I will give you some changes to make to bring this up to date. Just a few as time permits.
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Year Originally Published
1991
Current Version
2.2 2014
Contents
86-page UK A1 size page rulebook
Text
Initiative Phase Player rolls 1 Dice 6 to determine how many Player Initiative Points (PIP's) he receives this turn, then spends them so that elements or groups can move or perform special actions
To move an element, the player must spend one or more PIPs
There are two forms of combat -- Distant and Close.
Close Combat. During the Close Combat Phase, adjacent elements must fight one another. If an element has more than one enemy, only one enemy can attack.
A dieroll is made for each element, and a combat factor (determined by the element's type) is added to the result. In addition, an element might qualify for the following combat bonuses or penalties:
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EXAMPLE OF COMBAT: During an epic battle, a body of Gnomish Pikemen counting as Spears (two elements, one behind the other) are brought into close combat by an advancing Horde of skeletons.
The Horde receives a combat factor of +2, with no special modifiers applying. The Pikeman have a combat factor of +4, with a bonus of +1 (supported by another Spear-type element behind).
The Undead player rolls a "6", which with the factor (+2) results in a total of 8. The Gnomes roll a "1", modified (+5) to a total of 6. The Undead score a minor success (8 vs. 6).
Looking up the result of a minor success vs. a Spear-type unit, the player discovers that the Pikemen must recoil. (If the attacker had been Knights in good terrain, however, the Pikemen would have been removed from play!) The lead element recoils, immediately bumping into the supporting element of Pikemen, which is then "pushed back" to allow the first element to complete its recoil.
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Distant Shooting. The same combat system is used for ranged combat, with the exception that the attacker is immune to adverse combat results (unless the enemy is capable of firing back, [omit and chooses to do so]). The attacker must be able to trace a clear line of sight to his intended target, and must generally be facing in that direction.
Artillery has the special restriction of only being able to shoot during [omit the enemy player's Bound, and only if it didn't move or pivot in its last Bound.] its own Bound but not if it moved. No ranged attack may be made if the firing element is in contact with an enemy.
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This fixes up the text.
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The Campaign text is not necessary
The Army lists have changed, I will get to these later