_____________________________________________________________confederacy
walkthrough
Mission 1: Strategic
Retreat
Objectives:
ò Eliminate enemy
units along the canyon path
ò SevÆRance Tann must
survive
ò Count Dooku must
survive
This mission is
time-critical, so itÆs a good idea to keep moving. Right from the
start, if you use SevÆRance to explore toward the east and south
of your starting position, youÆll find some reinforcements that
you can bring with you. YouÆll find several Trooper Recruits here
mixed in with the regular Troopers. YouÆll want to separate them
out and assign them their own command group because they move much
slower than your other troops, and if you group them all together
your army will be moving as slowly as the Recruits.
As you move up
along the canyon you encounter several groups of Clone Troopers,
which are easy to dispatch with your troops and with SevÆRance
herself. SevÆRance is a skilled fighter in the fencing style of
lightsabers, much like Count Dooku. Remember that her hit points
regenerate, so she can take a lot of punishment (on Hard mode you
have to watch out for Bounty Hunters, though). YouÆll acquire more
troops along the way, so remember to add them to your main attack
group.
If youÆre careful
and search along the canyon walls closely, you can find several
hidden areas with extra units to be picked up, including some
Strike Mechs and a Mech Destroyer. Tann can be useful for taking
out the hardier Republic units, such as their Mechs or Jedi. Let
your troops handle their troops.
Toward the end of
the mission youÆll encounter Two Assault Mechs. DonÆt let your
troops stray into their fire. SevÆRance can handle these baddies
on her own because of their minimum range. After this youÆll begin
to encounter Jedi Knights, which can kill your troops pretty
quickly. Again SevÆRance does well at stopping them. You can also
acquire a couple of Bounty Hunters to help you with the last
fight: they are located in a cleft in the upper-left wall of the
canyon after you first encounter a Jedi (and acquire some Grenade
Troopers). The final group consists of several Jedi and Strike
Mechs as well as Clone Repeaters. At this point you shouldnÆt need
to use SevÆRance if you have the Bounty Hunters, and the Repeaters
can deal a dangerous amount of damage to her if you arenÆt
careful. Once you clear out this area, Count Dooku should arrive
soon to complete the mission.
Mission 2: Building
the Army
Objectives:
ò Build 20 Strike
Mechs
ò Build 20 Mech
Destroyers
ò Escort the army back
to your transports
ò SevÆRance Tann must
survive
ItÆs wise to play
this mission defensively, as the Republic has a well-established
base on the platform and you donÆt have to defeat them to win.
From the start, notice the large semi-circleûshaped craft to your
left (your transport ship) ù this is where youÆll need to bring
your army when itÆs built. Now bring all of your units toward the
east, where youÆll find your initial base of operations. Start
building workers immediately and set the workers you already have
to gather food from the mynocks around the command center. ItÆs
also a good idea to research the Motivator upgrade in your command
center. Take your military forces (including SevÆRance) and power
droids further along the path of the platform. YouÆll pass by a
large patch of Carbon and a large patch of Food stockpiles. (At
the food patch youÆll capture a storage facility that will tribute
you extra food instantly.) YouÆll eventually need to harvest both
of these patches, so leave one of your power droids here. For now,
continue building workers and moving your military and other power
droids further along the platform. Just after the food stockpiles
the platform path splits two ways. Send your power droids and
SevÆRance to the northwest, and leave your troops and AA mobile at
the intersection to guard it.
By now youÆll
want to begin assigning more workers to carbon. You need a lot of
food to get the workers you need, but you need more carbon than
food to build all the mechs required to complete this mission.
Another good idea is to begin mining the ore patch near your
command center, and begin moving workers to the large Carbon and
Food stockpiles you found along the way. Build Food and Carbon
Processing centers at these places to gather quickly, and donÆt be
afraid to build multiple centers for greater efficiency. Use the
power droid to power the centers while you research the upgrades
in them to make your workers gather faster. Now take a couple of
workers and use the ore you are collecting to build a turret or
two at the intersection where your troops are.
If you continue
toward the northwest with SevÆRance and your power droids, youÆll
find two Mech Factories. Make sure to power them and have
SevÆRance protect the power droids. Begin building your mechs, and
remember to set the gather point for the Mech Factories at your
original starting position, so theyÆll automatically gather where
you need to take them. Bring a worker up to your Mech Factories
and explore toward the northeast of them, where youÆll find a
passageway. Build a couple of turrets at the entrance here as
well. The Republic will eventually try to come down that way and
take out your power droids. All you have to do now is continue to
gather resources and protect the two areas where you set up
turrets. You may need to build some AA troops to aid your Mobile
in air defense, as the Republic sometimes brings more fighters
than your single Mobile can handle.
