A Comet tank was previously stunned and its stunned counter is flipped to the +1 (Recovered‑Stun) side. When firing a smoke mortar (making a smoke dispenser usage attempt), does the +1 DRM from the Recovered‑Stun apply to that roll?
EXPECTED
No. The +1 DRM from Recovered‑Stun does NOT apply to smoke dispenser usage attempts. D5.34 specifies the actions the Recovered‑Stun +1 applies to, and smoke dispenser usage (per D13.x) is not one of them, so the +1 is not added to that die roll.
MODEL RESPONSE
**Answer:** No. The Recovered-Stun +1 does not apply to a smoke mortar’s Smoke Dispenser Usage DR, which is not one of the rolls listed in D5.34. If the Comet is BU, the separate +1 BU smoke-dispenser DRM still applies.
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References:
- (D5.34) Stun — the recovered +1 applies specifically to TH, MG/IFE/FT IFT, CC, TC/MC, Crew Survival, and OVR DR.
- (D13.3) Smoke Dispenser Firing — usage is a separate DR, with its own +1 DRM when BU.
JUDGE REASONING
[Explanation] No: the Recovered-Stun +1 applies only to the rolls D5.34 lists, and a Smoke Dispenser Usage DR is not among them. Adds the separate BU +1 for smoke dispensers (D13.3), which does not contradict.
During Defensive First Fire, can a stopped vehicle, as the result of a successful Motion Status Attempt, be declared to be in Reverse Motion?
EXPECTED
Yes. The official Q&A on D2.24 and D2.401 asks exactly this — can a stopped vehicle, during Defensive First Fire, declare itself in reverse Motion after a successful Motion Status Attempt — and answers Yes [K34].
- Motion Status Attempt (D2.401): during an enemy unit's MPh a DEFENDING Mobile vehicle may make one Motion attempt dr, ≤ the MF/MP that unit has expended in its LOS, provided the unit was not in the vehicle's LOS earlier that Player Turn and the vehicle is not already marked with a First/Final/Intensive Fire counter. Success places a Motion counter and allows a free VCA/TCA change (Bog Check if required).
- Reverse Motion (D2.24): a Reverse Motion counter lets a vehicle be in Motion while using Reverse Movement, and all Motion rules apply unchanged apart from the direction of travel, so the Motion gained by the attempt may be declared as Reverse Motion (NA only if the vehicle is prohibited from using Reverse Movement).
- Consequences are the normal Motion ones: Case J +2 To Hit DRM against it (D2.41); its own ordnance fires with the Motion DRM (Case C4) and other FP is halved as Motion Fire (D2.42); a red-MP AFV must make the Mechanical Reliability DR (D2.51), and an Immobilization result cancels the Motion and VCA change (D2.401).
MODEL RESPONSE
**Answer:** Yes. A stopped vehicle may declare Reverse Motion after a successful Motion Status Attempt during Defensive First Fire, as the Q&A expressly confirms.
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This differs from a vehicle already in forward Motion: it may not use a Motion Attempt to switch to Reverse Motion. The normal eligibility requirements for the attempt still apply.
References:
- (D2.401) Motion Status Attempt — governing procedure; the Q&A with (D2.24) explicitly permits a stopped vehicle to gain Reverse Motion and separately denies switching from existing Motion to Reverse Motion.
JUDGE REASONING
[Explanation] Yes, citing the D2.24/D2.401 Q&A that answers this exact question. The expected answer's supporting detail (attempt conditions, Reverse Motion rule, Motion consequences) is not restated; the model adds that a vehicle already in forward Motion cannot switch to Reverse by a Motion attempt, which does not contradict.
HUMAN NOTES
The model's claim is wrong: "Point Attack" names how the aircraft approaches its target, not which Target Type its bomb uses. So the Area Target Type (ATT) can be used in a Stuka Point Attack.
Does the Searching rule (A12.152) apply to HIP units, since 12.3 states that HIP is a form of concealment?
EXPECTED
Yes. Searching applies to HIP units because HIP is a form of concealment; the last line of A12.152 states that all enemy concealed units revealed lose their “?” (or if hidden are placed on the board with a “?”), so HIP units can be found by Searching.
MODEL RESPONSE
**Answer:** Yes. Searching applies to HIP units; a hidden unit revealed by Searching is placed on board concealed, with a “?” counter.
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References:
- (A12.152) Searching — explicitly provides for revealing hidden units and placing them on board with “?”.
- (A12.3) Hidden Initial Placement — HIP is a form of concealment, except as otherwise specified.
JUDGE REASONING
[Explanation] Yes: Searching applies to HIP units, and a hidden unit found is placed on board under '?' (A12.152), HIP being a form of concealment (A12.3). Exact match.
Is there a capacity limit to the number of units that can be in a shellhole hex after creating the shellhole (expending 2 MF)?
EXPECTED
There is no special capacity limit imposed by a shellhole hex. A shellhole hex represents an area pockmarked by many craters, not a single confined pit, so any number of units may be in the hex subject only to the normal stacking limits that apply to that hex (see B2.0/B2.1).
MODEL RESPONSE
**Answer:** Shellholes have no special unit-capacity limit; normal Location stacking applies (three squad-equivalents plus four SMC per side without penalty), with normal overstacking possible during play. Spending 2 MF uses an existing shellhole’s protection; it does not create shellholes.
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References:
- (B2.1) Shellhole creation — shellholes are created by qualifying bombardment effects, not a 2-MF expenditure.
- (B2.4) Shellhole movement — Infantry spending 2 MF to enter receives shellhole protection.
- (A5.1) Infantry/Cavalry stacking — normal capacity and overstacking restrictions.
JUDGE REASONING
[Explanation] No special capacity limit; normal stacking applies. Matches. The model also corrects the question's premise (2 MF uses an existing shellhole; it does not create one), which is right per B2.1/B2.4 and does not contradict the expected answer.
For pontoon bridges, are they at the level of the stream they cross or one level above that level? Do pontoon bridges provide any TEM?
EXPECTED
Pontoon bridges are pontoon bridges per B6.44 and, under B6.41, are at water level (i.e., the same level as the stream; in some gully crossings it may make sense to treat them as level 0). They do not provide any TEM.
MODEL RESPONSE
**Answer:** Pontoon bridges are at water level—the level of the stream they cross, not one level above it. They provide no protective bridge TEM; Direct Fire against units on them is treated as Open Ground regardless of the line of fire.
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References:
- (B6.41) Pontoon bridges — always at water level.
- (B6.3) Bridge fire effects — pontoon targets are treated as in Open Ground for Direct Fire, and Residual FP attacks likewise use Open Ground.
- (B6.31) Bridge TEM — the +1 Direct Fire TEM applies to non-pontoon bridges.
JUDGE REASONING
[Explanation] Water level, not one level above (B6.41); no TEM. Matches; the model adds that fire vs units on a pontoon bridge is treated as Open Ground (B6.3), consistent.
How are Booby Trap (BT) capability purchase costs applied on geoboards? Specifically: (1) Is the cost (e.g. 10 MF for Level C) charged per board or does paying once apply to all boards? (2) Is there a discount for a half board? (3) Can I have different BT levels on different boards?
EXPECTED
Per B28.9, BT capability costs are charged per board (inclusive of its half-hexes). So paying 10 MF purchases Level C for that specific board only (it does not apply to other boards). There is no separate discount for a half board (half-hexes are included in the board cost), and you may purchase different BT levels on different boards.
MODEL RESPONSE
**Answer:** Booby Trap capability is purchased separately per board: Level C costs 10 minefield factors, Level B 20, and Level A 30. There is no half-board discount under the standard rule, and you may buy different levels on different eligible boards.
---
Paying for one board does not cover the others; the cost includes that board’s half-hexes. Each board must meet the purchase eligibility restrictions, unless an SSR grants the capability.
References:
- (B28.9) Booby Traps — costs are per board, with separate capability on particular boards and no reduced half-board price.
JUDGE REASONING
[Explanation] Per board including half-hexes, no half-board discount, different levels on different boards allowed (B28.9). All three sub-answers match; the level costs (10/20/30) are extra correct detail.
Can a unit that is on top of a Wire counter control that hex or Location for Victory Conditions?
EXPECTED
Yes. Being on top of a Wire counter does not by itself prevent a unit from controlling the hex or Location for VC purposes. B26.32 treats units on and under a Wire counter as being in the same Location, and nothing in A26.11 or A26.13 prohibits control merely because the unit is on the wire.
MODEL RESPONSE
**Answer:** Yes. Being on top of Wire does not prevent Control: an armed Good Order Infantry MMC can gain Control if the usual Control requirements are met, including absence of an armed enemy ground unit in the relevant Location/hex.
---
References:
- (B26.32) Wire Location — units above and below Wire occupy the same Location, subject to the bridge exception.
- (A26.11) Gaining Control — specifies qualifying units and enemy-presence restrictions; being on Wire is not a prohibition.
JUDGE REASONING
[Explanation] Yes: on and under Wire is one Location (B26.32) and A26.11 does not bar Control for being on Wire. Matches.
For a French R35 with BPV 25, is the vehicle victory point value (DPV) calculated as 10% of BPV = 2.5 rounded up to 3, and if the entire AFV exits the board do you score 3 VP for the vehicle plus 2 VP for the crew (5 total)? Does the MA (mechanical advantage/malfunction) status affect this calculation?
EXPECTED
Yes. Per F.3, DPV is 10% of the vehicle's BPV (FRU) rounded up. For BPV 25 that yields 2.5 → 3 DPV. If the whole AFV exits you score that 3 VP for the vehicle plus the crew's 2 VP, for 5 total. The MA/malfunction status does not change the DPV calculation.
MODEL RESPONSE
**Answer:** Using the stated desert DPV rule of 10% of BPV rounded up, the R35 is worth 3 vehicle points plus 2 for its crew, for 5 Exit VP total, assuming a qualifying exit. MA means Main Armament; its malfunction does not change the stated BPV-based arithmetic, although I could not retrieve the desert rule to verify any special qualification.
---
Step 1: Apply the question’s desert valuation premise: 25 × 10% = 2.5, rounded up to 3 vehicle VP.
Step 2: Add the crew’s 2 VP (A26.211).
Step 3: Award the current value on a qualifying exit; vehicles under Recall receive no Exit VP (A26.23).
Calculation: ceil(25 × 0.10) + 2 = 3 + 2 = 5 VP.
The normal vehicle formula explicitly includes 1 VP for a functioning MA, but the desert valuation replaces that normal formula. The requested desert section was unavailable in retrieval, so the desert-specific conclusion is conditional on the stated DPV premise.
References:
- (A26.211) Infantry and PRC — a crew is worth 2 VP.
- (A26.212) Vehicles and equipment — normal vehicle valuation and its separate desert-rule cross-reference.
- (A26.23) Exit Victory Conditions — qualifying exits and Recall restrictions.
JUDGE REASONING
[Calculation] Final values match: ceil(25 x 10%) = 3 vehicle VP + 2 crew = 5; MA (Main Armament) malfunction does not change it. The model could not retrieve F.3 (absent from the rulebook store) and says so, conditioning on the question's stated rule; the arithmetic and conclusion are the expected ones.
If my OP tank is in Motion and its Observer is inside that moving tank, can the Observer attempt to gain/maintain Radio Contact (and thereby call for an AR or adjust an SR) a) during my Preparation Fire Phase (PFPh) and b) during the opponent's Defensive Fire Phase (DFPh)?
EXPECTED
a) No. A tank that is in Motion may not Prep Fire, so the Observer cannot attempt radio contact or call for artillery during the PFPh. b) Yes. During the opponent's DFPh you may conduct DFPh business while in Motion, so the Observer (if still part of the tank) may roll to gain/maintain Radio Contact and call for an AR or adjust an SR. (Observer must be part of the tank—if the Observer is out of the tank different rules apply.)
MODEL RESPONSE
**Answer:** (a) No, if the OP tank starts its Player Turn in Motion: its required movement conflicts with the Observer’s prohibition on moving after PFPh radio use. (b) Yes, during the DFPh of the opponent’s Player Turn, Motion alone does not prevent the Observer from attempting or maintaining Radio Contact and conducting otherwise legal OBA actions.
---
Radio use in the PFPh prohibits the Observer from moving in the following MPh, including being carried by an OP tank. A tank that begins its Player Turn in Motion must expend at least one MP in that MPh. The DFPh radio restriction has no corresponding prohibition tied to a following MPh; Battery Access, LOS, and the particular OP tank’s observation restrictions still apply.
