The first strategy game I seriously played and loved was Dune II: Battle for Arrakis. Before that, I was absolutely not interested in this genre. I never found it particularly exciting to virtually push some combat units around on a map. But Dune 2 nevertheless cast its spell on me and has not let go of many of us to this day. A whole bunch of successors poured over the audience in the years that followed. However, these clones soon lost the appeal of the new. Perhaps I would have found these fresh ideas in other – less well-known – representatives of the genre back then. In search of such pearls, I enter the famous hexa fields of The Perfect General II.
The Holy Grail... so many people searched for it... and died searching for it. Well, Indiana Jones didn't die in the attempt, but even he still didn't get it. The Holy Grail of the strategy / wargame genre has always been combining the two classical sub-genres: 'global' strategy, i.e. raising your armies, sending them to invade your neighbour and taking care of the infrastructural questions surrounding it, and tactical 'battle simulations', typically in the form of moving single units around on a hexagonal landscape. Crossing that rift and molding it into a consistent, single game - the dream of every game designer involved in the genre and of course also every fan. Even the great Sid Meier tried at one point, and admitted his failure saying that although both parts of his game had worked well individually, the tactical parts took so long that the players would forget about the situation on the global level, making the switch back to it after a battle close to impossible.