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FAQ/Strategy Guide

by LordKonstantine

STAR WARS: BATTLEFRONT
Version#: Final
Console: Playstation 2
Author: LordKonstantine
Copyright 2005-2006 by Andrew Finnell
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TABLE OF CONTENTS

1. Introduction
2. Controls
3. Gameplay Basics
4. Units
 4a. CIS
 4b. Republic
 4c. Empire
 4d. Rebels
5. Non-Playable Characters
 5a. Gungans
 5b. Royal Guards
 5c. Wookies
 5d. Geonosians
 5e. Tusken Raiders
 5f. Jawas
 5g. Ewoks
 5h. Jedi Heroes
6. Clone Wars Map Strategies
 6a. Naboo: Plains
 6b. Naboo: Theed
 6c. Kashyyyk: Islands
 6d. Geonosis: Spire
 6e. Kamino: Tipoca City
 6f. Rhen Var: Harbor
 6g. Kashyyyk: Docks
7. Galactic Civil War Map Strategies
 7a. Tatooine: Dune Sea
 7b. Tatooine: Mos Eisley
 7c. Rhen Var: Citadel
 7d. Yavin IV: Arena
 7e. Yavin IV: Temple
 7f. Hoth: Echo Base
 7g. Bespin: Cloud City
 7h. Bespin: Platforms
 7i. Endor: Bunker
8. Galactic Conquest
9. Instant Action
10. Weapons
 10a. CIS
 10b. Republic
 10c. Empire
 10d. Rebels
11. Vehicles
 11a. CIS
 11b. Republic
 11c. Empire
 11d. Rebels
12. Turrets
13. Cheat Codes
14. Sniping
15. Tips And Tricks
16. Contact Info
17. Copyright Info
18. Version History
19. Future Plans
20. Thanks
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1. Introduction

Hello (YOUR NAME HERE) and welcome to my FAQ on Star Wars: Battlefront. I just
want to say this is my first FAQ so this won�t be the best you�ve ever read. I
really liked the game so I figured I should write an FAQ about it, and
(obviously) I did. I hope it is useful to you.
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2. Controls

INFANTRY CONTROLS
 D-Pad: Commands
  D-Pad Up: Move Out
  D-Pad Down: Hold Position
  D-Pad Left: At Ease
  D-Pad Right: Follow Me
 Left Analog Stick: Move/Strafe
 Right Analog Stick: Aim
 X Button: Jump
 Square Button: Reload
 Circle Button: Crouch/Prone
 Triangle Button: Enter
 L1: Fire Secondary Weapon
 R1: Fire Primary Weapon
 L2: Switch Secondary Weapon
 R2: Switch Primary Weapon
 L3: None
 R3: Zoom
 Select Button: Full Map
 Start Button: Pause

VEHICLE CONTROLS
 D-Pad: Commands
  D-Pad Up: All Clear (Move Vehicle)
  D-Pad Down: Hold Her Steady
  D-Pad Left: Bail Out
  D-Pad Right: Pile In
 Left Analog Stick: Move/Strafe
 Right Analog Stick: Turn
 X Button: Take Off/Land (Republic Gunship and MAF only)
 Square Button: Reload
 Circle Button: None
 Triangle Button: Get Out
 L1: Fire Secondary Weapon
 R1: Fire Primary Weapon
 L2: None
 R2: Switch Positions
 L3: None
 R3: Zoom
 Select Button: Full Map
 Start Button: Pause

AIRCRAFT CONTROLS
 D-Pad: Commands
  D-Pad Up: All Clear (Move Vehicle)
  D-Pad Down: Hold Her Steady
  D-Pad Left: Bail Out
  D-Pad Right: Pile In
 Left Analog Stick: Steer
 Right Analog Stick: Throttle
 X Button: Take Off/Land
 Square Button: Reload
 Circle Button: None
 Triangle Button: Get Out
 L1: Fire Secondary Weapon
 R1: Fire Primary Weapon
 L2: None
 R2: Switch Positions
 L3: None
 R3: Zoom
 Select Button: Full Map
 Start Button: Pause
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3. Gameplay Basics

This game plays a lot like Battlefield 1942. The game supports the four major
armies in the Star Wars universe: The Old Republic, The Rebel Alliance, The
Galactic Empire, and The Confederacy of Independent Systems (aka the CIS (also
aka The Separatists.) Each army has five distinct units: Infantryman, Heavy
Assault, Sniper, Pilot, and a special unit. Your main objective in this game is
to capture command posts. The more command posts you capture means the further
you can spawn into battle, which means the farther you can push back your
enemy, which means more victories you get, which eventually means the more
bragging rights for you.