References:
- (H1.461) OP tank usage — normal Observer/OBA rules apply unless specifically excepted.
- (C1.2) Radio Contact — attempts occur at the start of the friendly PFPh/DFPh.
- (C1.6) Observer — PFPh radio use forbids subsequent movement; official Q&A explicitly includes OP tanks.
- (D2.4) Motion — a vehicle beginning its Player Turn in Motion must expend at least one MP.
JUDGE REASONING
[Explanation] (a) No and (b) Yes, matching. For (a) the expected answer's reason is D2.4 (a vehicle starting its turn in Motion may not Prep Fire); the model reaches No via C1.6 (PFPh radio use forbids moving afterwards, and a Motion vehicle must expend MP). Same conclusion, different rule; the D2.4 reason is the more direct one.
If a vehicle enters a Woods hex that contains Wire, does it have to make two separate Bog Checks (one for the Woods and one for the Wire) or only one combined Bog Check?
EXPECTED
Generally only one Bog Check is made; multiple causes of bog in the same hex are resolved with a single Bog DR with the applicable DRMs combined (per D8.2 Q&A). However, there are specific exceptions where two Bog checks occur (notably barbed wire per O7.3 and leaving a stream per B20.46).
MODEL RESPONSE
**Answer:** Make one combined Bog Check for entering the woods-and-Wire hex, applying all applicable Bog DRM. Do not roll separate checks merely because both woods and Wire require a check for the same entry.
---
Separate movement events can still require separate checks—for example, leaving a stream and then entering a woods hex.
References:
- (D8.2) Bog — governing entry checks; its Q&A confirms a single combined check for multiple simultaneous Bog causes in one hex.
JUDGE REASONING
[Explanation] One combined Bog Check with all DRM, per the D8.2 Q&A — the core answer matches. The expected answer's specific exceptions (barbed wire O7.3, leaving a stream B20.46) are only partly covered: the model notes separate movement events (leaving a stream, then woods) get separate checks but does not mention barbed wire.
If a defender (not marked with a First/Final Fire marker) is being overrun by an AFV, can it make multiple close-combat Reaction Fire (CC-RF) attacks during the overrun?
EXPECTED
Yes. Per D7.2, a defender may use Reaction Fire as often as it is able to use the various forms of First/Final Fire. In practice the maximum number of CC-RF attacks is limited by the movement points spent (and other CC-RF restrictions) — typically the first CC-RF is a normal Reaction Fire attack, the second corresponds to Subsequent First Fire (SFF), and the third and any further attacks are treated as Final Protective Fire (FPF) CC-RF. Note also that if a unit is marked with a Final Fire marker it may be obliged to fire in situations where an unmarked unit may choose not to.
MODEL RESPONSE
**Answer:** Yes, an eligible defender can make multiple CC Reaction Fire attacks against the same OVR, subject to the available MP expenditure and normal First/Subsequent First/FPF limits. These attacks resolve after the OVR, so the defender must survive it in an eligible state.
---
The first attack marks the unit and its weapons with First Fire; later attacks use the applicable subsequent-fire rules, with CCV reduced by one when marked First/Final Fire. FPF CC Reaction Fire also acts as a NMC on the defender. Passing one PAATC suffices for repeated attacks against that AFV in the same phase.
References:
- (D7.2) Reaction Fire — permitted as often as the various forms of First/Final Fire, immediately after the OVR.
- (D7.21) CC Reaction Fire — eligibility, marking, and PAATC requirements.
- (D7.212) FPF CC Reaction Fire — compulsory response when applicable and NMC risk.
- (D7.213) CC Reaction Fire differences — reduced CCV after First/Final Fire.
- (A8.14) Follow-up attack — repeated attacks are limited by movement expenditure.
JUDGE REASONING
[Explanation] Yes, as often as the forms of First/Final Fire allow (D7.2), bounded by MP expenditure, first attack First Fire, then Subsequent First Fire, then FPF, with one PAATC covering the same AFV. Matches the expected answer's sequence.
When a Sniper activation indicates Target Selection and the chosen Location contains more than one eligible target, who performs the Random Selection (who rolls/decides) — the sniper's owner or the owner of the targeted units?
EXPECTED
The owner of the targeted units rolls the Random Selection; the Sniper player makes the choices around it.
- Sniper player's decisions (A14.2): makes the Random Location DR for the target hex; if that hex has more than one Location with eligible targets, chooses which Location to attack; before Random Selection may instead pick, if present, the enemy Sniper counter, a Vulnerable Inherent Crew, or an unarmored vehicle; and if Random Selection yields several targets, chooses which one takes the original Sniper dr (the others each get a new Sniper dr).
- The roll itself (A14.23): when the target is a concealed stack, the Sniper player's opponent must declare the number of eligible targets in it and, if two or more, "the player rolls for Random Selection" — that opponent, the stack's owner, being the only one who knows its contents. This is the rulebook's only explicit statement of who rolls sniper Random Selection, and nothing in A14.2 gives the roll to the Sniper player, so the same allocation applies to an unconcealed Location: the units' owner rolls, the Sniper player chooses.
- Ties are the Sniper player's choice (A14.2), not a re-roll.
MODEL RESPONSE
**Answer:** The owner of the targeted units rolls Random Selection; the result determines the target rather than either player freely choosing it. The sniper’s owner chooses the attacked Location when allowed, and if Random Selection ties, chooses which tied target receives the original Sniper attack dr.
---
The other tied targets receive separate new Sniper dr. For a selected concealed stack, the target owner declares the number of eligible targets and rolls Random Selection accordingly without revealing their identities unnecessarily.
References:
- (A14.2) Target Selection — distinguishes Location choice, Random Selection, and treatment of ties.
- (A14.23) Concealed targets — the sniper player’s opponent declares eligible target numbers and rolls Random Selection.
JUDGE REASONING
[Explanation] The model says the owner of the targeted units rolls Random Selection, citing A14.23; the expected answer says the sniper's owner rolls, while admitting the rules do not state it and relying on 'convention and thread consensus'. A14.23 does say the sniper player's opponent declares the number of eligible targets in a chosen concealed stack and 'the player rolls' — which reads as that opponent. Both agree the sniper's owner picks the Location and that ties go to the sniper's owner. Partial: main structure right, the disputed who-rolls point contradicts an expected answer that is itself unsupported. Eval needs a rulebook-backed rewrite or rejection.
HUMAN NOTES
Expected answer rewritten 2026-09-16 around A14.23 (target owner rolls, Sniper player chooses). Model's answer matches the rewrite; the original expected answer rested on 'convention'.
Does the Vehicle Dust rule (11.74: "Whenever Light Dust can exist...") also apply when the scenario has Moderate, Heavy, Very Heavy, or Extremely Heavy Dust, or only when Light Dust is in effect?
EXPECTED
Yes. The descriptions of Moderate, Heavy and Very Heavy Dust explicitly reference that Light Dust is in effect (e.g. "Moderate Dust is treated exactly the same as Light Dust"; Heavy Dust: "In addition, Light Dust is in effect"; Very Heavy = same as Heavy; Extremely Heavy refers to Moderate), so the Vehicle Dust provisions that apply "whenever Light Dust can exist" also apply under those higher dust severities. Wind/gust can change the severity up or down, affecting which level (and thus Light Dust effects) are in effect.
MODEL RESPONSE
**Answer:** Vehicle Dust can occur with Moderate, Heavy, Very Heavy, or Extremely Heavy Dust as well as Light Dust, provided the conditions under which Light Dust can exist are met. “Can exist” does not require Light Dust actually to be in effect; however, Heavy Winds or Gusts specifically prevent Vehicle Dust.
---
References:
- (F11.71) Light Dust — defines the Desert Board and Dry/Very Dry environmental conditions, including the Steppe exception.
- (F11.74) Vehicle Dust — uses those eligibility conditions, with its own movement and weather exceptions.
JUDGE REASONING
[Explanation] Yes: Vehicle Dust applies whenever Light Dust can exist, which the heavier dust levels satisfy (F11.71/F11.74). Matches; the model adds the Heavy Winds/Gusts exception and reads 'can exist' as eligibility rather than 'is in effect', neither contradicting the expected answer.
A beached raft contains a half-squad. That half-squad advanced out during its turn. On the opponent's turn an overrun into the hex caused an IFT result that would give the infantry an MC (breaking them) but did not sink the raft. Can a broken infantry unit re-enter the beached raft (or otherwise use it to escape)?
EXPECTED
No. E5.54 states that a boat Passenger never takes an MC/TC for any reason, and a broken unit may not enter a boat. Therefore you cannot have a broken unit end up in a boat: a unit already on a boat cannot be broken by MC/TC results, and a unit that is already broken may not enter a boat to escape. (Related: attacks vs beached boats are handled by E5.51/E5.53, and if a boat is sunk different rules apply to survivors.)
MODEL RESPONSE
**Answer:** No. The half-squad, having left the raft and then broken, cannot re-enter the beached raft or board it to escape while broken.
---
The rule that boat Passengers never take MC/TC does not protect this half-squad, because it had already disembarked when attacked. The raft’s survival does not override the prohibition on broken units boarding.
References:
- (E5.54) Broken/Berserk units — may not enter boats; existing boat Passengers do not take MC/TC.
JUDGE REASONING
[Explanation] No: a broken unit may not enter a boat (E5.54), and the never-takes-MC protection covers Passengers only, not a unit that had disembarked. Matches.
Can an AFV that starts the Movement Phase buttoned (BU) voluntarily go CE, move (travel), and then voluntarily go BU again during the same Movement Phase?
EXPECTED
No. Per D5.53, vehicle CE counters may be placed or removed (except due to combat results) only during the owner's MPh/APh, but they may not be both placed and voluntarily removed (or vice-versa) during the same phase. In other words you get one voluntary CE/BU change in the MPh (and you may change again in the APh). Changing CE/BU is separate from MP expenditures (it doesn’t itself cost MPs). The only way to have both CE and BU in the same phase is if one of those changes is forced by combat results.
MODEL RESPONSE
**Answer:** No. An AFV that voluntarily goes from BU to CE during its MPh cannot voluntarily go BU again in that same MPh, even if it moves between the changes; it may do so in its APh, subject to the normal restrictions.
---
A BU change required by combat results is excepted from the voluntary-change restriction.
References:
- (D5.33) CE Movement — a CE counter cannot be both placed and voluntarily removed, or vice versa, in the same phase.
JUDGE REASONING
[Explanation] No: CE counters may be placed or removed only in the owner's MPh/APh and not both placed and voluntarily removed in the same phase; APh allowed; combat-result changes excepted. Matches. The model cites D5.33, which is the CE Movement rule; the expected answer's D5.53 does not exist.
If a vehicle declares an Overrun (OVR) but becomes Immobile or is destroyed (for example, by falling into a cellar) before the OVR can resolve, how much FP does the OVR fire? Is it cancelled, halved, or still full?
EXPECTED
Per D7.1, the total FP of an OVR is halved if the vehicle becomes Immobile or destroyed before it can resolve its OVR. Falling into a cellar destroys the vehicle, so once the OVR is declared it is completed at full or half FP as appropriate (with any additional halvings applying, e.g. concealed targets), regardless of what happens to the vehicle afterward.
MODEL RESPONSE
**Answer:** The declared OVR is resolved at half its total FP if the vehicle becomes Immobile or is destroyed before resolution, including falling into a cellar after entering the target Location. It is not automatically cancelled; however, if the vehicle fails to enter the target Location at all, no OVR occurs.
---
The half-FP rule is additional to any halving for a concealed target. The retrieved Q&A distinguishes destruction after entry from bogging in the hex being left: the former still permits the reduced OVR, while the latter prevents it.
References:
- (D7.1) Overrun — entry, declaration, and resolution sequence; Q&A addresses failed entry.
- (D7.11) Overrun FP — total FP is halved for pre-resolution immobility or destruction.
- (B23.41) Cellars — an entering AFV that falls through the floor is removed.
JUDGE REASONING
[Explanation] Halved, not cancelled, if the vehicle becomes Immobile or is destroyed before resolution (D7.11), cumulative with concealment halving; the cellar case counts as destruction after entry. Matches, and the model adds the correct caveat that no OVR occurs if the vehicle never entered the target Location.
If a Level-1 squad firing down a stairwell at an enemy squad that is in the same hex on the ground floor is entitled to TPBF (double FP), while the squad firing up is only entitled to PBF, is that correct?
