First, you can now control any team from the position of any other team. This seems like a simple and obvious mechanic, but the original game forced you to switch to each team to move that team. Now, you use a simple button to cal upon any of four teams to flank, attack, and/or suppress. You can also split any team into two. Thus, each team of four can be maneuvered to cover a second story building while the other team ascends stairs and snipes enemies from a higher vantage point. You can send out scouts, so they will run to a potentially dangerous area, check it safety and then call you over. If there is gunfire, the scout will run back. If there is none, he'll instantly call you over. You can control tanks just like an extra team. They are vulnerable to RPG shots, but they are very powerful, creating a diverse set of options to use when encountering a particularly tough enemy. When controlling a Bradley, they shoot a 50 caliber machine gun or they launch the big cannon. Either way, the Bradley is a freakin' mama. You can move "Hot," which means your men will move with guns at the ready. When they reach their destination, they instantly fire. This move is the best indicator of just how fast and instant the pace of FSW: Ten Hammers is. Your enemies are not scripted. They move dynamically. The see you, they hide. You throw a grenade, and if they see it, they'll instantly run from it. Of course, you also have many more grenades and you can throw them farther too.