You also have a variety of vehicles to lay waste on your enemy with. All
vehicles spawn at command posts (Except for the AT-AT and the AT-TE which ARE
command posts.) A commander will keep you informed on the course of the battle.
I would just like to point out that when the commander says, �Victory is
imminent!� or �Defeat is imminent!� but it�s not entirely true. When he says,
�Victory is imminent!� it just means your enemy has 20 reinforcement points
left. �Defeat is imminent� is the opposite. Reinforcement Points mean the
number of reinforcements left for each army (duh). The counter usually begins
at 200 or 250. When one army loses all of their reinforcement points, they
lose.

When one army controls the majority of the command posts, the other army will
lose reinforcements automatically. But this will stop when the number of points
equals the number of units on the field. Also if one army holds all the command
posts for 20 seconds, that army automatically wins.
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4. Units

4a. CIS

Super Battle Droid
Class: Infantryman
Primary Weapons: Wrist Blaster, Tri-Shot
Secondary Weapons: Wrist Rocket

These guys are good for killing enemy soldiers.

Assault Droid
Class: Heavy Assault
Primary Weapons: Rocket Launcher, Blaster Pistol
Secondary Weapons: Thermal Detonator, Mine Dispenser

These droids are the best for blowing up vehicles and for setting traps.

Assassin Droid
Class: Sniper
Primary Weapons: Sniper Rifle, Blaster Pistol
Secondary Weapon: Thermal Detonator, Recon Droid

The Assassin Droid is used for dropping enemy troops like flies. Sniper Rifle
has second zoom.

Droid Pilot
Class: Pilot
Primary Weapons: Radiation Launcher, Blaster Pistol
Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser

The Droid Pilot is good for repairing vehicles, piloting vehicles, and healing
his teammates.

Droideka
Class: Special
Primary Weapons: Repeating Blasters
Secondary Weapons: Shield Emitter

Oh yeah! The Droideka can transform into a wheel form and move fast by pressing
Triangle. The shield is really powerful but sadly, the droidekas cant give
commands, Get in vehicles, give commands, or mount turrets.

4b. Republic

Clone Trooper
Class: Infantryman
Primary Weapons: Blaster Rifle, Blaster Pistol
Secondary Weapons: EMP Grenade, Concussion Grenade

 The clone trooper is equipped for turning separatist droids into spare parts.

ARC Trooper
Class: Heavy Assault
Primary Weapons: Rocket Launcher, Blaster Pistol
Secondary Weapons: Thermal Detonator, Mine Dispenser

The Advanced Recon Commando, or ARC Trooper�s job is to blow the crap out of
enemy vehicles.

Clone Sharpshooter
Class: Sniper
Primary Weapon: Sniper Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Recon Droid

Clone Sharpshooter, Coooooooooooool. Their trained to disrupt the enemy
infantry and call orbital strikes on enemy positions. No second zoom.

Clone Pilot
Class: Pilot
Primary Weapons: DN Bolt Caster, Blaster Pistol
Secondary Weapons: Fusion Cutter, health/Ammo Dispenser

In my opinion, the clone pilot looks pretty cool. They are given vehicle and
medical training on Kamino, I guess.

Jet Trooper
Class: Special
Primary Weapons: EMP Launcher, Commando Pistol
Secondary Weapon: Thermal Detonator

The jet trooper is walking in Jango Fett�s footsteps with that jetpack.
Activate the pack by tapping X twice. The EMP launcher is perfect for giving
droids a one-way ticket to the scrap yard. The commando pistol is a better
version of the standard blaster pistol.