EXPECTED
No. TPBF (the doubled small-arms FP) only applies when the attacker is attacking a target in the same Location (e.g., both in the same stairwell) or in the specific case of attacking a vulnerable PRC on an AFV from a higher elevation. If units are in the same hex but in different Locations (one on Level 1, the other on the ground floor in a different Location), fire is PBF, not TPBF. See A7.21 (doubling applies when adjacent or adjacent and within one level of or higher than the target).
MODEL RESPONSE
**Answer:** No. Two Infantry squads firing between ground level and Level 1 through a connecting stairwell receive PBF (double FP) in both directions; they occupy different Locations, so neither receives TPBF. TPBF means triple FP, not double.
---
The special provision allowing fire from a higher Location in the same hex to receive TPBF concerns qualifying vehicle PRC, not an ordinary Infantry squad on the ground floor.
References:
- (A7.21) Point Blank Fire — PBF doubles FP; TPBF triples FP and normally requires the same Location.
- (A7.211) TPBF versus PRC — special higher-Location rule for qualifying vehicle occupants.
- (A7.212) Target-selection example — illustrates the PRC-specific downward-TPBF/upward-PBF distinction.
JUDGE REASONING
[Explanation] No: units on different levels of the same hex are in different Locations, so both directions are PBF; TPBF needs the same Location or the vehicle-PRC case (A7.21, A7.211). Matches. The model also corrects a slip in the expected answer: TPBF triples FP, it does not double it.
If a unit is already pinned, is it immune to being targeted by a Sniper attack dr of 2, since a pinned unit cannot be pinned again?
EXPECTED
No. Being pinned does not make a unit an ineligible Sniper target: A14.22 lists the exceptions (AFV with no Vulnerable PRC, subterranean/Interior-Building Locations, prisoners, hidden/friendly/Aerial units) and pinned units are not among them, so the pinned unit can still be selected by Random Selection (A14.2). A dr 2 result 'pins MMC not immune to Pin results' (A14.3), so against an already-pinned MMC it simply has no further effect on that unit. The attack still happens: the Sniper counter still relocates to the target hex, all broken enemy units in the attack Location still receive DM (A14.3), and any other targets selected are still affected. Note a dr 2 vs an already broken MMC makes it DM (A14.3 Q&A).
MODEL RESPONSE
**Answer:** No. An already pinned unit remains an eligible Sniper target; being pinned does not make it immune to targeting. A further pin result has no additional pinning effect.
---
References:
- (A14.22) Non-targets — pinned units are not excluded from Sniper targeting.
- (A14.3) Resolution — a Sniper dr of 2 pins eligible MMC.
JUDGE REASONING
[Explanation] No: pinned units are not among A14.22's ineligible targets, and a dr 2 has no further pin effect (A14.3). Matches; the expected answer's side effects (Sniper relocates, DM on broken units) are not restated.
In the MPh a moving 7-0 leader enters a hex containing a 9-1 leader and two squads. A fire attack on the 7-0 causes a MC, it rolls Heat of Battle and goes berserk. The 9-1 then takes its Berserk TC, passes, and goes berserk too. Do the two squads take two Berserk TCs (one per berserk leader)? Is their check at -1?
EXPECTED
No: each squad takes one Berserk TC, and yes, it is at -1.
- A15.41: a leader who goes berserk must attempt to convert every other friendly unit in the Location; each takes a NTC modified by the berserk leader's leadership DRM. Leaders check before other units (A10.2), so the 9-1 checks first, using the 7-0's DRM (0).
- The A15.41 Q&A (a 9-2, 8-1 and squad; the 8-1 goes berserk) gives the procedure: the other leader takes its NTC with the newly berserk leader's DRM; if that leader also goes berserk, the squad then takes its NTC using the better berserk leader's DRM; if not, the squad takes its NTC with the first berserk leader's DRM only. Either way each unit takes a single NTC.
- Here the 9-1 became berserk, so each squad takes one NTC with the 9-1's -1 DRM. Had the 9-1 stayed normal, the squads would check once with the 7-0's 0 DRM.
- After the Berserk TCs the berserk leader forfeits his leadership DRM until he returns to normal (A15.41).
MODEL RESPONSE
**Answer:** Each squad takes only one Berserk TC, using the newly berserk 9-1’s −1 leadership DRM. They do not take a separate TC for each leader.
---
The 9-1 checks first, using the 7-0’s zero modifier. Since the 9-1 becomes berserk, his −1 modifies the squads’ checks; the official example explicitly establishes this sequence.
References:
- (A15.41) Leader Consequences and official Q&A — resolve the other leader first, then each squad’s single TC with the applicable berserk leader’s DRM.
JUDGE REASONING
[Explanation] One Berserk TC per squad at -1, the 9-1 checking first with the 7-0's 0 DRM, per the A15.41 Q&A sequence. Exact match.
A squad throws a DC at an adjacent AFV as Defensive First Fire. How much Residual FP does the Thrown DC leave, where is it left, and does the +2/+3/+4 Thrown-DC DRM reduce it? Does it matter whether the AFV is destroyed or whether there are Vulnerable PRC?
EXPECTED
Residual FP is left in the target Location and also in the thrower's Location (if that Location can be attacked), and each is reduced by its own Thrown-DC DRM: normally 6 Residual FP in the target Location and 4 in the thrower's Location.
- Base: a Thrown DC resolves on the 30 FP column (A23.6); Residual FP is half the column used (A8.2), 15, capped at 12 after adjustment.
- A8.26: the Thrown-DC DRM counts as a condition outside the target Location, so it reduces the Residual FP one IFT column per +1 (A8.2/A8.26/A23.6 Q&A: reduced 'for the +2/+3/+4 DRM (as applicable)').
- Target Location: +2 DRM (A23.6), so 12 reduced two columns = 6 Residual FP; +3 if Thrown from a non-stopped/Motion vehicle or by Cavalry = 4. Vs an AFV the DRM applies to the DC Position DR (C7.346) but still reduces the Residual FP; the Q&A gives a maximum of 6 (maximum 2 on a Final Position DR of 12).
- Thrower's Location: it receives a +3 DRM (A23.6), so 12 reduced three columns = 4 Residual FP; +4 if Thrown from a non-stopped/Motion vehicle or by Cavalry = 2. The two Locations therefore normally hold different amounts. No Residual FP is left there if the Location cannot be so attacked (e.g., Thrown from two or more levels higher).
- A dud TK DR leaves no Residual FP (A8.2 EXC). Otherwise Residual FP is left whether or not the AFV is destroyed, and regardless of whether any Vulnerable PRC or other target is present (Q&A: 'Residual is also left if the AFV is targeted and destroyed'; a DC may be Thrown at the Location merely to leave Residual FP).
MODEL RESPONSE
**Answer:** Normally it leaves 6 Residual FP in the target Location and 4 in the thrower’s Location, assuming ordinary +2/+3 Thrown-DC DRM, no other reductions, and a non-dud attack. The +2/+3/+4 Thrown-DC DRM do reduce residual; neither destroying the AFV nor the absence of Vulnerable PRC prevents residual.
---
Step 1: A Thrown DC uses the 30-FP column; both Locations are attacked unless the elevation exception protects the thrower (A23.6).
Step 2: The normal starting residual is 12 FP (A8.2).
Step 3: Reduce it one IFT column per positive outside-Location DRM, including the Thrown-DC DRM (A8.26).
Calculation: 12 shifted two columns = 6; three columns = 4; four columns = 2 Residual FP.
For a predesignated AFV attack, the attached Q&A specifies a maximum 6 residual for Final Position DR ≤11, but maximum 2 for Final Position DR 12. A dud leaves none. Other qualifying positive DRM can reduce these amounts further. A DC can also be thrown simply to leave residual, even against a BU AFV with no Vulnerable PRC.
References:
- (A23.6) Thrown DC — attacks both Locations, applicable DRM, and AFV-specific Q&A.
- (A8.2) Residual Firepower — residual from IFT/TK attacks, including destroyed AFV and dud exceptions.
- (A8.26) Effect of DRM — Thrown-DC DRM reduce residual in both Locations.
JUDGE REASONING
[Calculation] Re-judged 2026-09-17 after the golden answer was corrected. 6 Residual FP in the target Location (+2, two columns from 12) and 4 in the thrower's Location (+3, three columns) both match A23.6/A8.26 and the Q&A's '+2/+3/+4 (as applicable)'. Dud, destroyed-AFV and no-PRC points match. The earlier 'partial' rested on a golden answer that wrongly gave both Locations the same amount.
Is a radio considered a Support Weapon (SW) in ASL, and how is it classified?
EXPECTED
Yes. C1.22 states that a radio is a 1PP SW. Consequences: it is portable at 1 PP, a leader must possess it to use it (C1.22), it breaks down on an Original Contact or Maintenance DR of 12 (or as printed on the counter) and is then subject to normal SW repair (A9.72), and it is subject to the general SW rules such as capture, transfer, and loss when its carrier is eliminated or a boat sinks (E5.53).
MODEL RESPONSE
**Answer:** Yes. A radio is explicitly classified as a 1-PP Support Weapon (SW); a leader must possess it to use it.
---
References:
- (C1.22) Maintaining Radio Contact — defines the radio as a 1-PP SW and subjects it to normal SW repair.
JUDGE REASONING
[Explanation] Yes, a 1PP SW per C1.22 that a leader must possess; the expected answer's breakdown/repair and SW-loss details are secondary.
A squad begins its MPh beneath an AFV and moves with it using Armored Assault across open ground. After 4 MF the squad, staying in the current hex, declares late Double Time (CX) without moving further. Does that let the AFV move one more hex?
EXPECTED
Yes. D9.31: an AFV moving with Infantry in Armored Assault cannot move farther than it could have if accompanied by that Infantry throughout the move, even if the Infantry does not end its MPh with it. What matters is the MF the Infantry could have had. A4.5 lets Double Time be declared after MF have been expended, for one extra MF (with the same CX penalties), so the late declaration raises the squad's allotment to 5 MF and the AFV may continue one more hex (the D9.31 example: had the squad declared Double Time to gain one extra MF, the Tiger could continue on). The squad need not actually spend that MF, but it is CX with all of A4.51's penalties, and the declaration must be made while the squad is still moving with the AFV, not after it has stopped and another unit has moved (A4.2; A4.5 Q&A).
MODEL RESPONSE
**Answer:** Yes, provided the squad declares late Double Time before ending its MPh and could legally accompany the AFV into that next hex. It need not actually spend the extra MF or move farther; the AFV is limited by how far that same Infantry could have accompanied it, and must still have sufficient MP.
---
References:
- (A4.5) Double Time — a late declaration adds one MF without requiring its expenditure.
- (D9.31) Armored Assault — the AFV may continue without the Infantry within the distance that Infantry could have accompanied it; the example expressly allows extra distance from late Double Time.
JUDGE REASONING
[Explanation] Yes: D9.31 limits the AFV to the distance the Infantry could have accompanied it, and a late Double Time declaration adds the one MF without requiring its expenditure (A4.5). Matches, including the timing caveat.
In an Early Korean War scenario (10/50–3/51), a full-strength CPVA 3-3-7 squad rolls an Original 12 on an IFT attack with its inherent FP and suffers Ammunition Shortage. There is no lower-quality squad to replace it with. What happens to it?
EXPECTED
It breaks and is exchanged for its two broken HS.
- W7.11: Early KW CPVA are subject to Ammunition Shortage (A19.131).
- A19.131: an MMC that rolls an Original 12 on the IFT with its inherent FP suffers Unit Replacement after the attack resolves; an MMC that is subject to, but incapable of, further quality loss is instead broken after the attack (unless berserk).
- A CPVA squad that breaks from a cause not listed in W7.22 falls under W7.23, and W7.231 exchanges a Full-Strength squad for its two broken HS (a Reduced-Strength squad becomes one broken HS, W7.232). If the break exceeded its ELR, W7.233 also downgrades the resulting HS.
MODEL RESPONSE
**Answer:** After resolving its attack, the full-strength 3-3-7 is exchanged for two broken half-squads. Ammunition Shortage makes an MMC incapable of further quality loss break, and this is an “Other Break” for CPVA, not ordinary Step Reduction.
---
References:
- (W7.11) Early KW CPVA — Ammunition Shortage applies from October 1950 through March 1951.
- (A19.131) Ammunition Shortages — Original 12 with inherent FP causes replacement, or breaking if further quality loss is impossible (unless berserk).
- (W7.23) Other Break — governs breaks from causes other than the listed Step-Reduction attacks.