Mission 3: Perilous
Dealings
Objectives:
ò Find Boorka the Hutt
and eliminate any of his henchmen you encounter
ò SevÆRance Tann must
survive
ò Destroy the
spaceport in the Republic Trade Outpost
ò Take out the Jawa
camp to acquire worker droids
ò (Optional) Trade
with Mos Osnoe Spaceport to increase your Nova supply
Again, itÆs to
your benefit to move quickly and not give your enemies time to
build up an army. Right at the start, organize your units into
command groups and then move along the path to the southeast.
YouÆll encounter BoorkaÆs henchmen along the way, and they deal
damage like Bounty Hunters, so itÆs good to keep SevÆRance back
during the fighting. If you keep following the path, itÆll turn
south and bring you to Boorka, who will strike a deal with you:
Destroy the Republic spaceport to the south, and heÆll give you
the information you need.
At this point
youÆll be told to take out the Jawas to get worker droids. Head
west with your forces to find them; theyÆre easy to defeat with
your troops. With your worker droids you can now start building
your base. (A good place is north of Mos Osnoe, where youÆll find
plenty of resources.) At this point, you should also send
SevÆRance and a couple other units to the east part of the map.
DonÆt stray too far south, or youÆll encounter the very large
Republic base. At the middle of the southeastern edge of the map
youÆll find a herd of banthas being guarded by sand people. Kill
the sand people, then send your newly acquired banthas back toward
your base, and assign whatever units you brought with SevÆRance to
guard the banthas. (That way, a Republic scout wonÆt steal them
from you while theyÆre headed to your base.) Also, be careful not
to send the banthas through Mos Osnoe, as there are a couple ally
units there that may steal some of them from you. Explore just
south of where you found the banthas with SevÆRance, and youÆll
find a holocron that you can pick up with her and bring back to
your base.
Set up your
military units just to the south of Mos Osnoe to stop any invading
forces. Take three of your workers and build a Carbon Processing
center and an animal nursery and begin collecting carbon. YouÆll
need housing before you can start building any workers, so you
donÆt need a command center right away. Take your one other worker
to build houses, and use the houses to your advantage ù build a
wall with them to secure your base. You can test your house-wall
for gaps by sending your worker to a point immediately on the
other side of the wall. If the worker goes all the way around the
wall you know itÆs free of holes. Watch your pop cap and begin
building a command center with your other workers a little bit
before you have enough houses to support new workers ù this way
youÆll be ready to start building more workers as soon as the
command center is up. Drop the holocron in your base and explore
north of your base with SevÆRance, and youÆll find another
holocron to bring back. Build a Sith temple as soon as possible to
put the holocrons into to generate free nova. Also build a
spaceport to trade with the Mos Osnoe spaceport ù this brings you
an extra nova bonus when your first cargo ship reaches the
spaceport.
Remember to
defend your base from air attacks, and begin pushing south with
your forces. Once you reach tech3 build a forward fortress and
shield generator, then go for tech4, bring in Cannons and Air
Cruisers, and protect them with Repeaters, Mech Destroyers, and
any other units you like to support with. The Republic base has
many turrets and fortresses defending it, so a slow push with
long-range bombardment is the way to go. All you have to do is
destroy the spaceport in the center of the base, so itÆs possible
to rush in there with Mounted Troopers or Reeks once the perimeter
defenses are down. Watch out for enemy Air Cruisers ù they can
take out your whole army if you arenÆt careful. Build at least 5
AA mobiles to prepare for this possibility.
Mission 4: Pressing
the Advantage
Objectives:
ò All Decimators must
survive
ò Defeat the Republic
bases and capture the Decimators
ò SevÆRance Tann must
survive
The first order
of business here is to begin scouting and mining carbon. YouÆll
find herds of banthas to the immediate east of your base, a short
distance away to the northeast across the river, and near the west
corner of the map. Grab them quickly, otherwise the Republic will
find them and take them first. ItÆs a very good idea to build a
wall of houses to shut off attack routes to your base, as the
enemy sometimes attacks with strong forces early. Be very mindful
of gaps between the houses and carbon patches/trees, as the enemy
tends to sneak through difficult-to-see gaps. YouÆll want to build
Troopers early, as well as Anti-Air Troopers. ItÆs very possible
to play this mission defensively as well as offensively. You can
wall off, build up your forces, and research the tech levels
before attacking, or you can hit one of the enemy bases early and
take their resources (on the sides of the map only ù donÆt attack
the north base until you have a significant force).
The controllable
animals in the nursery are particularly effective on this mission
ù you can use the Nexus to perform worker raids, and large masses
of Reeks are great for taking down buildings in the bases. Build
lots of troop centers and nurseries in your forward bases to
produce a continuous wave of animals and troops. Artillery is also
useful for handling the larger forces that will come at you once
you press on the northern base.
Make sure not to
destroy the decimators, and remember to protect them as well ù
once you capture them the Republic will try to destroy them.