4c. Empire

Stormtrooper
Class: Infantryman
Primary Weapons: Blaster Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Concussion Grenade

Ah, the infamous stormtrooper, a rebel soldier�s worst nightmare has come true.

Shocktrooper
Class: Heavy Assault
Primary Weapons: Rocket Launcher, Blaster Pistol
Secondary Weapons: Thermal Detonator, Mine Dispenser

The shocktrooper is an assault unit; use him to blow rebel vehicles to
smithereens.

Scout Trooper
Class: Sniper
Primary Weapons: Sniper Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Recon Droid

A scout trooper is a basic sniper for the empire. No second zoom.

Imperial Pilot
Class: Pilot
Primary Weapons: Mortar Launcher, Blaster Pistol
Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser

Your regular pilot unit, nothing more, nothing less.

Dark Trooper
Class: Special
Primary Weapons: Blast Cannon, Blaster Pistol
Secondary Weapons: Thermal Detonator

The Dark Trooper has a jump-pack that is activated the same way as the jet
trooper. His blast cannon is really weak except at point-blank range. But to
make up for it, his armor is really spiffy.

4d. Rebels

Rebel Soldier
Class: Infantryman
Primary Weapons: Blaster Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Concussion Grenades

The standard infantry unit for the rebels.

Rebel Vanguard
Class: Heavy Assault
Primary Weapons: Rocket Launcher, Blaster Pistol
Secondary Weapons: Thermal Detonators, Mine Dispenser

The Vanguard�s duty is to punch holes in the Imperial vehicle brigade.

Rebel Marksman
Class: Sniper
Primary Weapons: Sniper Rifle, Blaster Pistol
Secondary Weapons: Thermal Detonator, Recon Droid

The Rebel Marksman is a sniper for the Alliance (she�s also the only female
character in the game.) Sniper Rifle has second zoom.

Rebel Pilot
Class: Pilot
Primary Weapons: Blast Cannon, Blaster Pistol
Secondary Weapons: Fusion Cutter, Health/Ammo Dispenser

The rebel pilot is a medic and a pilot put together.

Wookie Smuggler
Class: Special
Primary Weapons: Bowcaster, Grenade Launcher
Secondary Weapons: Time Bomb

The wookie smuggler is the toughest soldier in the alliance army. The Bowcaster
can be charged by holding R1 to fire spread shots. The time bomb can stick to
turrets and vehicles to blow them up (AWSOME!)
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5. Non-Playable Characters

5a. Gungans
Class: (Not Named)
Alliance: Republic, Rebels
Found: Naboo: Plains

5b. Royal Guards
Class: Infantryman, Heavy Assault, and Pilot
Alliance: None
Found: Naboo: Theed in Historical Campaign

5c. Wookies
Class: Infantryman and Heavy Assault
Alliance: Republic, Rebels
Found: Kashyyyk: Islands in Historical Campaign, and Kashyyyk: Docks

5d. Geonosians
Class: Infantryman
Alliance: CIS
Found: Geonosis: Spire

5e. Tusken Raiders
Class: Infantryman and Sniper
Alliance: None
Found: Tatooine: Dune Sea

5f. Jawas
Class: Repairers
Alliance: All (How Nice of Them)
Found: Tatooine: Mos Eisley

5g.Ewoks
Class: (Not Named)
Alliance: Rebels
Found: Endor: Bunker

5h. Jedi Heroes
Class: Heroes
Alliance: Luke Skywalker: Rebels, Darth Vader: Empire, Mace Windu: Republic,
Count Dooku: CIS
Found: Hoth: Echo Base, Tatooine: Mos Eisley, Geonosis: Spire, and Kashyyyk:
Islands
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Now for the good stuff! I will give you the strategy that works best for me, so
I know it will work.

6. Clone Wars Map Strategies

6a. Naboo: Plains
Default Army: CIS
Default Enemy: Gungans
Command Posts: Command, Heads, Pillars, Center, and Redoubt

This map is really different in the Historical Campaign and is really annoying
due to the DOZENS of Jar-Jar clones in this level. But, at least you can kill
them.

