The rules encompass most things you would encounter in a campaign.
Supply, sieges, raiding, spying and scouting, etc.
More interresting aspects are the effect of command and motivation on movement, supply, campaign [army] morale, recruitment, etc. In fact, almost all actions are governed by the quality of leadership and motivation.
As with Ager Sanguinis (derived out of Field of Battle by Brent Oman), the campaign is card and impetus / initiative driven. This means that the aspects of the campaign are broken into managable chunks, actions do not happen in a set sequence, and there is no need for orders or book keeping.
Map to table and back again is simplicity itself. The rules do not require you to have stacks, and stacks, of wargame soldiers – so most gamers will be able to use it providing they have a dozen units a side. This is not a lot for a campaign. More units means you use bigger armies to achieve the same result (I'm using a maximum of 37 big units a side, but that's because I do BIG). This is achieved by using a flexible SP system and the use of a battle 'hand', the latter can effect the SP strength and battlefield deployment options.
But, and I say this in case anyone believes I'm pushing a work of genius (however unlikely), this system is not a utopia for the purist, it is for fighting a warGAME campaign. It is for fun, and although it throws up a lot of strategic problems to surmount, at the end of the day it is a GAME! I like to have fun; I do not like to wade through paperwork, campaign diaries, muster rolls, and tables of factors as long as your arm in a vain attempt to recreate some kind of reality. The system links battles into a narative and to some purpose – and that's all it does – with lots of fun along the way.