- (W7.231) Full-strength Other Break — exchanges the squad for its two broken HS.
JUDGE REASONING
[Explanation] Breaks and is exchanged for two broken HS: W7.11 -> A19.131 (broken when incapable of further quality loss) -> W7.23/W7.231. Exact chain.
In a night scenario, a Scenario Defender unit under a No Move counter is attacked by something other than OBA or a Sniper. Is its No Move counter removed so it can move, and does it have to roll < its ELR to gain Freedom of Movement?
EXPECTED
Yes to the first, no to the second. E1.21: an onboard Scenario Defender unit may attempt to move/advance only if it has been attacked by the enemy (other than by OBA/sniper) or has seen a Known enemy unit at some time in the scenario. Being attacked therefore frees that unit: remove its No Move counter and it may attempt to move (it still faces the normal night movement procedures such as Straying, E1.53). The dr < ELR test is a separate route to Freedom of Movement: once the Scenario Attacker has resolved any attack other than a successful Ambush, the Defender's single best Good Order leader may make one Freedom of Movement dr per friendly MPh, needing < his ELR; a freed Good Order SMC also frees any units that begin the MPh stacked with it. An attacked unit does not need that dr.
MODEL RESPONSE
**Answer:** Yes. Being attacked by an enemy attack other than OBA or a Sniper grants that unit Freedom of Movement and removes its No Move restriction, without an ELR roll. The dr < ELR provision is a separate way for the Scenario Defender’s single best Good Order leader to gain Freedom of Movement.
---
References:
- (E1.21) Freedom of Movement — qualifying attacks free the attacked unit directly; the separate best-leader dr is allowed once per friendly MPh after the specified attacker activity, and freedom once gained lasts for the scenario.
JUDGE REASONING
[Explanation] Yes and no: an attacked unit gains Freedom of Movement directly; the dr < ELR is the separate best-leader route. Matches.
When Riders fire their inherent FP on the IFT, is that FP halved or quartered if the vehicle has moved or is in Motion? Any other penalties?
EXPECTED
Quartered. D6.22: Riders may not use SW and must use halved FP as Mounted Fire when firing their inherent FP on the IFT; that FP is quartered if the vehicle has moved or is in Motion, including OVR attacks. Riders also add one to their CC DR when attacking (A11.611, which also gives them a -1 CC DRM when defending). In CC as attackers their FP is halved for the conveyance being in Motion (A11.11 & D6.22 Q&A).
MODEL RESPONSE
**Answer:** Riders’ inherent FP is quartered if their vehicle has moved or is in Motion; otherwise it is halved as Mounted Fire. Riders cannot use SW, and they add +1 to their Close Combat attack DR.
---
References:
- (D6.22) Rider Attacks — specifies halved/quartered IFT FP (including OVR), prohibits SW use, and imposes the +1 CC DRM.
JUDGE REASONING
[Explanation] Quartered when the vehicle moved or is in Motion, halved otherwise, no SW, +1 CC DR (D6.22, A11.611). Matches.
Does the fixed Covered Arc restriction of A9.21 (a machine gun that fires from a woods/rubble/building hex and keeps ROF may only fire again within the CA of that first shot) apply to LMGs?
EXPECTED
No. A9.21 restricts a SW MMG/HMG only: if such a MG in a woods/rubble/building hex fires and is entitled to another shot, its later shots that phase must be within the CA of the prior shot (which includes its own Location), placing a CA counter as a reminder. An LMG is not a MMG/HMG, so it keeps the normal rule stated in the same section: a SW may fire in any direction with no detriment due to facing. (The fixed CA is a restriction, not a benefit.)
MODEL RESPONSE
**Answer:** No. The machine-gun restriction in A9.21 applies to SW MMG/HMG, not LMG; an LMG retaining ROF can fire in another direction.
---
References:
- (A9.21) Field of Fire — restricts SW MMG/HMG in woods, rubble, or buildings, and also specified INF, RCL, and 20L ATR SW types.
JUDGE REASONING
[Explanation] No: A9.21's fixed CA applies to SW MMG/HMG, not LMGs, which may fire in any direction. Matches.
Both sides set up onboard. The German OB grants six '?' counters, and the German player covers each of three unit stacks with two '?' (one atop the other). Later the real units move away, leaving the extra '?' behind as apparent stacks. Is this legal, and does it violate A12.12?
EXPECTED
Yes, it is legal, and A12.12 is not violated.
- A12.11: '?' allocated by the scenario for setup may be placed atop each other to act as Dummies, giving the impression of a stack of real counters, though a single such '?' cannot be placed beneath unconcealed units. The A12.11/A12.12 Q&A confirms the defender may place two or more setup '?' beneath a real unit (that real unit then cannot also receive a non-OB '?').
- A12.12's restrictions (Concealment Terrain only for OB '?'; the out-of-LOS/16-hex condition and one-per-stack limit) govern where OB '?' may be placed and the later free non-OB '?' placement; stacking OB '?' as Dummies is what A12.11 provides for.
- When the real units leave, what remains is a Dummy stack. It may be moved as if real (even with leader/Double Time bonuses) but is removed if it moves without Assault Movement or into Open Ground in the LOS of a Good Order enemy (A12.11, A12.14), and it is treated like a Dummy stack for all concealment-loss purposes.
MODEL RESPONSE
**Answer:** Yes, provided the OB “?” counters were placed in eligible setup terrain and the later movement obeys concealment rules. Two OB-granted “?” may be stacked over real units and remain as a Dummy stack when the real units leave; A12.12’s one-counter restriction applies to extra, non-OB “?” counters.
---
References:
- (A12.11) Known/Dummy Enemy Unit — permits stacking OB “?” as Dummies at setup and splitting concealed stacks.
- (A12.12) Placement — OB “?” require eligible terrain; only non-OB setup concealment is limited to one per stack and cannot be added atop a previously placed “?”.
JUDGE REASONING
[Explanation] Legal: OB '?' may be stacked as Dummies (A12.11); A12.12's one-per-stack limit governs the non-OB '?'; what remains after the real units leave is a Dummy stack. Matches.
In a May 1942 scenario the Russian OB contains a single leader, an 8-0. May the Russian player replace it with a 9-0 Commissar?
EXPECTED
No. A25.22 lets the Russian player, in a scenario set during or before 10/42, replace up to one 8-0 leader with a 9-0 Commissar (and/or one 8-1 with a 10-0 Commissar) without an SSR, but only provided the scenario is not begun with more Commissars than other leaders in the OB. Replacing the sole leader would start the scenario with one Commissar and no other leaders, so the substitution is not allowed. (Having several Commissars of the same rating is otherwise fine, per the A25.22 Q&A, as long as other leaders outnumber or equal them.)
MODEL RESPONSE
**Answer:** No. Although May 1942 is within the permitted period, replacing the only leader would leave one Commissar and no other leaders, violating the requirement that Commissars not outnumber other leaders at scenario start.
---
References:
- (A25.22) Commissar — permits the 8-0 to 9-0 substitution through October 1942 only subject to the Commissar/other-leader limit.
JUDGE REASONING
[Explanation] No: the substitution would leave one Commissar and no other leaders, breaching A25.22's limit. Exact.
Can a Dug-In (D9.54) non-turreted AFV change its Vehicle Covered Arc?
EXPECTED
No. D9.54 treats a Dug-In AFV as an Armored Cupola except where stated otherwise, and D9.5 makes an Armored Cupola the equivalent of an Immobile tank in every way except as modified there or by SSR. D8.1: an immobilized vehicle cannot change its VCA, though it may change its TCA if otherwise able. A non-turreted AFV's armament is in the hull, so its CA is its VCA and cannot be changed; a turreted Dug-In AFV could still rotate its TCA (its TCA counter defines its CA and any fire outside it takes the usual To Hit/IFT penalties, D9.5). An SSR can override this.
MODEL RESPONSE
**Answer:** No. A Dug-In AFV is treated as an Armored Cupola, hence as an Immobile tank; it cannot change its VCA. A non-turreted vehicle therefore cannot rotate its hull to bring its armament onto another covered arc.
---
References:
- (D9.54) Dug-In AFV — applies Armored Cupola rules except for listed exceptions, none allowing VCA changes.
- (D9.5) Armored Cupola — considered equivalent to an Immobile tank.
JUDGE REASONING
[Explanation] No: Armored Cupola = Immobile tank (D9.5), and an immobilized vehicle cannot change VCA (D8.1). Matches; the turreted-TCA contrast is not stated.
A squad and a leader combine in one Close Combat attack against an AFV. What is the attack's CCV?
EXPECTED
6. A11.5: the CCV of a squad is 5 (crew 4, HS 3, SMC 2), and a SMC combining with the main attacking unit in the same attack adds +1, so 5 + 1 = 6. (Other modifiers: +1 Assault Engineer, -1 Inexperienced, -1 per halving penalty such as pinning.) The AFV is eliminated on a CC DR < 6 and immobilized on a DR = 6.
MODEL RESPONSE
**Answer:** The combined attack has CCV 6, assuming a normal squad and no special modifiers or penalties. The accompanying leader adds +1 to the squad’s CCV, not his separate CCV of 2.
---
Step 1: A squad’s base CCV is 5 (A11.5).
Step 2: One SMC combining with it adds +1 (A11.5).
Calculation: 5 + 1 = 6 CCV.
References:
- (A11.5) CC vs a Vehicle — sets squad CCV and the +1 for an accompanying SMC; this uses CCV rather than personnel CC odds.
JUDGE REASONING
[Calculation] CCV 6 = 5 + 1 for the combining SMC (A11.5). Exact.
What is the MP cost for a fully-tracked vehicle to move from IN a gully hex (level -1) into an adjacent Open Ground hex at level 0?
EXPECTED
5 MP. B19.4: there is no cost for leaving a gully other than the doubling of MF (or the increase of four MP) for moving to a higher elevation. Entering Open Ground costs 1 MP, plus 4 MP for the elevation gain (B10.3), for 5 MP. The Abrupt Elevation Change exception (B10.5) does not apply to a simple gully-to-adjacent-level-0 move.
MODEL RESPONSE
**Answer:** It costs 5 MP: 1 MP for the Open Ground plus 4 MP for climbing out of the gully to the higher elevation, assuming no other terrain, movement, or weather penalties.
---
Step 1: The fully-tracked Open Ground entry cost is 1 MP.
Step 2: Leaving the gully for the higher elevation adds 4 MP (B19.4; B10.4).
Calculation: 1 + 4 = 5 MP.
References:
- (B19.4) Gully Movement — leaving a gully adds no separate exit cost beyond the elevation increase.
- (B10.4) Uphill Movement — vehicles pay 4 MP plus COT for this non-road ascent.
JUDGE REASONING
[Calculation] 5 MP = 1 (Open Ground) + 4 (elevation gain), no separate gully exit cost (B19.4). Exact.
Can a trench be placed in a hex that already contains a foxhole?
EXPECTED
No. B27.51: a trench (including an A-T Ditch) may not occupy the same Location as a foxhole. Trenches are also placed one per hex prior to play as per the scenario OB. A campaign game may separately allow a foxhole to be upgraded to (replaced by) a trench under its own fortification-purchase rules, but that removes the foxhole; the two never coexist.
MODEL RESPONSE
**Answer:** Not in the same Location: a trench, including an A-T Ditch, may not occupy a Location containing a foxhole. The prohibition is expressly Location-based, so merely sharing a hex is not the test if genuinely separate legal Locations are involved.
---
References:
- (B27.51) Trench Placement — one trench per hex, placed before play as allowed by the OB, and never in the same Location as a foxhole.
JUDGE REASONING
[Explanation] No: B27.51 forbids a trench in the same Location as a foxhole, one trench per hex. Matches; the model's aside that the test is Location-based is consistent with the rule's wording.
A Gun fired with the Area Target Type at a concealed squad and gained Area Acquisition on that hex. In the enemy MPh the squad loses concealment and moves out of the hex. Can the Gun convert (bracket) that acquisition to the Infantry Target Type and fire at the squad in its new hex with the acquisition DRM?
EXPECTED
No. C6.52: acquisition gained on one target/Target Type can be transferred to another target/Target Type when the firer announces a shot at the new target or with the new Target Type, but only if the target Location (the hex, for Area Target Type acquisition) remains the same during the transfer. Once the squad has left the acquired hex, the acquisition cannot follow it. Had the squad stayed in the hex after losing concealment, the transfer would be allowed (the C6.52 EXC that Area Acquisition cannot be transferred to another Target Type vs a concealed unit no longer applies once it is unconcealed; a mortar could not transfer at all).