Historical Campaign Strategy: Start out at the Command as a Pilot Droid and Hop
into an AAT. Make your way down to the most poorly and least creatively named
command post in the whole game (In case you didn�t know, it�s the Center) and
kill any gungans you see. Then when you capture the Center, go into the big
shield and attack the front Fambaa. When then turrets start firing, you can
destroy them or position yourself so the turrets won�t hit you. Keep firing
until the Fambaa is dead. Then your allies will move in. Go capture the Heads
to push the gungans back to the redoubt. Attack the Redoubt and victory is
yours.

Empire Strategy: Start out at the Command and get a speeder bike and go to the
Center. Hop off and capture it. Then try and get into an AT-ST and kill every
rebel tank you see. Go toward the Heads and try to capture it. Then go toward
the Redoubt and kill everyone there. Either deplete their reinforcements of
capture the Redoubt and you win.

Rebels/Republic Strategy: Start out at the Redoubt as a soldier and hop into a
tank and move to the Pillars. Destroy all of the turrets and capture it. Get
back into your tank and go to the Center (Don�t worry if you lose it, it always
happens because it�s the main battlefront. Capture the Center and make for the
Heads. Capture it and go get another tank. Go toward the Command. This is going
to be hectic because so many units will be spawning there. When the enemies
stop respawning, capture the Command and find the last of the enemy soldiers to
kill prevent them from capturing your command posts.

Contributed by James Mueller: Use the aircraft (as the republic and rebels) to
capture the Command and cut off the enemy�s vehicle supply. As the empire/CIS,
steal the rebels/republics aircraft and use it against them.

6b. Naboo: Theed
Default Army: CIS
Default Enemy: Royal Guards
Command Posts: Palace, Office, Guard, Embassy, Plaza, and Rotunda

This is your first introduction to vehicular warfare. The royal guards don�t
put up much of a fight, though.

CIS/Rebel Strategy: Start out at the Embassy as a soldier and make for the
Guard. This will stop them from taking it later. Then go to the Palace (Again,
this will be lost and captured many times) and kill any opposition. If you
live, keep fighting; if not, spawn at the Plaza and make your way to the Office
to capture it. Then fight at the Palace. If the Guard or Office gets captured,
then go around and recapture it. When the Palace is clear, capture it.

Republic/Empire Strategy: Spawn at the Guard as an Infantryman and head to the
Embassy. Kill any advancing soldiers and capture it. Then move to the Rotunda,
and try to capture it. If you die, spawn at the Office and try to capture the
Plaza, then go to the Rotunda and try to capture it again. If you didn�t die,
then capture the Rotunda and proceed to the Plaza to capture it. After that go
to the Palace (I guarantee it will be unoccupied.) Fight there until the enemy
is out of reinforcements of until its captured.

6c. Kashyyyk: Islands
Default Army: CIS
Default Enemy: Wookies
Command Posts: Landing Zone, East Harbor, West Harbor, North Harbor, South
Harbor, Village Center

This is my favorite of the two Kashyyyk maps. It is pure infantry and aerial
combat. The bad guys have their starships away from the battle. The good armies
are aided by the Wookies but are surrounded.

CIS/Empire Strategy: Start at the East Harbor and attack the North Village.
Attack the command post until you capture it. Then move to the Village Center.
When you capture that go to the South Village and capture that. If the enemy
captured any of your command posts, recapture them.

Rebel/Republic Strategy 1: Start at the Village Center and take cover at the
logs near the river. Hold off the opposition until you can make your way to the
West Harbor. Capture it and then go across the bridge to the East Harbor to
capture it. Then move to the South Village and fight there until the enemy
retreats to the Landing Zone.

Rebel/Republic Strategy 2: Start at the North Village and get in a Y-
Wing/Republic Gunship and tell people to pile in. Then dogfight all enemy
fighters and land at the Landing Zone. Capture it to cut off their supply of
vehicles. Then fly to the West Harbor and capture it. Then go down the bridge
to the East Harbor and capture that. You will probably lose the North Village
so go for that too. After a long battle you will eventually deplete their
reinforcements.