Building an AA turret next to each will help protect them.
Mission 5: Opening the
Wound
Objectives:
ò Destroy the Republic
transmission tower
ò Escort the Data
Droid to the Decimator facilities
ò Destroy the
Decimator Facilities after unlocking the operational codes
ò Escort Tann and the
Data Droid back to the landed Confederacy transports
ò Data Droid must
survive
ò SevÆRance Tann must
survive
You are
surrounded by enemy bases on all sides at the very start of the
mission, so tread carefully. First off build a command center next
to two different resources; keeping in mind you may want room to
farm around it later. Take your military forces, including
SevÆRance, and move them to the southern tip of the island. YouÆll
capture several transport ships. Board your army onto them and
head east. Disembark on the shore there and head northeast with
your army. Remember to scout your island ù there are a lot of
resources, including nerfs, to be found on it. YouÆll also find
nerfs on the mainland with your army, and if you capture them load
them onto your transports to bring them back to your base.
The transmission
tower is surrounded by turrets and a few troops. Send SevÆRance in
to attack the nearest turret, and then use your troops to take out
the units that are distracted by SevÆRance. From there itÆs easy
to take out the transmission tower with your Pummels and Mounted
Troopers. Once the transmission tower is taken out, itÆs time to
build up your forces at home because the Wookiees will be
attacking with a lot of air and you do not start with AA units.
YouÆll want to create a strong AA grid in your base, as the enemy
will attack it constantly with air.
ItÆs possible
(and fun) to systematically remove each of the Wookiee bases,
making the later game easier, although itÆs not necessary. The
Decimator Facilities lie to the west of your base. To the
southwest of your base is a nice open area full of resources that
is a perfect place to build a forward base to take on the
Decimator Facilities. Be very careful in protecting your Data
Droid when you bring him there. Once you receive the codes, you
must destroy the Decimator facilities, and then bring SevÆRance
and the Data Droid back to your island. One way to ensure the Data
DroidÆs survival is to garrison it inside a Mech Destroyer ù just
donÆt confuse it with your other mechs and send it into battle!
Mission 6: Into the
Grid
Objectives:
ò Destroy the Power
relay on Asteroid 426
ò At least one
transport must make it to the landing site
ò (Optional) Destroy
the Asteroid Supply depots to gain additional resources and
buildings
ò SevÆRance Tann must
survive
You must navigate
a large array of AA turrets to get to the main asteroid. Luckily
your Air Cruisers out range them (this is because the Republic
does not have all of the range upgrades researched in the War
Center ù in other situations this may not be the case, which can
still be overcome by creatively using the Attack Ground command
and taking advantage of the Air CruiserÆs huge area of effect
attack). In this mission you simply can tell the Air Cruisers to
attack the turrets and they will be safe ù however, pay very close
attention to other AA turrets hiding out beyond the fog of war.
They can quickly take out your units if you are not watching. Also
keep your Fighters just behind the Air Cruisers to defend against
republic Fighters that will swarm in to try to take them out. The
shortest route through the grid is straight north. Be sure to fan
out with your Air cruisers so you clear a wide path through the AA
turrets, otherwise you may miss one that can take out SevÆRance or
your transports.
Once you reach
the main asteroid youÆll come across the supply depot if you went
straight north from the start. Once you clear out any nearby AA
turrets, set your Air Cruisers on No Attack stance so that they do
not accidentally kill your own ground units or any buildings you
may need at the depot. They only buildings there you want to
destroy are the two labeled as ôAsteroid Supply Depot.ö Once you
destroy these, the other buildings will become yours to control.
Begin building your base and set up defenses at the north section
of it, for just beyond lies the Republic main base, and itÆs
heavily defended. YouÆll want to build up a massive, fully
upgraded force before attempting to attack it. The forces located
there are well mixed ù they have almost every variety of unit
defending the base, so youÆll want to mix your forces as well.
Build Repeaters, Strike Mechs, Mech Destroyers, Bounty Hunters,
Mounted Troopers, plenty of Anti-Air, and Cannons. Be prepared to
lose your entire force in the first attack, so have a number of
military buildings ready to replenish your forces quickly. You do
not have to take out the whole base, just the Power Relay in the
north corner of the map. Pushing forward and then building
fortresses and shield generators inside the walls of their base is
a good way to do this.
Mission 7: SarapinÆs
Fury
Objectives:
ò All
energy-collection repositories must survive
ò Destroy Mt. Corvast
Citadel
ò (Optional) Destroy
all Republic forces
ò (Optional) Destroy
all energy-drill platforms
ò SevÆRance Tann must
survive
The longer you
take to build your army on this mission, the more difficult it
becomes. You have a number of Civs all building up at the same
time as you, so they will outnumber you more and more as the time
passes. However, you cannot attack right from the start. YouÆll
want to scout out and find banthas to bring back to your base.
