Hi, Adam Gruen here. I designed this game when I was 16 years old. I'm 51 now, so I have a little bit better perspective on what it *should* have been. But the game has to be understood in its own historical context.
Its origin, of all things, was a fusion of two old SPI game systems. The titles escape me at the moment, they will come to me, I'll edit them in later. One game system featured geomorphic maps that could be folded every which way but loose in order to provide a near-infinite number of possible maps. This was the basis of the Lords & Wizards gameboard. Strategy One, I think it was called. The other SPI game was a tactical simulation of ancient & medieval warfare. Utterly terrible, but it had nice pieces. What I did, quite simply, was create a game system with my friends in which we used the pieces of one game on the map of the other.
Overlaid upon this, was a vague knowledge of types of fantasy troops as mentioned in Tolkien's Lord of the Rings, e.g. Ents, Trolls, Orcs, Elves, Dwarves, Dragons. (No hobbits?)
Now, this was fundamentally all wrong. For starters, medieval period warfare should not be hex-and-combat results table. It should be all about leadership and morale and maybe supply, and the game map should be point-to-point. If I had to do it over again, I would have done it completely differently.
Also, the game itself suffered from inadequate playtesting. Which was partly a function of the asymmetry of effects for those darned random luck element counters. I think there were some magic items, that could be found, that were too powerful. And too trivial. In some respects it was a precursor to something like the Futuristic Weapons Table from Axis & Allies, in which a player could spend some god-awful amount of game resources to develop a stinker like Super Submarines, hoping instead for Heavy Bombers. Bad game designer, bad!
But anyway. Aside from the questionable graphics, cheap counters, and bizarre game system, keep in mind, it was designed by a kid! It wasn't half bad.