I also recommend using all the advanced rules as Ty would say, it is both manly to do so and adds immensely to the game. The Strategem chits are the heart of the game. One uses them to enhance movement, combat, force march, intercept opponents, retreat before combat, recruit tribes, force or negate defection of enemy tribes, check out certain enemy hexes and attempt to assassinate enemy leaders. Leader counters have ratings which equal the number of chits a player can play during a turn. Chits move from Ready to Available to Expended map boxes.
Forces roll against a march table to move and fight enemies in the same hex.
Higher roll gets tact superiority and goes first. Losses are not simultaneous. First round is missle combat, then assault with heavier units, and finally pursuit. One rolls on a relatively straightforward CRT losing either combat strength points or making discipline rolls which could lead to disruption. Double disruption equals elimination.