Watch out for lava flows on the ground ù they will kill your units
very quickly if you walk on them. Build your base forward from the
start, moving east and then north along the narrow isthmus of
rock. ItÆs smart to attack the closest enemy as early as possible,
however this proves difficult ù they are defended from the start
by Assault Mechs and Bounty Hunters. If you are careful, you can
build a forward turret, then use SevÆRance to lure units toward
it. If you can take out the Bounty Hunters, the Assault Mechs are
helpless against SevÆRance and a few Mounted Troopers. The green
base can be very resilient, and may fall back and build up again
if you drive them out of their base. Use your Decimators to take
down buildings very quickly, but protect them well. Remember to
always bring AA with you as well as Bounty Hunters to defend
against the RepublicÆs strengths in Air and Jedi.
As you move from
base to base, continue researching at your home base and keep
building more military units as youÆll need all you can bring to
the final battle. If you need to take a breather and build up your
forces at any point, find the next bridge you must cross and
defend it with turrets to give you a chance to replenish your
forces. Many of the Republic bases tend to get congested later in
the game because they donÆt have much room to build on. Take
advantage of this and use Air Cruisers to take out multiple
buildings in a blast radius, as well as units getting stuck
between them. Flooding with Reeks to cause havoc is a great way to
distract the enemy while tearing down their bases. When you
finally reach the eastern corner of the map, be prepared with
Cannons to take down the turrets and fortresses at the entrance.
Watch out for Mounted Troopers that will try to take out your
Cannons. Also bring Bounty Hunters to deal with the Jedi
protecting Mt. Corvast. Finally be sure not to destroy any of the
energy collection repositories or youÆll fail the mission.
__________________________________________________________________republic
walkthrough
Mission 1: The War
Erupts
Objectives:
ò Take out the
Confederacy battleship cores to the south and east of your
starting position
ò Keep all of your
heroes alive
A large battle
between the Confederacy forces and the Republic forces are
happening just as you start the level. There will be fighting
between your allies and enemy forces while you try to complete the
objectives. This is a set piece, which means there will be no
building additional units; the units you get are pretty much your
entire force. One of the benefits for this level is you can
convert enemy units and there will be allied forces fighting as
well.
At the beginning,
create four hotkey unit groups, one for the Troopers, one for the
Jedi Heroes, one for Jedi Knights, and one for Stam. Stam gets his
own group since he must survive and is a bit less sturdy than the
other heroes. Having his own group allows you to more easily move
him out of harmÆs way.
Head east
following the ravine, and it will lead to the south battleship
core. You can use your hero units to convert some of the units
along the way; Confederacy Assault Mechs are plentiful and good
units to convert. For converting, just use the ôCö hotkey once a
hero is selected. If you want to convert a lot more units you can
assign each hero to their own group and it makes for faster
converting.
Usually by the
time you destroy the southern core your Republic allies have
dropped some transports with pummels on the eastern core. It
usually doesnÆt take much to finish this off.
After both cores
are destroyed you are instructed to head north to the hanger.
YouÆll lose control of your Troopers and Knights, take Stam and
Echuu north and there the end cut scene will play. You are
victorious, but with a priceà
Mission 2: Power Play
Objectives:
ò Gain control of the
eight Drill platforms and make sure theyÆre not destroyed
ò Escort Echuu and
Naat to Mt. Corvast Citadel
ò Capture the
Confederacy officer Zian Finnis
ò (Optional) Eliminate
all the Confederacy Forces
This is a level
where the basic premise is you have to clear a path, claim objects
along the way and eventually secure an area. This is a builder
level that entails fighting up to 4 civs, although one of the 4
will not be much opposition. There is heavy Anti-Air all around so
if you use Air, use it carefully.
Starting out,
keep your AA Troopers where they are for now and assign the other
units to their own groups, one for Troopers, Echuu, and Naat. The
Geonosian Mining Camp (Orange civ) is right by where you start
out, and they will have a small force of some Troopers and
Mounteds, these should be easy enough to take out with your
forces. At this point itÆs a good idea to position your Troopers
on the outskirts and eliminate the other buildings before deciding
to take down the Command Center.
There is an
Energy Drill Platform just northwest of the Mining Camp Command
Center, when you claim it youÆll get three workers. ItÆs not a bad
idea at this point to make a carbon-processing center and have the
workers start getting some carbon. They will need to eventually
make a Command Center to produce more workers to create an army.
You can convert
the workers one at a time with Echuu or what is a pretty good
method is to take your Troopers, set them on No Attack stance, and
target workers individually. This is a good method because almost
always since you kill them with one shot (from all the Troopers)
they will not garrison within the Command Center. Once the workers
are all gone have the Troopers and Naat take out the Command
Center. There is a turret on the northeastern section that Echuu
should take out.
