
It just feels like an extra clicking process, when really the game could just have a courtesy to put them into the hospital for you even if it takes X number of minutes to fully heal them. When a unit is ‘injured’ (finished off), you will need to visit your hospital and admit them into the hospital. They won’t make intelligent attack patters like this unit is hurt, let’s finish him off! Each attack has a cool down that lasts one or two turns. Like a game of chess where you only do one attack instead of a RPG that might have your entire party take a turn before the enemy gets its turn. You go once, then the enemy goes, then you go. So when the front line dies, the next line becomes the new front line. When a row of units has been cleared, the rows move up. Once the battle starts, the units cannot be moved. If all of your units are out of ammo or ‘cooling down,’ you can ‘pass’ a turn. There are fire units that cause burn damage as the battle goes on. Some units can attack the entire row or every enemy on the grid as long as its not being obscured. Some troops can only attack the first row of enemies. Each type of unit / soldier has a different attack range and pattern. For the most part, on your side, each grid seems to be 3 rows of 5 with the last row only having 3. Before each battle, you pick X amount of soldiers and place them on the battle grid. With that out of the way, this game sets itself apart from other click to harvest games by having simple tactical strategy combat. If you don’t want to buy nano pods, you can slowly get them, maybe one per level you achieve. You can also buy the good units with nano pods. These nano pods let you finish tasks instantly instead of waiting X amount of seconds, minutes or hours. On the surface this is a Farmvillian ‘click harvest’ sort of game that wants you to buy micro currency called nano pods. Battle Nations has a lot going for it, great art, simple combat and the Steam version has Team Fortress 2 characters.
