In Full Spectrum Warrior, it's fair to say that the majority of your time was spent figuring out ways to flank enemies who had taken positions behind cover, or, if that wasn't possible, attempting to flush them out with grenades. Those two tactics will still have a place in Ten Hammers, but as you progress through the new game you'll find yourself in numerous situations where the tactical options that were available to you in Full Spectrum Warrior simply wouldn't get the job done here. It's fortunate, then, that you'll have plenty of new commands at your disposal, some of which make Ten Hammers feel like a very different game from its predecessor. The ability to split up your two squads of four soldiers into four squads of two, for example, is a significant addition that will let you attack enemies from multiple positions without needing to have all eight of your men operating in the same area. Ten Hammers' new combat effectiveness system--which alters the performance of your soldiers based on the level of support they're getting from colleagues, the quality of their cover, and such--will ensure that there are pros and cons to consider every time you split or combine squads. Precision-firing techniques will be less effective if the soldier attempting to use them isn't being covered by a full complement of three squadmates, for example.