At this point
after all the Mining Camp is eliminated, you can either (a) Start
building up, or (b) Harass the Confederacy Civ and slow their
building process. (But still build up.)
Option (a) is
pretty self-explanatory, however if you let the Confederacy civ
build up they could pose a challenge. If you chose option (b),
using Echuu to take out the Turrets in their base as a well as
power cores can slow them down quite a bit. Additionally placing
turrets within their base to harass their workers does well too.
If you use turrets more than one should be used, as the
Confederacy Workers will try to take down the turrets.
ItÆs not
necessary to completely eliminate the Green Civ, but removing
their buildings makes a good spot for additional areas for you to
expand. At this point teching up to Tech 4 would be a good idea.
There are two energy drill platforms in this area, one to the west
of where the Confederacy Command Center is, and one just north of
there.
The next civ in
the way is Trade Federation Prospectors. There is a Fortress just
past the Confederacy base to the right, once you eliminate that
Fortress and punch through the gate, the Trade Fed should not be
much of a threat. As this is a level in which you get Jedi
Masters, itÆs a good idea and effective to convert their military
buildings, shield gens, turrets and power cores. Once those are
down, a few cannons and the rest of your army should have no
trouble. There are three drill platforms in this area. One just
south of where the Fortress was, one due east of where the TF
Command Center, and one south from CC and a little west.
Leaving from the
ProspectorÆs base, head east across bridge, following the same
bearing continue east to claim another energy drill platform.
There is the last drill platform just south of that bridge.
Directly south from the last platform, there is another bridge
leading to the last Confederacy Army, Zian Finnis forces. At this
point building some production centers and a Fortress right before
the bridge would be a good idea.
There are a lot
of forces here: Geonosian Warriors, Repeater Troopers, Mech
Destroyers, Mounteds, Grenadiers and bounty hunters. So plan your
counters carefully. The Republic unique tech ôGalactic Senate hubö
combined with a Fortress stocked with Repeater Troopers would be a
good thing to use here. Combined with some cannons to eliminate
the Fortresses, it shouldnÆt be hard to clear out the path.
Once all the
enemy buildings have been cleared for Echuu and Naat walk them
down to the Citadel. You ôcaptureö Zian Finnis just by being next
to the Citadel, the end dialogue will play and you are victorious.
Mission 3: Never Trust
a Hutt
Objectives:
ò Meet with Jabba
ò Infiltrate the
ConfederacyÆs base and destroy their main Command Center (the
Command Center thatÆs visible to the north in the Fog of War)
ò Go to Jundland
Station
ò Eliminate the Tusken
Raiders for Jundland Citizens
ò (Optional) Eliminate
Boorka the Hutt and his henchmen
Create a group
for the Troopers, Mounteds, Medic, Echuu and a group for Naat.
DonÆt worry about moving the workers, as youÆll not need them yet.
Moving just
northeast of your location reveals Jabba, he wants to help but
canÆt, he does tip you off to the location of the Confederacy
Command Center which youÆll later have to destroy.
Proceed just
outside of JabbaÆs area and youÆll run into the Jundland citizens,
they will tell you they need you to eliminate a Tusken threat
before they can help. Directly east of the Jundland citizens are
the Tuskens. The first 4 are 3 Melee and 1 Riflemen; lure the
melee ones back with Echuu and use him and the Troopers to take
them out. Keep the medic close at hand since they can be pretty
damaging.
There are some
BoÆMarr monks near that might help you if they get in visual range
of the Tuskens. Next up are some more Melee ones, some Bantha
Troopers and more Riflemen. Echuu can convert the Riflemen on the
ledge, which helps. In the back section of the Tusken area there
are some tents, be careful about trying to destroy too many at
once, because as soon as the tent is destroyed more Tuskens will
pop out. This includes the fierce Tusken Mother, and the Tusken
Child, who is a junior lightweight boxer. There are some Banthas
back there, and you can try to move them to your location, however
if there are the BoÆMarr monks in the way you wont move the
Banthas past them. By putting a nursery where the Banthas are
presently at, you can avoid this.
YouÆll get 2
power Droids, resources, and an extra worker for completing the
Tusken objective. At this point take your 4 initial workers and
build a bunch of prefabs, the area where you start out is a good
place to place some, but make sure to save 275 carbon for a
Command Center.
A good place to
set up camp is in the southern area below Jundland station, right
next to the carbon, Ore, Nova, and Rontos. If you build too far
north youÆll attract the attention of the Way Station as well as
BoorkaÆs forces well before you are ready to fight. There are more
Banthas among the carbon as well. ItÆs recommended that you
garrison them in a nursery as there are enough food sources such
as Rontos and Dewbacks to get you started, and the food trickle
will be useful later on.
As you build up
youÆll encounter some of the Confederacy forces this will usually
consist of some Troopers, AA, Artillery, Mounteds and Grenadiers.