6d. Geonosis: Spire
Default Army: Republic
Default Enemy: CIS
Command Posts: Assembly Area, Derelict, West Bunker, East Bunker, Spire, Techno
Union 1-3

Oh crap... I hate this mission, I hate it, I hate it, I HATE IT! It�s really
hard as the republic and the separatists are just boring to play as.

Republic Strategy 1: Spawn at the Assembly Area as a clone trooper and hop into
a gunship and load it with allies. Take out the spider droid and land outside
the Spire. Get out and take the guys with you. Capture the Spire and capture
the East of West Bunker. You will probably lose the Derelict so use the crawl
space, next to the thrusters facing the Spire. Capture any other separatist
command posts.

Republic Strategy 2: Spawn at the left AT-TE as a pilot and get in, load it up
and go to it. Take the left path and shoot at the spider walker as soon as your
in range. Even if no ones in it, shoot the crap out of it. Then attack any
ground troops you see along the way, especially droidekas. This will lower
their reinforcements. Super Battle Droids and Assault Droids will shoot you so
shoot them too. You will take a lot of damage; this is why you�re a pilot,
right? Then attack the Techno Union Ships. After they�re all destroyed kill
every droid in the area. Tell your guys to get out and you get out too. Then
tell a bunch of clones to follow you and capture the Spire. Then capture the
Bunkers. After that, capture any other enemy command posts. (I know a lot of
people say going in an AT-TE is suicide, but I do it every time and I always
win.)

CIS Strategy: Spawn at the West Bunker and follow your allies. Attack all the
clones there until the AT-TE approaches. You should try to capture the Derelict
to slow the enemy�s advance. If the East Bunker gets captured, go and try to
recapture it. Keep pushing the enemy back until you get to the Assembly Area.
Attack it until it blows up. Then you are pretty much victorious.

6e. Kamino: Tipoca City
Default Army: Republic
Default Enemy: CIS
Command Posts: Cloning Center, Alpha 1-3, Beta 1-3

This level was confusing to write because all of the command posts are in
groups and have simple names, so its hard to remember their names.

Republic Strategy: Spawn at the Cloning Center as a Jet Trooper and fly toward
Beta 2 and capture it. Then fly to Beta 1 and capture that. The Separatists
have probably captured Beta 3 already, so just go toward Beta 3 and fight
there. When more clones arrive capture Beta 3. Then go across the bridge to the
platform that leads to the Alphas. This place it a huge battlefront. When you
die you should alternate between a clone trooper, a clone sharpshooter, and a
jet trooper. Turrets are useless here unless your defending. Eventually the
combat will die down. So cross the bridge and capture Alpha 1. Then proceed
with the clones to Alpha 3, and capture it. If the Separatists have captured
Alpha 2, recapture it.

CIS Strategy: Start at Alpha 1 as a droidekas and proceed to Beta 3 and capture
it. Then go to Beta 2 and capture it. Hold off the clones as your allies
capture Beta 1. When the clones are gone try to get into the Cloning Center.
This will be hard but if you can pull it off capture it and go out toward the
Alphas. If not, spawn at Alpha 3 (I guarantee you will have it) then fight your
way to Beta 2 (The clones will probably have it) and capture that. Recapture
any other command posts you lost and deplete the republic reinforcements and
that�s that.

6f. Rhen Var: Harbor
Default Army: Republic
Default Enemy: CIS
Command Posts: Western LZ, Ice Caves, AT-AT (AT-TE), Lighthouse, Fortress,
Citadel

Rhen Var was once a fertile paradise, but an atmospheric cataclysm changed the
weather patterns and Rhen Var is now a frozen post-apoctolyptic wasteland.

Republic/Empire Strategy: Start at the Western LZ and hop into a tank. Then
proceed to the Walker, killing all enemy ground troops. Then stay at a safe
distance and attack the two enemy tanks. When they�re dead, hop out and capture
the Lighthouse. Then if you�re still alive, try to capture the Fortress. If
you�re dead, spawn at the Ice Caves, and clear that area. When you make it out
of the caves, turn left and go up the stairs. You�re going commando and try to
capture the Citadel, if you can capture it you cut off the enemy�s supply of
vehicles. If not, spawn at the lighthouse and continue the battle from there.
Eventually the enemy will not have enough soldiers to stop you from capturing
the rest of the command posts.