MODEL RESPONSE
**Answer:** No. Once the squad has left the acquired hex, the Gun cannot convert the Area Acquisition and apply it to that squad in its new hex. Conversion requires an announced shot while the target remains in the acquired Location/hex; losing concealment alone does not convert acquisition.
---
The Gun could bracket to Infantry Target Type by firing at the now-unconcealed squad while it is still in the acquired hex, if a legal firing opportunity exists. Area Acquisition itself never follows a moving unit.
References:
- (C6.52) Bracketing — transfer occurs when announcing a shot, with the target Location/hex unchanged, and cannot be used against a still-concealed unit.
- (C6.521) Area Acquisition — cannot track moving, routing, advancing, or withdrawing units.
JUDGE REASONING
[Explanation] No: C6.52 transfer requires the target Location/hex to remain the same; once the squad leaves, the acquisition cannot follow; had it stayed, bracketing would be allowed. Matches.
A squad declares Assault Movement, moves one Location, and then spends additional MF in that Location to Place a DC in an adjacent hex. Is the DC placement still part of its Assault Movement?
EXPECTED
Yes. A4.61: Assault Movement requires moving no more than one Location without using all MF, and its EXC states that additional MF expenditure within a Location in addition to the change of Location does not prevent Assault Movement unless the unit thereby expends all its MF or requires CX status. A23.3 treats Placing a DC as movement expended in the Placement Hex (the unit's own Location), so it is such an in-Location expenditure. The unit therefore remains under Assault Movement (no FFNAM) provided it does not use its last MF or become CX, was not pinned before Placement, and did not fire in the PFPh (A23.3). Each MF expenditure, including the Placement, still offers Defensive First Fire, and Placing a DC is a concealment-loss action (A4.61 & A12.14 Q&A).
MODEL RESPONSE
**Answer:** Yes, provided the move plus DC-placement expenditure uses less than all its available non-Double-Time MF and does not require CX. Placement is MF expenditure in the squad’s current Location, so it does not constitute a second Location moved.
---
Assault Movement protects against FFNAM, but DC placement can still cause concealment loss.
References:
- (A4.61) Assault Movement — allows additional within-Location expenditure subject to the MF/CX limits; attached Q&A distinguishes concealment loss.
- (A23.3) DC Placement — placement MF are spent in the placing unit’s Location, not the DC’s target Location.
JUDGE REASONING
[Explanation] Yes: in-Location MF expenditure (DC placement counts as such, A23.3) does not void Assault Movement unless all MF are used or CX is required (A4.61 EXC). Matches, with the concealment-loss note.
C4.4 says ordnance using the C3 To Hit Table to fire SMOKE at ≤ 12 hexes 'must add two to its Basic TH#'. Is that literal, so a Basic TH# of 7 becomes 9 and the firer benefits?
EXPECTED
Yes, literally. C4.4 raises the Basic TH# by two for a SMOKE shot at 12 hexes or less with the C3 To Hit Table, so a Basic TH# of 7 becomes a Modified TH# of 9 before DRM: an easier hit for the firer. It is a TH# bonus, not a DRM. The shot is still subject to the SMOKE Depletion Number check (a firer with a low depletion number often cannot fire smoke at all), which C8.2 raises by one for Elite forces.
MODEL RESPONSE
**Answer:** Yes. The +2 increases the Basic TH# from 7 to 9, benefiting the firer; it is not a +2 penalty added to the To Hit dice roll.
---
Step 1: Start with Basic TH# 7.
Step 2: SMOKE at range ≤12 hexes adds 2 to that number (C4.4).
Calculation: 7 + 2 = 9 TH#, before other applicable adjustments.
References:
- (C4.4) SMOKE — explicitly increases the Basic TH# by two at ≤12 hexes.
JUDGE REASONING
[Explanation] Yes, literal: 7 becomes 9, a TH# bonus not a DRM (C4.4). Matches; the depletion note is secondary.
A squad spends 1 MF in its MPh to place SMOKE grenades in its own hex and succeeds. Is Defensive First Fire against that MF expenditure resolved before or after the SMOKE counter is placed — i.e., does the fire get the SMOKE Hindrance DRM?
EXPECTED
After. The official Q&A on A8 & A24.1 rules that the SMOKE Placement MF expenditure, the SMOKE placement dr and, if successful, the placement of the SMOKE counter are all completed before any Defensive First Fire. So Defensive First Fire prompted by that 1 MF is traced through the new SMOKE and takes its Hindrance DRM (+2 for grenade SMOKE, A24.2). It follows that pinning, breaking or eliminating the placing unit with that fire cannot prevent the placement. (A24.1: one attempt per MPh, the hex must be declared before the dr, an Original dr of 6 ends the unit's MPh; A24.11: grenade SMOKE is removed at the end of that MPh after all First Fire but before Defensive Final Fire.)
MODEL RESPONSE
**Answer:** Defensive First Fire is resolved after the placement dr and successful placement of the SMOKE counter. The attack therefore receives the applicable SMOKE Hindrance DRM; pinning or breaking the squad with that fire does not undo placement.
---
References:
- (A24.1) Infantry SMOKE Usage — placement attempt and counter placement precede Defensive First Fire, as clarified by the Q&A for (A8.) and (A24.1).
JUDGE REASONING
[Explanation] After: the A8/A24.1 Q&A puts the MF expenditure, the placement dr and the counter placement before any Defensive First Fire, so the fire takes the SMOKE Hindrance and pinning/breaking cannot undo the placement. Exact.
During the DFPh a tank inside a wooden building wants to change its VCA by one hexspine. Is a Bog Check required, which Bog DRM apply (does the +3 'entry at half MP allotment' apply), and what happens if the check fails?
EXPECTED
Yes, a Bog Check is required. D8.2: a vehicle must make a Bog Check for entering, exiting, or making any VCA change (one Bog DR per hexspine) in Bog terrain, and C5.11 confirms that a change of VCA in woods/building/rubble requires passing a Bog Check first. The DRM are those of the D8.21 table that describe the vehicle and ground (e.g. +1 Normal or +2 High Ground Pressure, +1 not fully-tracked, soft/mud/snow NA in a building); the +3 for entry of a wooden building at half MP allotment is an entry DRM and does not apply to an in-hex VCA change. If the Final DR is 12 or more the vehicle bogs: it is marked Bogged and Immobile, may not change its VCA until freed (D8.2), so the VCA change does not occur, and any shot it takes must use its existing CA (with Case A if outside it). A DFPh VCA change is a pivot, not movement, so the vehicle is not a moving target (C5.11).
MODEL RESPONSE
**Answer:** Yes—one Bog Check is required, and it must pass before the VCA change occurs. Apply applicable vehicle/condition DRM, but not the +3 for entry at half MP allotment; if Final DR ≥12, the tank Bogs with its original VCA unchanged.
---
For an otherwise ordinary fully-tracked tank inside the building, the applicable DRM is its ground pressure: +0 Low, +1 Normal, or +2 High. Add other applicable circumstances, such as towing or Wire, if present. The soft-ground/mud/snow DRM listed as inapplicable inside buildings do not apply. There is no half-allotment entry in this DFPh pivot.
A bogged tank is Immobile and cannot change VCA until freed, although it can still change TCA if otherwise eligible.
References:
- (D8.2) Bog — one check per hexspine and the restrictions on a bogged vehicle.
- (D8.21) Bog Check — Final DR ≥12 bogs; lists cumulative DRM and exceptions.
- (C5.11) Changing CA to Fire — a VCA change in a building requires passing the Bog Check first.
JUDGE REASONING
[Explanation] Bog Check required (D8.2, C5.11), ground-pressure and other applicable DRM but not the +3 entry DRM, and on a failure the tank bogs with its VCA unchanged. Matches.
Can a halftrack or truck drive into a hex occupied by enemy Infantry during its MPh and unload its Passengers there? Does it matter whether the enemy Infantry are broken?
EXPECTED
Yes. A4.14 forbids Infantry from moving into a Location containing an unconcealed enemy unit during the MPh, but expressly allows PRC (D6.5, D7.211) to dismount in such a hex during the MPh. The vehicle must stop and unload normally (D6.5: one-fourth of its MP allotment per stack, only while stopped, not after more than three-fourths of its MP have been spent), and the dismounting Personnel are subject to Defensive First Fire on their MF expenditure and FFNAM (D5.43). Broken enemy Infantry cannot attack and will have to rout, so the risk is only fire from elsewhere; unbroken enemy Infantry in the hex may use CC Reaction Fire against the vehicle (D7.21) and the unloaded units will be in CC in the CCPh. (Concealed enemy units are a different case: A12.15 and A12.41 apply to entering their Location.)
MODEL RESPONSE
**Answer:** Yes. Either a halftrack or truck may enter an enemy-Infantry-occupied hex, stop, and unload its Passengers there if normal movement and unloading requirements are met. The enemy Infantry need not be broken.
---
The restriction on Infantry moving into an enemy-occupied Location expressly allows PRC to dismount there. Unloading requires the stopped vehicle’s unloading MP and the Passengers’ MF; place a CC counter, since this alone does not put them in Melee. Bypass unloading has additional provisions.
References:
- (D2.1) Vehicular Movement — allows entry of enemy-occupied hexes during the MPh.
- (A4.14) Enemy Units — expressly permits PRC to dismount in such a hex.
- (D6.5) Unloading — permits unloading in an enemy-occupied hex and specifies costs, CC marking, and Bypass exceptions.
JUDGE REASONING
[Explanation] Yes: A4.14 lets PRC dismount in an enemy-occupied hex during the MPh; normal unloading costs apply; broken status of the enemy is irrelevant to legality. Matches.
A CX unit Throws a DC. Does the +1 CX DRM apply to both the attack DR in the target Location and the second DR against the Thrower's own Location, or only to the target Location?
EXPECTED
Both. A23.4: if the Placing/Throwing unit is CX, the +1 DRM for a CX attack is applied to the Attack Resolution DR (or, vs an AFV, to the DC Position DR, which lists +1 CX in C7.346). A Thrown DC resolves in the target Location and also attacks the Thrower's Location with a separate DR (A23.6); both are attack resolution DRs made by the CX unit, so each takes the +1. The Thrown-DC +2/+3 DRM applies only in the target Location (A23.6). (A23.4 Q&A: a unit that declares Double Time after operably Placing a DC does not add the +1 to that DC's attack.)
MODEL RESPONSE
**Answer:** The +1 CX DRM applies to both attack DRs: the attack on the target Location and the separate attack on the thrower’s Location. There is no exception exempting the second DR from the CX penalty.
---
References:
- (A23.4) Detonation — a CX throwing unit adds +1 to attack resolution (or the applicable AFV Position DR).
- (A23.6) Thrown DC — the DC attacks both Locations with separate DRs.
- (A4.51) Counter Exhaustion — +1 applies to attack DRs made or directed by a CX unit.
JUDGE REASONING
[Explanation] Both: the +1 CX applies to each attack resolution DR the CX unit makes, target Location and thrower's Location alike (A23.4, A23.6, A4.51). Matches.
May a lone non-heroic leader (a single SMC) destroy a captured Gun?
EXPECTED
No. A9.73 allows a possessing unit to destroy or deliberately malfunction a SW/Gun only if the weapon and possessing unit would otherwise be allowed to fire it in that PFPh/DFPh, and only as many weapons as it could fire. A21.13: a lone SMC may fire a crew-served weapon only if heroic (two or more SMC may fire it as a non-qualified MMC), with the single exception of a mortar of 82mm or less fired as a light mortar (C9.2). A lone non-heroic leader therefore cannot fire, and so cannot destroy, a captured Gun; a lone Hero, two SMC together, or a MMC could.
MODEL RESPONSE
**Answer:** Generally no: a lone non-heroic leader cannot fire a crew-served Gun and therefore cannot deliberately destroy it under A9.73. The specific exception is a mortar ≤82mm, which a lone SMC may fire as a light mortar and hence may destroy if the other A9.73 conditions are met.
---
References:
- (A9.73) SW Self-Destruction — the possessing unit must otherwise be eligible to fire the weapon in that PFPh/DFPh.
- (A21.13) Non-Qualified Use — a lone SMC cannot fire a crew-served weapon unless heroic, with the explicit ≤82mm mortar exception.
JUDGE REASONING
[Explanation] No: a lone non-heroic SMC cannot fire a crew-served Gun (A21.13) so cannot destroy it (A9.73); the <= 82mm mortar exception noted. Exact.