Teching up quickly is usually advisable. Some well-placed turrets
along the north end of Jundland, by the Moisture farm can be very
useful. Before tackling the Confederacy base, itÆs recommended you
tech up to tech 4.
Once in Tech 4 a
Fortress and some military buildings near the ore patch in
northern Jundland is a good offensive spot, from here you can use
cannons to slowly take down the Fortresses, Turrets and Gates.
Again the Galactic Senate Hub upgrade is a very useful upgrade
here.
There is a lot of
AA present on this level, so be careful about using air; Air
cruisers on this level can be helpful if mindful of all the AA
turrets. The Confederacy forces will mostly consist of Artillery,
Troopers, AA, and some Air so plan your army accordingly. ItÆs not
necessary to totally eliminate the base, only to take out the main
Command Center.
If you want to
complete the optional objective to eliminate Boorka, a fun way to
do itÆs to build shielded Adv. Jedi Starfighters in a group of
about 15 to 20 and swoop in, kill Boorka, and swoop out, which
results in 5,000 nova tribute, more than paying for the
Starfighters.
Once the Command
Center is destroyed victory is yours!
Mission 4: Laying the
Foundation
Objectives:
ò Find and kill Plure
Barron
ò Destroy the Mining
facilities
ò (Optional) Destroy
the secondary mining remotes
ò Keep your Heroes
alive
This is a unique
level because itÆs a builder level, but you cannot farm (except on
Easy). Since your other food sources are mynocks and some food
stockpiles, itÆs a good idea to try and take down the enemy
nurseries and steal their nerfs. However do not slaughter them,
use them as a food trickle in your own nursery. Additionally there
are a lot of other resources like Nova and Ore on the map, so
buying and selling resources with a spaceport is viable option.
Assign your units
to three groups, one for the Troopers, one for Naat, and one for
Echuu. Have three of your workers build a command center near the
carbon where you start out and have the other worker build some
houses and one nursery.
Just to the south
of where you start out is a medium turret, have Echuu take this
out. There is generally some Trade Fed Workers milling about this
area near the carbon, so you can use Echuu to convert a few of
them. Use your Troopers to kill the rest.
In the eastern
middle section of the map there is a nursery with some nerfs
around it, rush either Echuu or Naat over to that area to claim
them and move them into your nursery. Do not slaughter them. There
might be a few inside the nursery too so destroy that.
Continue to
produce workers, and put them on carbon, every now and then take
sets of 5 workers or so off carbon and build some food processors
near the food stockpiles. There are areas where there are food
stockpiles next to mynocks, so these are ideal locations.
At this point you
primary concern should be teching up, but have some military
ready, as the Trade Fed will attack eventually. You can go down
south to harass them and take out their power cores with Echuu,
but advanced turrets protect the main base so it will be a little
while before you can break through that. There are two more
nurseries below to destroy and take any nerfs/banthas as well.
ItÆs a good idea to build the nursery close to the enemy
nurseries, as the TF workers will try to claim them back to their
side.
You are limited
to a pop of 75, but there is plenty of Ore, so use Fortresses to
your advantage as offensive weapons.
If you get low on
food, be sure to mine Ore or Nova and sell it off.
Your enemy will
use quite a few Pummels and Artillery; make sure you have some
melee counters such as Mounted Troopers handy. Quite a few
Destroyer Droids will be used; Echuu can convert these, but make
sure you have some Mech counters as well. In Tech 4 fully upgraded
Grenadiers (Explosive yields with Grenadier Training) is excellent
to use against the highly Mech based army of the TF. These mixed
with some Mech Destroyers should more than handle the Mechs.
The Plure Barron
is located in the Command Center just outside the main base;
youÆll notice a garrison icon on this Command Center. Once the
Barron is eliminated, all that remaining is the mining facilities
within the main base. Air Cruisers and/or cannons work well for
this, but there are some AA turrets (un-upgraded, which the Air
Cruisers will out range) around this area as well.
Once the mining
facilities are destroyed victory is yours.
Mission 5:
TemptationÆs Folly
Objectives:
ò Destroy every
Decimator Factory
ò (Optional) Destroy
Anti-Air Turrets to allow Air Transports to drop reinforcements.
ò Locate SevÆRance
Tann
ò Hero units must
survive
Echuu and Naat
are hot on the trail of Tann. This is pretty straightforward, you
have a set amount of units and you are required to push through
and destroy specific buildings along the way. There are AA turrets
that if destroyed result in extra units to use. You have Heavy
Artillery in this level, and while they are not crucial, they can
outrange the defensive structures, which is very useful.
Create hotkey
groups for your Repeaters, Strike Mechs, Mech Destroyers, Pummels,
Heavy Artillery, Echuu and one for Naat.
