Thanks for the feedback!
What you are looking for may be found in this thread
https://leadadventureforum.com/index.php?topic=149095.0This is where my wars of the roses campaign is being written up. Though it is mostly narrative in focus, it does provide some details on how the game works.
Yes this system could easily cope with Lord of the Rings or Game of Thrones style fantasy battles

within the rules set there are the example thematic settings, though these are already being expanded on by the supplements (such as 'Orrible Medieval Men).
One thing that makes the rules different is the army morale system, where your forces losing their will to fight decides the battles rather than just purely causing the most casualties. It also removes the need to end the battle after 6 turns as so many systems force you to do, while also removing any maths required to determine which side won the battle, you will be absolutely aware if you have won or lost.
Games of 'Orrible Little Men are often closely fought, with both sides struggling to maintain any advantage they can get, leading to tense battles right to the end. Sometimes, like in history, one side will take the advantage early on and, under the right player, be able to press this advantage to victory, though only a few setbacks can give your opponent the momentum to defeat you.
The second thing that is relatively unique to 'Orrible Little Men is that it does not use special rules for units as such. Every player has access to the same profiles. However, if the players choose, they can use the Army Archetypes from the thematic settings in the rules manual, or the supplements, which provide the players with a single special rule that affects one of their units.
Other than that, the things that make 'Orrible Little Men fun are not necessarily unique, but I did not find them all together in one rules set. For example, both players act during each phase of the turn, rather than one player watching their opponents army move, charge, shoot and fight in melee, which I found pretty tedious in other games

Also, units make "impact strike rolls" immediately when they charge, which gives every unit in the game a reason to charge rather than be charged. The fact that these are immediate means that they happen, then the players move on, rather than having to keep track of every single unit on the battlefield that charged when it comes to the combat phase.
These are some of the reasons why I designed the rules this way, and why I love using these rules. They can also handle armies from 20 to over 100 models with ease. The easiest way to predict the average length of time it takes to play a game is to add 30 to the points value of your army, this gives you how many minutes to expect the game to last (eg. a 60 point game would take roughly 90mins usually).
Hope this helps! There will be more posts about how to play the game very soon but it's very new to the market and it is my first release. It is my hobby and it will take time to form content.
Thanks again
