You are given a purse, a fixed number of placements, and an order slate that is always smaller than the army you can afford. That is the game. Sixteen bodies and eight orders means eight bodies stand still, and choosing which eight is the whole of generalship here.
Artillery is plotted, not aimed. A mission goes onto ground you can see this turn and lands at the head of your next, so a battery hits where the enemy is going to be rather than where it is. That is the reason to buy eyes. A body that fires shows itself for the rest of the turn, which is the reason to hold fire. Anything you did not order can still take one opportunity shot, at reduced strength, so nothing on the field is ever quite furniture.
The Perfect General II was published by Quantum Quality Productions in 1994 and is long out of print. This is an original browser recreation: the title is kept, but the map, the order economy, the six actions, the unit list and every line of code here are new work and are not derived from the original game's data or assets. Not affiliated with, endorsed by, or connected to QQP or any successor rights holder.