From: Melbourne Australia
I recieved Memoir when it first came out as a present, yet I haven't opened the piece packs to play a game yet. I did notice that many of my plastic pieces do need straightening! I was very surprised to find that both Memoir and C&C:A were designed by the same guy, Richard Borg (not Berg!), who also designed the game that started it al off, Battle Cry.
For solitaire play, C&C:A seems to offer itself better than Memoir because though you can see each player's hand, there is an immensely greater force variety in C&C:A than Memoir's simple armor, infantry, arty, meaning more concentration required to your own strategy.
What this implies is that the player in C&C:A is really forced to worry about just his own hand at a given time in order to create the best force match ups and positionings possible. Then on top of that, the defender get's to "Battle Back" each combat if able - meaning whatever card you play in your turn, you run the risk of an immediate answer - not based on the play of any defensive card at all! The defender sometimes has the option to "Evade" meaning that some of your offensive punch gets watered down whilst the defender acts out a fighting withdrawal. Leaders, fate and Mother Nature can then stymie a retreat. Force types greatly change the make-up of a single combat.
In other words, so much can take place in a turn that the play of a card merely determines where it all takes place as opposed to predicting how it will all turn out, like so many other card driven games.
The net result is that, as a solitaire player, you do not get to worry about what you've seen in the opponent's card hand, because the opponent is already reacting to you in your turn without needing to play any cards at all! This simulates so well a feeling of chaos and continuous battle and goes to the essence as to why I rate this game so brilliantly for solitaire play.
You really forget to worry about anything than what's before you. There is no card discarding! You basicaly find yourself in a world where orders are given but it's in the lap of the Anceint World as to how your communications get carried out. Further, you regularly find every point along the front needing attention but seeing that the board is broken into sectors (left, centre and right) whilst your enemy my be pushing along the right, you may well see a need to push along the opposite flank. Both solitaire minds then, frequently find themselves deep in their own strategy and suddenly needing to come up for air, to react. It's just an awesome feeling of era and solitaire command.
It's a world where horses hate camels, elephants scare horses and no matter whether friend or foe, if an elephant starts to retreat, everyone close by suffers! How can you even think about your opponent's cards when you've set in motion your enemy's twin tuskers and they're trampling everything in sight!