As you move north
youÆll encounter a group of Wookiee units: Repeaters, Grenadiers
and Medics, you can group the Grenadiers with the Mech Destroyers
and putting the medics with the Repeater is not a bad idea. As you
proceed west youÆll encounter some enemy Troopers and Grenadiers ù
your Repeaters can handle these fine. Further south is a few more
enemy units as well as some frigates. Mech Destroyers and
Grenadiers will make short work of the frigates.
Move the
Artillery down by the bridge and have them attack the gate. ItÆs
not really a good idea to use the Pummels as they will have
Mounteds near the gate and youÆll take fire from the Turrets
trying to protect the Pummels. The Artillery has a range advantage
that is useful here. Make sure to keep your Repeaters and/or the
Strike Mechs near for when the Mounteds and Troopers attack.
After the units
and gate are destroyed, the Pummels will make short work of the
turrets and you can move your other units forward. Generally in
this level youÆll be dealing with confined spaces and since the
Artillery has splash damage and can damage your own units, itÆs
within your best interest to put them on no attack stance and then
direct them on the targets that you want them to attack.
When the
buildings in that vicinity are destroyed itÆs helpful to take out
the two AA turrets. An Air Transport will drop off some additional
Strike Mechs, Mech Destroyers and an Assault Mech. For the same
reasons mentioned above it might be a good idea to keep Assault
Mech on no attack stance. Just past this there is another turret
and another Decimator Factory.
This next section
leads to another gate, when this gate is attacked a bunch of enemy
units will come to defend it. Some Heavy Artillery, Mounteds,
Repeaters, Reeks, and Grenade Troopers will come for you. Keeping
your units behind the gate will be in your favor, for if you get
outside the gate, there is another turret that will fire at you.
Your Artillery should make short work of the turret once the units
are gone, and then move onto the next gate past that. There are
two more AA turrets here as well. Destroying these gives you some
more Repeaters, a Strike Mech, and another Assault Mech.
Just past the 2nd
set of AA turrets is another enemy turret, a Fortress, Heavy
Troopers and Mounteds. Your Artillery can out range the Fortress
and turrets or you can use the Pummels. Some Acklays and Nexus
will attack but Strike Mechs or Repeaters can easily handle them.
There is a Decimator near the factories too, it packs quite a
punch, but is vulnerable to melee units. Echuu can handle it with
relative ease.
After Destroying
the Factories in that area just past the Fortress there are two
more AA turrets below, destroying them gets you some Strike Mechs
and a Mech Destroyer. Proceeding further south there is another
Fortress and some Decimator factories. South of these are more
factories and two more AA turrets. Destroying them gets you some
Grenadiers, a Strike Mech and a Mech Destroyer. Some enemy Mech
Destroyers will be attacking you at this point.
Just north of
this is the last area, there are enemy Grenadiers, Repeaters,
Mounteds and an Assault Mech in the way ù itÆs not a bad idea to
lead the units out of there since there is a Fortress and 2
turrets there as well. Once you move into this area after the
buildings are destroyed, your units except your heroes will be
whisked away.
Bring Naat and
Echuu through the gate ù this will trigger the end scene, and
youÆll be victorious, sans one Padawan.
Mission 6: The
Resolution on Krant
Objectives:
ò Find Naat Reath in
TannÆs Fortress
ò Search Droid
Facility
ò Bring power Droids
back to the base
ò Keep your Heroes
alive
Having lost his
Padawan to Tann, Echuu again sets out to get her back. This level
is a builder level with fairly early fighting. Initially it will
be necessarily to shore up your defenses before pressing on since
the enemy will be strong when you are just starting out. Echuu
will play a pretty important role early on since he is one of the
primary defenses against the A.I attacks.
Assign your units
to separate hotkey groups. ItÆs important that Echuu has his own,
as he will be moving around a lot.
Move north and
slightly west, and youÆll discover an abandoned Wookiee base. It
will require a power source you are told ù search the Droid
Facility just southwest of the base, it will turn up three power
Droids. Bringing them back to the command center will trigger it
to convert to your side.
Once you have
taken control of the base you have enough resources to get some
workers going and get your worker population rolling. There is a
bunch of nerfs around the command center and in the general
vicinity, since you have enough food to get rolling and other food
sources near; itÆs recommended to garrison these in a nursery for
a food trickle.
Soon after you
acquire the base the enemy will attack first from the left. The
units will be Troopers, Mounteds, Geonosian Warriors, Strike Mechs,
Artillery, and some Scouts. You start with enough AA Troopers to
handle the Warriors but they are pretty effective against troop
units, so using Echuu to draw their attention and then target them
with the AA Troopers works well.
Pummels and some
forces from the west will attack; Echuu is best used to attack the
Artillery, Pummels, and Strike Mechs first. Your other military
should be able to handle the rest. Once those waves are over, try
to keep Echuu at the left end and your other forces on the right
until you get more military. Western Encampment will send some
more forces, but mostly itÆs the Geonosian Warriors and some
Fighters so you might need some additional anti-air.