An Infantry unit occupies a rubble hex that also has a wall hexside and claims Wall Advantage. Fire arrives from a direction whose LOS does not cross the wall. Does the unit still get the rubble TEM?
EXPECTED
No. The official Q&A on B9.3 & B24.3 answers exactly this: a unit in a rubble hex with a wall that claims WA and is fired on by a unit whose LOS does not cross the wall does not get the rubble TEM [K33-ARE]. Claiming WA (B9.32) commits the unit to the hexside; a wall's TEM is hexside TEM and is not cumulative with the in-hex terrain TEM (B9.321 example), so against fire that crosses the wall the unit gets the wall's +2 but not the rubble's, and against fire that does not cross the wall it gets neither. A unit that wants the rubble TEM against fire from the open side must not claim WA. Note WA is claimed for the whole hex, not per hexside, outside Deluxe ASL (B9.321).
MODEL RESPONSE
**Answer:** No. While claiming Wall Advantage, the unit forfeits the rubble’s in-hex TEM; a shot that does not qualify for wall TEM therefore gets neither rubble nor wall TEM. Remaining in rubble for other purposes does not preserve its TEM while claiming WA.
---
If eligible, it may forfeit WA before the attack is declared to regain in-hex TEM, but cannot do so between declaration and resolution of the attack.
References:
- (B9.31) Wall/Hedge TEM — a unit claiming WA does not receive in-hex TEM, apart from specified exceptions.
- (B9.32) Wall Advantage — occupation of underlying terrain remains, expressly excepting the TEM rule.
- (B9.322) Claiming/Forfeiting WA — timing restrictions prevent changing WA in response to an already-declared attack.
JUDGE REASONING
[Explanation] No: claiming WA forfeits the in-hex rubble TEM, so fire not crossing the wall gets neither (B9.3/B24.3 Q&A, B9.31/B9.32). Matches, with the timing note on forfeiting WA.
In a Gun Duel the total Gun Duel DRM decide who fires first. If the two totals are equal, how is the tie broken, and are target-based DRM used at that point?
EXPECTED
The Gun Duel DRM that decide the order are only the Firer-Based (C5) and Acquisition (C6.5) To Hit DRM, ignoring the Gyrostabilizer +1 and the Case C4 doubled-dr (C2.2401). If the ATTACKER's and DEFENDER's totals are equal, both make their shots and the lower Final To Hit DR (or non-ordnance IFT DR) fires first; a Final DR includes every applicable DRM, so target-based DRM now count. The shot that goes first, if effective, voids the opponent's return shot. Target DRM therefore never decide who fires first, but they do decide the tie-break, because the tie-break is the actual Final DR.
MODEL RESPONSE
**Answer:** Compare the actual Final TH DRs (or Final IFT DR for non-ordnance): the lower fires first. Yes, applicable target-based DRM count in those Final DRs even though they were excluded from the initial Gun Duel DRM comparison; if the Final DRs also tie, both attacks are simultaneous.
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The first attack can void the return shot by eliminating, breaking, stunning, or shocking its opponent.
References:
- (C2.2401) Gun Duels — initial comparison uses Firer-Based and Acquisition DRM, but an equal-total tie is resolved using the Final attack DRs.
JUDGE REASONING
[Explanation] Tie broken by the lower Final TH/IFT DR, in which target-based DRM count; the first shot voids the return shot if effective. Matches, plus the simultaneous-if-still-tied note.
A vehicle in Bypass straddles a hexside. Is there one Covered Arc Focal Point or a front and a rear one, and can LOS be traced to a rear vertex to get a rear Target Facing?
EXPECTED
One. D2.32: the vehicle's VCA corner rests on the vertex of the traversed hexside in the direction it faces, and that vertex, the Covered Arc Focal Point, is the point where all fire to and from the vehicle is traced while it uses VBM or Stationary Bypass. There is no rear CAFP, and the D2.32 Q&A confirms LOS is drawn from the front CAFP in all cases, for fire from and to the vehicle, even in reverse Motion. Target Facing for a hit on a Bypass vehicle is based on the hex the shot originated from, not on the hexside crossed (D2.32); a rear hit needs a shot originating from a hex behind the vehicle, and a hit from within its own hex strikes the hull side (D2.32 & D3.2 Q&A).
MODEL RESPONSE
**Answer:** There is one CAFP: the vertex at the front of the bypassing vehicle. All fire LOS to and from it uses that point, even during reverse movement; you cannot select a rear vertex to obtain a rear hit.
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A rear Target Facing requires fire originating in the vehicle’s rear-facing sector. Facing is determined by the firing hex’s position relative to the Bypass facing sectors, not by choosing another endpoint for LOS.
References:
- (D2.32) VCA & Target Facing — defines the single CAFP and facing sectors; official Q&A confirms front-CAFP LOS in all cases, including reverse movement.
JUDGE REASONING
[Explanation] One CAFP at the front vertex for all fire to and from the vehicle, even in reverse Motion; a rear hit depends on the firing hex, not a rear vertex. Matches.
A unit declares Assault Movement and attempts to enter a Location containing a concealed enemy unit, and is forced back under A12.15. Is it still using Assault Movement for any Defensive First Fire against it, and how are the MF it spent treated?
EXPECTED
It is still Assault Moving, and the MF are treated as spent in the Location it was returned to.
- A12.15: the DEFENDER must reveal at least one concealed unit and force the moving unit back to the last Location it occupied, where it loses its own concealment, ends its MPh (unless it goes berserk first), and is subject to possible Defensive First Fire. The MF expended in the attempt are still used but are considered expended in the returned-to Location, so any Residual FP there attacks it again on re-entry, as does any FFE or minefield.
- Nothing in A12.15 cancels Assault Movement, and the A4.61 conditions still hold: the unit moved no more than one Location and did not use all its MF (unless the attempt did), so it keeps the Assault Movement status for that fire (no FFNAM; FFMO still applies in Open Ground). Assault Movement is lost only by the A4.61 events: using all MF to go beneath Wire, breaking, or going berserk from Defensive First Fire.
MODEL RESPONSE
**Answer:** Yes—being forced back does not by itself cancel properly declared Assault Movement, so subsequent Defensive First Fire does not gain FFNAM on that account. The attempted-entry MF are still spent, but are treated as spent in the Location to which the unit returns; it loses concealment and must end its MPh unless it becomes berserk.
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The normal Assault Movement limits still apply, and breaking or becoming berserk can end that protection. Existing residual, FFE, or mines in the returned-to Location can attack it as specified by the Detection rule.
References:
- (A12.15) Detection — forced return, MF accounting, concealment loss, and attacks in the returned-to Location.
- (A4.61) Assault Movement — additional within-Location expenditure does not inherently cancel Assault Movement; identifies the circumstances that do.
JUDGE REASONING
[Explanation] Still Assault Moving (no FFNAM), MF treated as spent in the returned-to Location, concealment lost, MPh over unless berserk; residual/FFE/mines there attack it. Matches.
A pillbox is a separate Location in its hex. Can a unit advance from an adjacent hex into the pillbox hex and enter the pillbox in the same APh?
EXPECTED
No. A4.7: a unit may not change both its Location within a hex and the hex it is in during the same APh. Entering a pillbox is a change of Location within the hex (B30.4: Infantry enter the pillbox Location in their hex at a cost of one MF, having first entered the hex), so the advance can only bring the unit into the pillbox hex, on top of the pillbox; entering the pillbox takes a later MPh (1 MF) or APh. The exception A4.7 names is entrenchment to entrenchment in an Accessible hex, and B30.8 adds bunkers: a pillbox in or Accessible to a trench hex is a bunker, and a unit may move/rout/advance between that trench and the bunker as if the bunker were a trench (the 30.42/30.44/30.6 entry restrictions still apply).
MODEL RESPONSE
**Answer:** No, not by ordinary advance. The unit may advance into the pillbox hex outside the pillbox, or enter the pillbox from its present hex, but cannot both change hex and then enter the separate pillbox Location in the same APh.
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Special tunnel/bunker connections can provide exceptions to the ordinary entry route.
References:
- (A4.7) Advance Phase — prohibits changing both hex and Location within a hex in one APh.
- (B30.4) Pillbox Entry/Exit — entry normally occurs from the pillbox’s own hex and notes tunnel/bunker exceptions.
JUDGE REASONING
[Explanation] No: A4.7 bars changing hex and in-hex Location in one APh; pillbox entry is an in-hex Location change (B30.4); bunker/tunnel exceptions noted. Matches.
A berserk unit charges into an enemy-occupied hex during its MPh; the defender survives and both are under a CC counter. Does either side roll for Ambush in that Player Turn's CCPh, given the berserk unit did not advance into the hex in the APh?
EXPECTED
No, not on the berserk unit's account. A11.4: an Ambush can occur whenever Infantry advance into CC in a woods/building Location or with/against concealed units (or when a hidden unit is placed as per A11.19); a berserk unit enters during its MPh charge (A15.43) and never advances in the APh (A15.431), so its entry alone creates no Ambush dr. The +1 Ambush drm for berserk units applies when an Ambush dr does happen: the A11.4 & A15.432 Q&A confirms that if other friendly units advance into that Location in the same Player Turn (they are not reinforcing a Melee), an Ambush can occur, and the berserk unit's +1 (plus no leadership drm if any of the force is berserk) then counts.
MODEL RESPONSE
**Answer:** No, not from the berserk charge alone: neither side rolls for Ambush merely because they are under a CC counter after MPh entry. Ambush can become possible if additional Infantry advance into that CC in the APh under the normal terrain/concealment conditions, or if the separate hidden-unit provision applies.
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References:
- (A11.4) Ambush — normally requires Infantry advancing into CC, and separately permits it when a hidden unit is placed onboard under the specified CC rule; official Q&A confirms that later APh entrants can trigger Ambush after a berserk charge.
JUDGE REASONING
[Explanation] No Ambush from the berserk charge alone; other units advancing into that CC in the APh can trigger one (A11.4 & A15.432 Q&A). Matches.
Can a non-vehicular 88L AA Gun (a 5/8-inch counter) be set up in, or pushed into, a Factory?
EXPECTED
No, absent an SSR. B23.423: a non-vehicular weapon on a 5/8-inch counter may be set up or pushed into a building/rubble only if it is a small target (C2.271) or an AT/INF Gun that is not a large target; an 88L AA Gun is a large target and not an AT/INF Gun, so it is excluded. A Factory is a building (B23.74), and its vehicular-sized entrance provisions concern vehicle entry, not the Gun restriction. C10.1 separately forbids towing a Gun into a building/rubble. Only a scenario SSR can place the 88 inside.
MODEL RESPONSE
**Answer:** Not in an ordinary Factory under the standard rules. An 88L AA Gun does not meet the building setup/pushing restriction: it is neither a small-target Gun nor an eligible non-large AT/INF Gun; Factory status alone does not waive that restriction.
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An SSR can override this. Also, a Fortified Building’s ground level permits setup of any Gun type/size, but does not permit moving a 5/8-inch weapon into it during play.
References:
- (B23.423) Guns in Buildings — limits setup and pushing of non-vehicular 5/8-inch weapons.
- (B23.74) Factory — defines the Factory; it supplies no general exemption for large AA Guns.
- (B23.93) Fortified Building Guns — permits any Gun’s ground-level setup but forbids moving 5/8-inch weapons in during play.
JUDGE REASONING
[Explanation] No: B23.423 bars a large-target 5/8-inch Gun from a building; Factory status does not waive it; SSR can. Matches, with a correct B23.93 aside.
A Gun has a 1/2-inch Acquired counter on a Location because it fired at a unit there and broke it. The broken unit routs out of the hex, still in the Gun's LOS. May the Acquired counter stay in the hex to keep the Location acquired, or must it follow the unit?
EXPECTED
It must follow the unit. The C6.51 Q&A rules that a 1/2-inch Acquired counter cannot remain in a Location when all its target units move into a new Location still in the firer's LOS; it must follow one of the target units (the firer keeps only one such counter and may choose which target stays acquired, C6.51). The counter stays put only in the case C6.51 describes: an acquired target leaves the firer's LOS, in which event the counter remains in the last Location the target occupied in LOS and applies to any Known unit that later occupies it. To acquire a Location independent of any unit, use Area Acquisition (5/8-inch counter, Area Target Type).
MODEL RESPONSE
**Answer:** It must follow the routing acquired unit while that unit remains in the Gun’s LOS; it cannot be left voluntarily in the vacated Location. If the unit subsequently leaves LOS, the counter remains in the last Location it occupied in LOS, subject to the usual acquisition-loss rules.
