The combat system is still the one on the first page.
The attacker's attack value has the defender's defending value taken away from it, the resulting number is the modifier.
Then you roll two dice for the attacker, two for the defender.
Then you add the modifier to the attacker's roll(which means taking it away if the modifier is negative).
After that, whoever's roll was the highest after the modifier has been added is the winner. The loser dies. A draw means both die. And this continues so that each attacker has had one go at the defender.
For skirmishes, a draw means a draw, neither dies. Also, the combat continues only until all the defenders have had one shot at the attacker.
BATTLE EXAMPLE
2 tanks and one infantry attack 1 tank and 1 infantry.
Tanks have an attack of 7, and a defence of 5. So the modifier is +2 to the attacker(7-5=2).
The first attacking tank rolls a 6. The defending tank rolls a 8. The modifier makes the attacker's roll 8(6+2=8) so it is a draw, and both the attacker and the defender die.
Infantry have an attack of 5 and a defence of 7.
The second attacking tank attacks the defending infantry, for a modifier of 0(7-7=0). He rolls 5, the defender rolls 7. The defender wins, and the attacker dies.
The attacking infantry attacks the defending infantry, with a modifier of -2(5-7=-2). He rolls a 9, and the defender rolls a 6. The modifier is added(but because it is negative, it is actually taken away) to give a total of 7(9-2=7), which still beats the defending score of 6. The attacker wins, and the defending infantry dies.
SKIRMISH
3 tanks attack 2 infantry.
The modifier for all is 0(attack of 7 - defence of 7=0).
For skirmishes, only all of the defenders get a go, not all the attackers.
So the first infantry rolls a 7, and the first tank rolls a 7. Neither die as it is skirmish rules.
The second infantry rolls a 8, and the second tank rolls a 6. The tank dies.
The third tank doesn't get involved as it is skirmish rules.
Finally, I will quote the artillery and paratrooper rules:
BOMBARDING= Artillery are the only unit that can bombard in the game(for simplicity). Their fire "attacks" a unit, even if it is on the offensive against the player. The bombard value has the defence value of the unit it is attacking taken away from it, and then the normal roll is made with the modifier. If the artillery wins, the unit it fired at is destroyed. If it fails, another roll is made exactly the same. If the artillery wins, it doesn't kill the unit, but survives counter-fire. If the enemy wins again, the artillery is destroyed. Artillery may fire only once during a battle.
Also, at the beginning of battle, artillery may fire at fortifications instead of at units. If it rolls below a 5 on a 2 dice roll, it succeeds in destroying one line of fortifications. Artillery that has fired on fortifications cannot fire at units in the battle that ensues.
PARATROOPERS= Paratroopers can be loaded onto a transport aircraft, which can carry only one paratrooper regiment at a time. On the ground, paratroopers fight as normal infantry, but when dropped from a transport aircraft, which can also drop them across the sea onto an island, they gain a +2 attack bonus.
Transport aircraft can also ferry normal land regiments around your own territory, but these cannot attack from the transport, to do that they must attack from a sea transport, in a D-Day style landing. They do not get any bonus.
Sea transports are needed to move units around across the sea, the only other unit able to do that being the transport aircraft. The sea transport is the only one which can carry normal land units straight into combat, usually an invasion. A sea transport can carry an ENTIRE ARMY, not just one regiment.
AIR AND NAVAL COMBAT
Air units fight it out for control of the sky before any other combat, and the winner in the air can use air transports to deliver paratroopers. The loser's transports remain on the ground, as they aren't stupid enough to try a suicidal parachute drop, and their paratroopers go into battle as normal infantry. Naval combat comes next, and the winner of that can send in sea transports. The loser cannot, and any of his troops arriving by transport remain inside it. Both times, for air and sea transports, a suicide run could be ordered by the nation's leader(must be in orders), where it tries to survive one round of combat with the opposing nation's aircraft/ships to deploy it's cargo. If it is unsuccessful and is killed in the first round of combat against an enemy, all the men inside die. If it survives one round of combat, then the men deploy as normal, but the transport is certain to die as it has no guns and is outpaced by its pursuers.
There you go. Bet that's put you off
I hope not though!
Anyway, it's actually easier than it looks once you get going.
Nemesis