Don't let the page count deter you. It's actually a quick read and doesn't contain a large number of rules. Quite the opposite. In fact, I could teach someone to play in about 15 minutes.
The rules are written in what I consider to be a very intuitive format, and the designer does a good job of anticipating any questions you might have and explaining them then-and-there. There are also designer's notes type sections throughout the book.
About the game?
Players alternate activations during the games two main phases. A player may activate up to 6 models that are in direct base contact (formation). A model can perform any action that is available to it. There are NO move,shoot, or magic phases. Models simply act.
Players alternate activations until one player has activated all of there models. At that point, the other player may take 2 activations before they move to the next phase.
Effective activation of your army and disruption of formations is an important skill. Because players alternate activations, you can set-up feints and traps as well.
Melee is dynamic. Models have split damage profiles, so that some are better at facing infantry, while others excel at tacking out cavalry, monsters, and beast.
Momentum changes every turn, so you never know if your going to be acting first. There's also the chance that a cut scene can occur. That's something like the Matrix meets 300.
The games has layers and layers of strategy with no convoluted rules. No tables and charts. Just tactics and choices. Easily one of the most tactical games I have ever played.
You can use it for medieval skirmish and fantasy.
I love the rule for the giant. Magic is useful but not overpowered. I'm sure I'm forgetting a lot! If you have any specific questions, I'll do my best to answer them.