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References:
- (C6.51) Tracking Acquisition — covers routing targets and the last-in-LOS Location; attached Q&A expressly requires the counter to follow when all targets leave but remain in LOS.
JUDGE REASONING
[Explanation] Must follow the unit while it stays in LOS (C6.51 Q&A); stays in the last in-LOS Location if the unit leaves LOS. Exact.
Does Height Advantage prevent concealment loss when a concealed unit advances into an otherwise Open Ground hex on higher ground? Any exceptions?
EXPECTED
Yes, with one exception. A10.531 defines Open Ground for concealment loss as a hex where the enemy unit could apply the -1 FFMO DRM in a hypothetical Defensive First Fire; B10.31 gives a unit fired on from a lower elevation a +1 Height Advantage TEM and states that a unit eligible for it is not subject to FFMO by that attack. If every Good Order enemy within 16 hexes with LOS is lower, the hex is not Open Ground to them and the advancing unit keeps its '?' (A10.531 Q&A: a concealed unit advancing into an Open Ground hill hex seen only from below does not lose concealment; the mortar there is immaterial). The exception is B10.31's EXC: a moving unit is not eligible for Height Advantage against a firer whose LOS enters the target hex across the same Crest Line hexside the unit crosses, so a unit advancing up across a Crest Line in such a LOS is in Open Ground and loses concealment (B10.31 Q&A). Any other positive TEM or CE DRM also cancels Height Advantage eligibility.
MODEL RESPONSE
**Answer:** Yes, when Height Advantage would negate FFMO from every relevant observer, the otherwise bare hill hex is not Open Ground for that concealment-loss test. The key exception is crossing a Crest Line through the same hexside intersected by the observer’s LOS: Height Advantage is then unavailable for the hypothetical First Fire test, and concealment can be lost.
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An observer at equal or higher elevation can also prevent retention if the normal concealment-loss conditions apply. A mortar possessed by a lower observer does not by itself negate this concealment protection, as the Q&A confirms.
References:
- (A10.531) Open Ground — uses a hypothetical FFMO test for concealment gain/loss; Q&A addresses the lower observer with a mortar.
- (B10.31) Height Advantage — negates FFMO when applicable, with the Crest-Line/LOS entry exception; Q&A confirms that exception also causes concealment loss during advance.
JUDGE REASONING
[Explanation] Yes when Height Advantage negates FFMO from every relevant observer (A10.531/B10.31), with the Crest Line/same-hexside exception, and the mortar Q&A. Matches.
Can a vehicle be set up Abandoned at scenario start (its crew placed outside it), and can an Abandoned vehicle be concealed?
EXPECTED
Only an SSR can set a vehicle up Abandoned: a crew abandons only during its own MPh (D5.41), so at scenario start the crew is Inherent unless the scenario says otherwise. An Abandoned vehicle is not a wreck; it is marked with an Abandoned counter, may not move or fire, and may be entered by Infantry (D5.41-.42) or captured. Concealment: A12.2 applies the concealment rules to vehicles, and the A12.2 Q&A rules that a concealed vehicle that becomes Abandoned may retain its '?' if otherwise allowed, but once unconcealed it cannot regain a '?' while Abandoned. Vehicular concealment is lost immediately in the LOS of a Good Order enemy ground unit when not in Concealment Terrain (A12.2).
MODEL RESPONSE
**Answer:** Normally no: you cannot choose to set up a vehicle Abandoned with its crew outside; special campaign-game rules or an SSR would be needed. An already concealed vehicle may retain concealment when abandoned if otherwise allowed, but once unconcealed it cannot gain concealment while Abandoned.
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References:
- (D5.4) Abandonment — attached Q&A disallows starting with the crew outside except in certain campaign games, regardless of Scenario Defender status.
- (D5.41) Voluntary Abandonment — normally performed during the crew’s own MPh.
- (A12.2) Concealed Vehicles — official Q&A distinguishes retaining concealment upon abandonment from gaining it afterward.
JUDGE REASONING
[Explanation] Only an SSR can set a vehicle up Abandoned (crew abandons in its own MPh, D5.41); A12.2 Q&A: retains '?' if otherwise allowed, cannot regain it while Abandoned. Core matches; Abandoned-counter mechanics and LOS concealment loss not addressed.
An Infantry squad is in Melee with an immobilized truck and an AFV that is in Motion. Can the squad leave the Location during its MPh?
EXPECTED
No. A11.15: Infantry locked in Melee may not leave the Location or act except in CC, and Infantry are held in Melee by enemy Cavalry, cyclists, and non-Abandoned, Stopped, 'unbroken' vehicles. The immobilized truck is a stopped, non-Abandoned vehicle, so it holds the squad; the Motion AFV does not, but that does not matter while the truck does. The squad's only way out is to announce Withdrawal from Melee at the start of the CCPh (A11.2), before CC attacks are declared, taking the -2 DRM on attacks against it (+1 per friendly unit not withdrawing). Had the truck been Abandoned, a wreck, or the only vehicle in Motion, the squad would not be held and could move normally.
MODEL RESPONSE
**Answer:** No, assuming the truck is still crewed and unconcealed. The stopped, non-Abandoned, “unbroken” truck holds the squad in Melee even though immobilized; the AFV in Motion does not free it.
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The vehicle need not be armed or mobile to hold Infantry in Melee. If the truck had no inherent crew, Passengers, or Riders, it would count as “broken” for this purpose and would not hold the squad; the Motion AFV alone would not do so either.
References:
- (A11.15) Melee — stopped, non-Abandoned, “unbroken” vehicles hold Infantry, which cannot leave during the MPh.
- (A12.1) Vehicle “Broken” Status — defines the absence-of-crew/PRC condition referred to by the Melee rule.
JUDGE REASONING
[Explanation] No; the stopped non-Abandoned 'unbroken' truck holds the squad (A11.15) and the Motion AFV does not free it. Matches. Withdrawal from Melee (A11.2) as the only exit not addressed; A12.1 citation for 'broken' vehicle is off but harmless.
Is grain a half-level terrain feature, and does it therefore impose a +3 same-level LOS Hindrance?
EXPECTED
No. Grain is a LOS Hindrance, not a half-level obstacle, and it never imposes +3: B15.2 adds a +1 DRM for every grain hex through which a same-level LOS crosses the grain depiction (cumulative per hex, A6.7). The 'half-level Hindrance' label in F4.51 exists only for deir LOS purposes in the desert rules (brush, bridge, grain, marsh, crag and AFV/wrecks are half-level Hindrances there, affecting LOS only when viewer and viewed are at the same level and one is in a deir); it does not make grain a half-level obstacle or change its DRM. A hillock (F6.2) is a genuine Half-Level Obstacle, which is a different thing from grain.
MODEL RESPONSE
**Answer:** Grain is treated as a half-level Hindrance, but that does not mean +3. In-season grain gives +1 per intervening grain hex whose depiction the same-level LOS crosses; a single such hex gives +1.
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Terrain height and Hindrance strength are different properties. Grain is not a half-level LOS obstacle that blocks same-level LOS outright. Outside its growing season, it is treated as Open Ground for LOS.
References:
- (B15.2) Grain LOS — +1 per intervening qualifying grain hex.
- (F4.51) Half-Level Hindrances — expressly includes grain in that category for deir LOS.
- (A6.21) Half-Level Obstacles — distinguishes actual obstacles from Hindrances.
- (B15.6) Grain Season — normally June through September; outside it grain provides no Hindrance.
JUDGE REASONING
[Explanation] +1 per grain hex crossed (B15.2), not +3; not a half-level obstacle; F4.51 'half-level Hindrance' is a deir-LOS label. Model frames grain as 'treated as a half-level Hindrance' but confines that to F4.51 deir LOS in its reference and denies obstacle status. Hillock contrast not addressed.
Do enemy squads that are broken and under DM still count as 'armed enemy ground units' that prevent me from gaining Control of a building under A26.11?
EXPECTED
Yes. A26.11 grants Control to an armed Good Order Infantry MMC occupying the Location/hex/building without the presence of an armed enemy ground unit (subterranean units excepted); it does not require the enemy unit to be Good Order. A broken or DM unit remains armed unless it is Unarmed (A20.5); A10.21 makes the same point for rout purposes, a broken leader with no SW is still 'armed'. So broken/DM enemy squads in the building prevent Control until they leave or are eliminated/captured.
MODEL RESPONSE
**Answer:** Yes. Broken squads remain armed enemy ground units, and DM does not change that, so their presence in the building prevents you from gaining its Control. The Good Order requirement applies to the Infantry MMC gaining Control, not to the enemy unit preventing it.
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References:
- (A26.11) Gaining Control — requires an armed Good Order Infantry MMC and the absence of armed enemy ground units in the relevant building, with the specified subterranean exception.
JUDGE REASONING
[Explanation] Yes; A26.11 requires Good Order only of the MMC gaining Control, broken/DM enemy units remain armed and prevent it. Exact match; A20.5/A10.21 supporting cites not given.
An Infantry unit tries to enter a hex containing a hidden A-P minefield and a concealed enemy MMC, and is forced back under A12.15 without entering. Does the minefield in that hex attack it? Does the answer change if entry was refused because the hex is a Fortified Building Location?
EXPECTED
No, and no. B28.41 has a minefield attack a unit whenever it enters or leaves the minefield hex; a unit forced back by Detection (A12.15) never entered it, so that minefield does not attack. The MF it spent are treated as expended in the Location it was returned to (A12.15), where it ends its MPh and is subject to Defensive First Fire and to any Residual FP, FFE, or minefield in that returned-to Location. A refused Fortified Building entry works the same way (B23.922): the unit must stay in its present hex, the MF spent count as expended there for Residual FP, Defensive First Fire, Subsequent First Fire and FPF, and its MPh is over once that fire is done; it never entered the fortified hex, so its mines do not attack.
MODEL RESPONSE
**Answer:** No. The minefield in the refused-entry hex does not attack a unit forced back under A12.15, and refusal because of an occupied Fortified Building likewise does not trigger that hex’s minefield.
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The attempted-entry MF are treated as expended in the original/returned-to Location. This does not protect the unit from mines, FFE, or residual in that returned-to Location when the Detection rule calls for an attack there.
References:
- (A12.15) Detection — expressly excludes even minefield/FFE attacks in the Location from which the unit is forced back.
- (B23.922) Fortified Building Entry — a refused entrant stays in its present hex and expends its attempted-entry MF there; attached minefield Q&A confirms no attack in the refused-entry hex.
JUDGE REASONING
[Explanation] No and no: the unit never entered the refused hex so its mines do not attack (B28.41/A12.15/B23.922); MF count as expended in the returned-to Location where it remains subject to fire/mines/FFE/residual there. Matches.
How does a Flame become a Blaze, and what roll and modifiers are involved (including the chance it goes out instead)?
EXPECTED
B25.151: in the AFPh of every Player Turn after the one in which it first appeared, a non-Hampered Flame that has not already been extinguished or Hampered that Player Turn makes a DR. If the Final DR is greater than or equal to the Spread Number of the terrain in its Location, the Flame becomes a Blaze; if the Final DR is 2 or less, the Flame is extinguished; otherwise it stays a Flame. The DR is modified by the EC DRM unless the Flame is in a building, and takes a -1 DRM in a Fortified Building (B23.94). A newly placed Flame is marked with a PIN counter during its first Player Turn to show it cannot yet spread (B25.15). B25.6 governs Blazes spreading to adjacent Burnable Terrain, a separate DR on the Spreading Fire Table.
MODEL RESPONSE
**Answer:** At the end of each AFPh after the Player Turn in which it first appeared, an eligible, non-Hampered Flame makes a two-dice DR: Final DR at least its terrain’s Spread Number turns it into a Blaze, while Final DR ≤2 extinguishes it. Otherwise it remains a Flame; apply the EC DRM outside buildings and −1 in a Fortified Building.
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Normal Spread Numbers are 9 for stone buildings/orchards, 8 for wooden buildings/woods-road, 7 for woods, and 6 for grain/brush. EC DRM are −3 Snow/Mud, −2 Wet, −1 Moist, 0 Moderate, +1 Dry, and +2 Very Dry; EC do not modify a Flame in a building. Special terrain rules may modify these provisions.
The ordinary inter-Location wind-direction/elevation spreading DRM do not apply merely to converting a Flame in place. With no DRM, only Original DR 2 extinguishes it (one of 36 equally likely two-dice outcomes); negative DRM increase that chance and positive DRM can remove it. A Flame Hampered during that Player Turn does not make the conversion roll.
