As a former "Elric!" GM I think I could be of some help. You could also check the RQ rules, since everything combat related seems to come from there.
Another thing is that all these rules are BRP rules but are not always exactly the same. For example it depends if you are using the Fumble/Failure/Success/Critical Success/Impale system, found in Elric! and sometimes CoC, or the Fumble/Failure/Success/Special Success/Critical Success which is found in BRP yellow book. They are not the same but they actually only differ in some details.
A simple example with the first system.
Eternal vs Christian.
Eternal is a legionary wearing the common armor and helmet, let's say 1d6+1 protection and has a light spear (50%), 1d6+1 +db, and a square shield (50%), which is too heavy for a human to effectively hit but can be used to knock back. Christian has grabbed a gladious(40%), doing damage 1d6+2 +db. They engage face to face in a space well lit (other wise both would have penalties), none of them is surprised and none of them stands in position higher than the other (otherwise one of the would have bonus 10%-20%).
Eternal has DEX 11 and Christian 14, but Eternal has a long weapon vs Christian short, so he gets to attack first. Christian declares he will try to Dodge the attack, not to parry it with his sword. This is very important here since Dodge would allow him to CLOSE IN the longer weapon. Eternal rolls 55% a failure, but Christian still has to Dodge (44%) and rolls 88%, a Failure. End of Round 1.
Eternal attacks again, this time for 28%, a Success. Christian rolls Dodge for 13%, a Success and closes in. Now he can attack. Eternal declares he will try to parry with his shield. Christian rolls 40%, a Success. Christian parries for 99%, a Fumble! Now in Elric! there is a Fumble table I use. Let's say he hits his own face with the shield for 1 point of damage. The sword strikes home for 1d6+2 +1d4 (the db), all in all 6 points of damage. eternal rolls for his armor and comes with a 7, the armor absorbs the damage.
Christian is now in the spear's guard, he attacks first since his DEX is higher. Eternal declares he will parry and that he will drop the spear to grab the knife from his belt. This will not let him to attack on this round. Christian rolls 35% and strikes, but Eternal rolls for 45% with his shield and blocks the sword, drops the spear, draws the knife.
Christian attacks with the sword for 20%, a Success, but Christian blocks for 09% which is below 1/5 of his skill with the shield, hence a Critical Success. He blocks the sword and gets another attack with the other hand. He attacks with the knife for 90%, a Failure. Now is his turn to act and attacks again (his normal attack for the round). He rolls 12% but Christian parries for 38%. Both are Successes so the attack is blocked.
Christian attacks for 05% This is a Critical Success and if Eternal can not parry this would mean double damage. Eternal parries for 50%, this is a Success, so the attack passes but does normal damage. Christian rolls for 10hp and Eternal's armor hold just 2. This is 8 hp of damage and since Eternal has 12hp altogether this is a Major wound (you need a major would table here...) This would at least mean that Eternal can stay capable of fighting for 12-8=4 rounds.
Eternal attacks for 60% a Failure.
Christian attacks and Eternal declares a Dodge. Christian rolls 20%, but Eternal Dodges for 07%. Now Eternal can disengage and run away. Christian can follow or continue with his investigation. If Eternal has run away without Dodge this would have given Christian the chance to attack with 20% bonus with no parry or dodge from the opponent.
So, before the combat round all parts (at least PCs) declare what they do. All can do one action, attack, run, move for some distance, move for a small distance and attack, and so on. Dodge, Parry are reactions not actions but they have to be declared when one is facing an imminent attack.
Having two weapons, like a sword and a shield can give the advantage of an extra attack with weapon 2, if you have parried Critically with weapon 1.
Dodge and Parry cannot be performed endlessly. For every subsequent attack on the same round Dodge or/and Parry are reduced by 30%.
There are more rules, but most of them are quite logical and easy to remember. The fights might seem tedious, but coming form a dark fantasy game with many hand to hand fights with the system I can say that it is not bad at all.
Check also this