A Fortress
protecting each end of the base is very helpful, just across the
marsh bridge on the left is a good place for a Fortress, and to
the north of the base, before the other marsh bridge is another
good place for a second Fortress. Combined with a shield generator
and Troopers garrisoned within it will become a solid stopping
force to allow you to tech up.
Once your
defenses are in place next step is to concentrate on teching up to
tech level 4.
While itÆs not
necessary to eliminate all enemy civs, it is somewhat helpful.
Eastern encampment will need to be attacked since itÆs in the way
of TannÆs stronghold, but Western encampment doesnÆt have to be
destroyed.
However if you
choose to, the next best step is to attack the Western Encampment.
A well-rounded force of Repeaters, some AA mobiles, Grenadiers,
Mech Destroyers, Strike Mechs and some Cannons would be good
choice.
Once Western
Encampment is defeated, proceed northeast to attack Eastern
Encampment. Same sort of forces here as were at Western so plan
your army the same. In the northern part of Western EncampmentÆs
base is a good place to set up an additional base to attack TannÆs
Stronghold.
Attacking the
gates to TannÆs Stronghold will trigger a large counter-attack. It
might be a good idea to have an additional Fortress near for a
defensive structure. TannÆs defensive force will comprise mostly
of a lot of Repeaters, some Assault Mechs, some Grenadiers, some
controllable animals (Reeks, Acklays, Nexus), Bounty Hunters, and
some AA Mobiles. You can use Jedi Masters here to convert the
Assault Mechs, which will help, as would some Air Cruisers.
Once that Force
is pushed back youÆll need to take out the two turrets by the
gate, from here it becomes a slow push with cannons to knock
buildings out of the way. There is a Fortress near the gate down
the path as well as some more turrets and another Fortress. After
these are cleared out a voice line will play where Tann says that
Echuu must face her alone, and any military units in this area at
this time will vanish. Bring Echuu up into the area north of the
base; there is a corridor that leads to a room with Naat. Here an
end scene will play at this time and you are victorious.
Mission 7: The Taking
of Coruscant
Objectives:
ò Imperial Palace Must
Survive
ò Heroes must survive
ò Rescue Kath Taylor
from the Imperial Palace
ò Destroy the Elite
Force and claim the Imperial Palace for the New Republic.
This is a pretty
straightforward mission, which requires a lot of stopping at key
points and eliminating the defenses before proceeding. The units
you start with are all the units you get. Protecting your cannons
is very important; there are a lot of Turrets and Fortresses,
which due to the AA all around can be difficult to take out if you
do not have cannons. Using Luke to scout ahead can be very helpful
as he is a bit sturdier than the other units. There are a lot of
AA turrets around the level which makes using air more difficult
but not impossible.
Create hotkey
groups for all of your units; Keep a separate group for Luke, as
he will be scouting around a lot. ItÆs not a bad idea to put Rand
Taylor into an Assault Mech to protect him.
Directly north
from your starting area is a gate and two turrets. Use your
cannons to take these out. Some enemy units will attack at this
point: some Repeaters, Dark Troopers and some Probots. Strike
Mechs, Repeaters and Assault Mechs make short work of these. There
are three paths to take from this point; the most efficient route
is the lefthand side.
Proceeding left
youÆll encounter another gate. There are two turrets behind this
and a Dark Trooper. Use your Cannons to eliminate the turrets and
gate and your Strike Mechs for the Dark Trooper.
Just past this
will be another two turrets, two AA turrets, a heavy weapons
factory, AT-AT and Heavy Artillery. Luke can convert the AT-AT if
you want an extra Assault Mech but most likely youÆll not move it
past the turrets before it dies. You can also convert the
buildings and turrets. ItÆs not necessary, but it is handy to
convert one of the AA turrets, since there will be some air ahead.
There will be 5
Fighters ahead, lead them back to the converted AA turret, or use
your X-Wings. When using the air just note the AA turret locations
before flying them in. Luke can also convert the TIEs one at a
time without taking much damage. East of here youÆll encounter
some more Dark Troopers and Repeaters.
Just north of the
troop center is a fortress. There are a lot of enemy units here ù
some Assault Mechs, Mech Destroyers, dark Troopers, AA mobiles,
and Fighters. ItÆs possible to lead some of the units down in
small groups at a time, or if you want to fight them all at once,
attack the fortress with your cannons.
There is also an
Assault Mech with Gen. Tal Ashen in it. Once he is defeated the
Imperial Guards will appear and attack you. They are melee based
so try to use range to your advantage. If you have cleared the AA
turrets you can use your air here.
Once they are
defeated the imperial palace is searched and Kath Taylor is found.
At this point you are Victorious. |