īritish riflemen, distinguished by the green jackets, rip American militia. The absence of a true skirmish formation takes away an essential part of American warfare. Instead of a loose firing line, this order creates a hollow square.
An inexcusable mistake which hurts play is the “Skirmish” formation.
The difference between the two can be seen in the unit information icon which displays the likelihood of panic and events that cause panic. Individual units can range from elite troops to the rawest militias. Mixing types in groups diminishes the group’s effectiveness. Artillery constitutes a different type of unit as does cavalry. The game’s ability to choose between fast and slow modes with a slider to adjust speed within those modes keeps Divided Nations from only being a clickfest but can make play tedious. This feature would be nice if games have small numbers of units but most scenarios have many troops. Holding down the right mouse button and dragging creates a “ghost” outline of how the line will face upon release. March formations are easy to use but deploying into line becomes unwieldy because the line initially forms at right angles to the march axis. American Conquest: Divided Nation – Game Review (PC) By Jim Cobbįormations are key to play.