Phil Fodera wrote:
Hi Paul,
Thanks for the welcome. Sorry I wrote the wrong title, the name of the miniature rule set of Sons of the Desert. It's my friends rule set and we played a scenario based on the Sahara Desert 1888. The rule set was completely lopsided as I was outnumbered 10 to 1 and outflanked.
Thanks for the information on Open General, I definitely want to try that game. I have played Panzer General, Panzer Corps I and II and will definitely like Open General.
Of the three games you recommended which is best for beginners? Which is best for solo play ? and which one is your favorite? I see WDS has a winter sale so I may buy a few.
Thanks again
Best for Solo PlayI would not recommend any of them as I have a very low opinion of the AI in those games. If you can not easily defeat the AI I would recommend a comprehensive reading of the information in the Training Academy, the CSA War College or pay a visit to the Southern Raiders War College (where I, and other Confederate members, will be pleased to answer any specific enquiries).
Best for BeginnersI would say Campaign Shenandoah. It has many well-balanced scenarios and the maps are not large. It was the one I started with and I played a game with just a couple of months ago. Although I now prefer them, the scenarios with large maps and many units can be confusing until you become accustomed to the games.
FavouritesBased upon those that I have played the most games in, I would say Antietam (both Manassas battles and some other good scenarios), Chickamauga (Perryville scenarios and Chickamauga plus variants [I'm currently playing Chickamauga, a great scenario but easy to lose if you don't play it right] and Shenandoah (Good's Farm and Cross Keys and their variants are great).
However, I do love the massive scenarios that appear in Overland (e.g. Fourth Epoch - 208 turns) and Peninsula (e.g. Seven Days - 407 turns). You need to find a good opponent before you embark on the big scenarios as slow responders would make them tedious affairs. I would recommend sticking to 'one-dayers' (less than 30 turns) until you find an opponent who does not dawdle [the devil tends to find work for idle hands].