References:
- (B25.15) Flame — timing begins after its initial Player Turn.
- (B25.151) Blaze Creation/Flame Extinguishing — conversion/extinguishing thresholds and applicable DRM.
- (B25.5) Environmental Conditions — EC modifier values and building exception.
- (B25.6) Spreading Fire Table — terrain Spread Numbers.
JUDGE REASONING
[Explanation] B25.151 timing, Blaze on Final DR >= Spread Number, extinguished on <= 2, EC DRM except in buildings, -1 Fortified Building. All match; the model's Spread Numbers and EC values are accurate per B25.5/B25.6. PIN marker on a new Flame and B25.6 Blaze spreading not addressed.
A taczanka (a horse-drawn wagon mounting a quad Maxim AAMG) fires the AAMG and rolls Original doubles on the IFT. Does the attack cower?
EXPECTED
Yes, it cowers (unless a leader directs the attack).
- A7.9 exempts from Cowering all fire from a SMC, berserk or Fanatic unit, Fire Lane, IFE, Canister, Aircraft, Sniper, ordnance, OBA, or any form of vehicular fire. D12.1 makes a Wagon vehicular in nature, which suggests the mounted AAMG is exempt vehicular fire.
- Allied Minor Vehicle Note 13 (Horse-Drawn "Taczanka") overrides that: the Taczanka has no Inherent crew; it starts each scenario with a 2-2-8 crew as a Passenger, and "the AAMG of a Taczanka is fired by a Good Order Passenger".
- The A7.9 Q&A rules that fire from Passengers/Riders is not considered vehicular fire for purposes of Cowering [K33]. The AAMG attack is Passenger fire, so the vehicular-fire exemption does not apply.
- The 2-2-8 crew is a MMC, so the SMC exemption does not apply either. On Original doubles the attack cowers one column (A7.9), unless directed by a leader or the firer is otherwise exempt (e.g., Fanatic).
- Contrast: the motorized 302T "Taczanka" (Allied Minor Vehicle Note 10) carries its AAMG as vehicular armament with an Inherent crew; that fire is vehicular and does not cower.
MODEL RESPONSE
**Answer:** No. Fire from the taczanka’s mounted AAMG is vehicular fire, which is exempt from Cowering even on Original doubles. Its horse-drawn propulsion does not remove that exemption.
---
References:
- (A7.9) Cowering — exempts any form of vehicular fire; the separate Q&A exception for Passengers/Riders firing their own weapons does not describe this mounted AAMG.
JUDGE REASONING
[Explanation] Re-judged 2026-09-17 after the golden answer was corrected. The model answers No, treating the mounted AAMG as exempt vehicular fire and setting aside the Passenger/Rider Q&A as not describing this weapon. Allied Minor Vehicle Note 13 says the AAMG is fired by a Good Order Passenger (the 2-2-8 crew is a Passenger, not an Inherent crew), so under the A7.9 Q&A it is Passenger fire and cowers. The central yes/no is reversed.
A German 4-3-6 squad rolls an Original 2 in Close Combat at 1-4 odds. What is the final Leader Creation drm, and why does the CC odds column contribute -2?
EXPECTED
-2 in total. The A18.2 Leader Creation Table drm: -1 for American, British or German; -1 per odds column below 1-1 for a CC attack (or -1 for CC vs an AFV); -1 if the base unit's Morale Level is 8 or more; +1 if it is 6 or less; +1 if the base unit was broken; +1 for G.M.D., Russian or Italian. At 1-4 odds the attack is two columns below 1-1 (1-2, then 1-4), so that line gives -2. The German 4-3-6 therefore has -1 (German) -2 (1-4 odds) +1 (Morale Level 6) = -2, the worked example in A18.2 itself. The subsequent dr then reads the table: 7 or more none, 6 gives a 6+1, 4-5 a 7-0, 2-3 an 8-0, 1 or less an 8-1 (NA for Finns and Japanese).
MODEL RESPONSE
**Answer:** The final Leader Creation drm is −2. The 1-4 odds contribute −2 because they are two printed CC odds columns below 1-1: first 1-2, then 1-4.
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Step 1: German nationality contributes −1 (A18.2).
Step 2: Two odds columns below 1-1 contribute −2, not a modifier based on subtracting the numerical odds (A18.2).
Step 3: The 4-3-6 has morale 6, contributing +1 (A18.2).
Calculation: −1 − 2 + 1 = −2 Leader Creation drm.
This modifies the subsequent Leader Creation dr, not the original CC attack DR. The rule’s own example is this exact situation.
References:
- (A18.2) Leader Creation Table — nationality, morale, and odds-column modifiers, with the German 4-3-6 example.
JUDGE REASONING
[Calculation] -2 total: -1 German, -2 for two odds columns below 1-1 (1-2, 1-4), +1 for Morale 6, the A18.2 example. Exact match; the Leader Creation dr result table not addressed.
At night, a Starshell or IR illuminates a hex containing a hidden Wire counter and an enemy unit has LOS to that hex. Does the illumination alone reveal the Wire?
EXPECTED
No. E1.16: at night all Fortification counters set up hidden regardless of terrain and stay hidden until one of its listed events: their protective TEM is used, a non-Dummy enemy unit enters the Location (or a pillbox's hex), extra MF/MP are spent to enter or exit the Fortification in the LOS of a Good Order enemy unit, or its existence causes a non-Dummy unit's attempted entry to fail. Being Illuminated and in enemy LOS is not one of them, so the Wire stays hidden until, for example, a unit tries to enter its hex (Wire then reveals itself by the extra MF or the failed entry, E1.16 Q&A). Searching (A12.152) and Interrogation would also reveal it (A12.152/E1.16/E2 Q&A).
MODEL RESPONSE
**Answer:** No. Illumination and LOS alone do not reveal hidden Wire at night; a qualifying fortification-revelation event is still required.
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Relevant triggers include a non-Dummy enemy entering its Location, use of extra entry/exit MF/MP in LOS of a Good Order enemy, or the Wire preventing a non-Dummy unit’s attempted entry. Search or Interrogation can also reveal fortifications under the attached Q&A.
References:
- (E1.16) Night Fortifications — forts remain hidden until specified events; mere Starshell/IR illumination is not one.
JUDGE REASONING
[Explanation] No; E1.16 night fortifications stay hidden until a listed event (enemy entry, extra MF/MP in LOS, failed entry), plus Search/Interrogation via Q&A. Matches; the 'protective TEM used' trigger not listed.
A Gun is marked with a First Fire counter at the start of the DFPh. Can it fire again in Final Fire at an adjacent unit, and is that Area Fire or Intensive Fire?
EXPECTED
Yes, as Intensive Fire, if the Gun is capable of it. A8.4 lets a First-Fired unit/weapon fire again in Final Fire only at units in an adjacent or same hex, but ordnance does not fire Area Fire that way: A8.41 says a weapon marked with a First Fire counter and capable of Intensive Fire (C5.6) or Sustained Fire (A9.3) may use such for one additional attack during Final Fire, only vs adjacent or same-hex targets, and the A8.41 & C13.2 Q&A confirms a First-Fired ordnance weapon that cannot use Intensive/Sustained Fire (an ATR without ROF) gets no Final Fire shot at all. So the Gun fires with all Intensive Fire consequences: the +2 Intensive Fire To Hit DRM, its B# lowered by two, and it is marked Intensive Fire afterwards (C5.6). A weapon that retained Multiple ROF is instead still entitled to its multiple attacks in Final Fire at any target (A8.41).
MODEL RESPONSE
**Answer:** Yes, if the Gun is eligible for Intensive Fire: it may make one additional Final Fire attack against an adjacent or same-hex target. For an ordnance Gun shot this is Intensive Fire, not simply a halved-FP Area Fire attack under the general Final Fire rule.
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The Gun must meet Intensive Fire requirements and is marked with an Intensive Fire counter afterward. A weapon incapable of Intensive or Sustained Fire cannot use A8.41 to obtain that extra shot; IFE/Sustained Fire is a separate case where applicable.
References:
- (A8.41) Multiple ROF/Final Fire — specifically requires Intensive or Sustained Fire for a First-Fire-marked weapon’s extra adjacent/same-hex attack.
- (C5.6) Intensive Fire — eligibility and one additional shot after normal ROF is exhausted.
- (A8.4) Final Fire — general Area Fire rule, qualified for these weapons by A8.41.
JUDGE REASONING
[Explanation] Yes, as Intensive Fire if capable (A8.41/C5.6), only vs adjacent/same hex; ordnance gets no Area Fire Final Fire shot and a weapon incapable of Intensive/Sustained Fire gets nothing. Matches; the +2 To Hit DRM and B# reduction not spelled out.
Does a unit in Crest status get the +4 entrenchment TEM of B27.3, and does it get any entrenchment TEM against on-board mortar fire?
EXPECTED
No +4, and nothing against mortars. B27.3 gives a unit beneath a foxhole +4 TEM against OVR or OBA attacks and +2 against any other attack including on-board mortar fire (not CC or FT). B20.92 says the entrenchment benefits of Crest status do not apply to Indirect Fire or OVR, nor to Direct Fire from any position with a LOS INTO the Depression hex, nor to fire at the Crest target not traced through one of its protective Crest hexsides. Since the +4 exists only for OVR and OBA, which Crest status excludes, a Crest unit never gets it. It gets the +2 only against Direct Fire traced through a protective Crest hexside from a firer without LOS INTO the Depression. Mortar fire is Indirect Fire (C1.1, C9.1), so a Crest unit gets no entrenchment TEM against it, whereas a real foxhole would give +2.
MODEL RESPONSE
**Answer:** No to both. Crest status normally provides +2 entrenchment TEM against qualifying Direct Fire, but its benefits expressly do not apply to OVR or Indirect Fire, including on-board mortar fire; it therefore supplies neither +4 nor +2 against those attacks.
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The +4 in B27.3 is for actual foxhole protection against OVR/OBA, and its +2 against on-board mortars does not override the specific Crest-status exclusion. Even the Crest +2 is unavailable if the firer sees INTO the Depression or the LOS does not pass through a protective Crest hexside.
References:
- (B20.92) Crest TEM — excludes Indirect Fire, OVR, and specified Direct Fire directions.
- (B27.3) Foxhole TEM — gives actual foxholes +4 vs OVR/OBA and +2 vs other eligible attacks, including on-board mortar fire.
JUDGE REASONING
[Explanation] No +4 and nothing against mortars: B20.92 excludes OVR, Indirect Fire, and Direct Fire with LOS into the Depression or not through a protective Crest hexside; +4 exists only for OVR/OBA. Exact match.
A non-ordnance Direct Fire attack is made against an unarmored vehicle in a Location that also contains enemy Personnel. Are the Personnel resolved on the Vehicle line of the IFT?
EXPECTED
No. A7.308: non-ordnance Direct Fire attacks vs unarmored vehicles or horse counters are resolved on the Vehicle (star) line of the IFT, using the same IFT DR (after any applicable modification) for any Personnel target in the same Location. The vehicle reads the Vehicle line (eliminated on a Final DR below the column's Kill Number, immobilized on equal, burning wreck at half or less); the Personnel read the normal IFT result for that column with the shared DR. Unless the attack is Defensive First Fire, such an attack affects all occupants of the target Location, Infantry and other vehicles/horses alike, subject to the cap on how many vehicle counters one DR can affect (by the column's highest KIA#) and the exclusion of a Bypass vehicle out of the firer's LOS.
MODEL RESPONSE
**Answer:** No. The vehicle is resolved on the IFT’s Vehicle line, while Personnel in the Location are resolved using the normal Personnel results on the IFT, with the same Original DR and their own applicable modifiers.
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Outside Defensive First Fire’s targeting restrictions, the attack affects the applicable occupants of the Location. The vehicle’s PRC follow the vehicle-destruction/Survival and Collateral Attack provisions: surviving PRC of a destroyed vehicle do not take an additional attack from that same shot.
References:
- (A7.308) Attacks vs Unarmored Vehicles — uses the same DR for vehicle and Personnel resolutions, but different results/modifiers; its example separately resolves the truck, Passenger, and Infantry squad.
JUDGE REASONING
[Explanation] No; A7.308 resolves the vehicle on the Vehicle line and Personnel on the normal IFT results with the same DR; all occupants affected outside Defensive First Fire. Matches; vehicle-counter cap and Bypass exclusion not addressed.
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