Combat
Phase 1 - All units may move
Phase 1.2 - Apply Combat Modifiers
If you have any special generals that give modifers to your troops, apply those now. If you have any troops landing from tranports or crossing rivers, apply those penalties. Remember that no attack level can drop below 1.
Phase 1.3 - Generals distribute bonus points
Any generals you have in your force may now distribute their bonus points to select units within your force. Points may be divided any way you want, but remember, the bonus points given can not raise a single unit's combat (attack if for attacking units, defense if for defending units) rating above 9.
Phase 1.4 - All units may attack, that can
To make your attack rolls, roll 1D10 for each unit you have attacking. Each unit must roll equal to or under its stated Attack Value to score a "hit". Keep track of the number of "hits" that you roll.
Phase 1.5 - All units defend, that can
To make your defense rolls, roll 1D10 for each unit you have defending. Each unit must roll equal to or under its stated Defense Value to score a "hit". Keep track of the number of "hits" that you roll.
Phase 1.6 - Players distribute damage to their units & remove destroyed units
Each player must select of its units to remove for each "hit" the only player scored.
Phase 1.7
Repeat phases 1.4, 1.5 and 1.6 until one side has been eliminated.
Naval combats are conducted in the same fashion, excepting they have no combat modiers. If a transport ship is selected as a "loss", any units that transport was carrying are also lost, but do not count as a loss for player distribution of damage.