Using a similar control scheme to the first, Pandemic is, more importantly, adding in a tremendous amount of variation to the sequel. In the first game, the enemy was scripted, and it basically stayed passive, hiding in a place and staying there. In FSW: Ten Hammers, the enemy isn't scripted at all. It starts in different areas each time you play a level; it flanks you, and it comes after you, tracking your position. If you stay in one position too long, they'll come around using whatever weapons they have, grenades, RPGs, and they'll clear you out. The AI is smart and aggressive this time around, forcing you to move and strategize -- or you'll die. The heightened AI thus creates a game based on movement, highly advanced tactical strategy, and the use of more than just two teams. Here, you'll not only be able to control up to four teams (returning Charlie and adding Delta), you'll be able to split Alpha and Bravo into two individual sub-teams. You can send out a scout, who will run to a building corner, check the area for gunners, and respond accordingly. If a corner is chock full of enemies, he'll automatically run back without taking a beating. If it's clear, he'll wave you over automatically. This, in addition to quicker controls and faster commands, means you can cover more ground more efficiently.