A round of combat is as follows (this is a simple version of the actual sequence of play):
The Giants are placed on the melee sheet and the Black Knight places his attention chit on Giant #1. He then puts his FIGHT H6 and his alerted crossbow in an attack circle, let's say he chooses "swing". He chooses to play no MOVE chit because his H6 will be undercut by all the attackers anyway. He puts his heavy armor chit in the armor oval, and his medium shield in the "Swing" oval. He stands his ground and lets the "God of War" decide his fate...
The Black Knight puts the body of Giant #1 in the "Charge & Thrust" square and his club in the "Duck & Smash" square. The Black Knight puts the body of Giant #2 in the "Dodge & Swing" square and his club in the "Duck & Smash" square with the other club.
The repositioning roll is a "1" meaning Giant #2 swaps places with the clubs and Giant #1 doesn't move. Two dice are rolled to see if the clubs change tactics. A roll of "4,5" indicates that they will remain as they are, red T4 side up. Since he didn't play a move chit, all the attacks will hit him. In the first round of combat in the day, longer weapons hit first, with ties broken by speed. Since the Crossbow (length=12) is longer than either the H5 Giants (length=0) or the T4 Giant Clubs (length=8), the Black Knight's attack hits first. The first break he's had all day!
The Black Knight guessed the wrong maneuver for Giant #1 but still hit because his attack time of "1" verses the Giant's Move time of 5. The Black Knight rolls two dice on the "Missile Attack" table to see if the crossbow bolt finds its mark. A roll of "3,4" indicates that damage will be reduced by one level which isn't enough to kill the Giant. Fortunately the Black Knight is a marksman and gets to subtract one from his roll, reducing the "4" to a "3" and the crossbow bolt does standard damage. The standard for his heavy crossbow is H* or tremendous when striking an unarmored opponent. Giant #1 is killed and both he and his club are removed from the melee sheet. The crossbow is turned un-ready side up since it hit. Now it is time for the Black Knight to take his punishment...
Giant #2 will hit his armor and the club will hit his shield. The club does tremendous damage to the medium shield, destroying it. And since it did medium or heavier damage, one wound is given to the Black Knight. He chooses to remove a FIGHT M5 chit. The Giant hits his heavy armor with heavy strength, damaging it and inflicting a second wound. He chooses to remove a MOVE M5 chit from play. His armor is turned over to show that it has been damaged. In addition, the Giant turns red side up, picking the Black Knight up! If he hits the Black Knight again, it is curtains for our anti-hero...
Since the Black Knight used a two "*" FIGHT chit, he must fatigue a one "*" or higher FIGHT chit. He chooses a FIGHT M4* to keep his heavy fight chits available for round two.
The Black Knight leaves the Giant and his club in the squares they are already in and puts his attention chit on the remaining Giant. He then puts his FIGHT H6 and his alerted crossbow in an attack circle, let's say he chooses "swing" again. Once again, no maneuver the Knight attempts will help him avoid being hit, so playing a move would be a waste of time. If he does not kill the giant this round, he will be dead! His "damaged" heavy armor chit remains in the armor oval.
A repositioning roll of "5" shifts the body of the Giant to the "Charge & Thrust" square and his club in the "Duck & Smash" square. The "change tactics" roll for the club is "3,6" meaning the club will change over to H6. Both the Giant and his club will hit since no MOVE was made by the Knight, and since the Giant is red side up, it will mean death for the Black Knight. In the second round (and any succeeding rounds) the order of attack goes by speed, with weapon length breaking ties. Fortunately the Black Knight's crossbow bolt (speed=1) will hit before either the Giant (attack speed=4) or his club (speed=4). Two dice are rolled, the "-1" aim adjustment is made, and the "Missile Attack" table is consulted...
The roll is "1,3" resulting in a "2" which gives the crossbow bolt enough power to kill even an armored tremendous monster. The Giant doesn't get his attack off, and the Black Knight lives to fight another day!
Since the Black Knight only used one single "*" chit this round, he does not fatigue.