<Contributed by Liam Piper>
Spawn at the Ice Caves as a Jet Trooper. Use your jetpack to get to the end of
the caves as fast as you can. Try to avoid the droids and grab an AAT. Blast
every droid in the area. You can rack up lots of kills here. This will greatly
lower the enemy�s reinforcements. It may also work for the empire.

CIS/Rebel Strategy: Start at the Citadel as a pilot and hop into a tank, and
get a gunner in. Drive to the Walker and lay waste on it until it dies (The AT-
AT is harder to do, also watch out for enemy tanks.) When its dead, go back to
the courtyard and stock up on health and ammo. Also, go to the mouth of the Ice
Caves and kill the enemies there. So, drive, shoot, reload, shoot, repeat until
victorious.

6g. Kashyyyk: Docks
Default Army: Republic
Default Enemy: CIS
Command Posts: City Hall, Pier 1, Pier 2, Landing, Dock 1, Dock 2, Beachhead

This is my least favorite map on Kashyyyk. Just like on the Islands, the good
armies are aided by the Wookies.

Republic/Rebel Strategy: Spawn at City Hall as either an infantryman or a
sniper and head to the Landing. Take cover behind the logs and prepare for the
firefight. The enemy has a better chance of capturing it so good luck. You will
eventually die so then spawn at Pier 1 and head down the stairs. Attack the
enemies at the dock. Eventually some allies will advance so follow them.
Capture Dock 1 and head onto the beach. Stay with your allies or you will die.
Capture the Landing (or at least try) and if you die, spawn at Pier 2 and do
the same thing you did at Dock 1. Then go to the Landing and try again. You
will lose one of the docks eventually so take care of that when the time comes.
Soon you will drive the enemy back and can capture the Beachhead.
Congratulations! You beat the Clone Wars Campaign!

Separatist/Empire Strategy: Spawn at the Beachhead and hop into a scout vehicle
and head to the Landing. Capture it and take cover. Fight off the enemy until
the AATs (AT-STs) arrive hop in one and head to City Hall. Kill any opposition
and then hop out. Capture City Hall and fight your way to either pier. When you
capture one, capture the other. If you lost any command posts, recapture them.
-------------------------------------------------------------------------------

7. Galactic Civil War Map Strategies
 7a. Tatooine: Dune Sea
Default Army: Empire
Default Enemy: Rebels, Tusken Raiders
Command Posts: Dune Sea, Sandcrawler, Homestead, Bluff, Cisterns, Tusken Camp

Now you�re the Empire. The Rebels and tusken raiders are out gunning for your
head. Who to kill, who to kill...

Republic/Empire Strategy: Start at the Sandcrawler as, preferably a sniper and
head toward the big arch thing that leads to the Homestead. To the left of the
arch is a ramp-type thing and walk up it. Keep going until you have a clear
view of the Cisterns. Snipe there until the coast is clear. Walk down (DON�T
JUMP!) and capture the Cisterns using the pillars as cover. Kill all the rebels
and raiders at the canyon-like paths leading to the Homestead. Then take the
right path and get inside the Homestead. Stand near the Health Droid until its
yours. Then go outside and clean up the place. If the tuskens are at the Bluff
and have unoccupied it, kill them all for god�s sake! The Bluff is hard to
capture and this will cut off their major supply of vehicles. The Tusken Camp
is hard to capture for two reasons: 1) Theres no friggin� cover! 2) The tusken
raiders go bezerk every time they see you! Anyway, try the best you can to
capture it, if you cant, at the Sandcrawler there is another ramp that leads to
the Tusken Camp, and it does have cover. Oh yeah, the Sancrawler can be
captured easily, so watch out. Eventually the combat will die down and you will
win (or lose, either one.)

CIS/Rebel Strategy: Spawn at the Homestead and take the left path down to the
Cisterns. Kill any raiders and capture the Cisterns. I forgot to mention, don�t
go too close to the Sarlaac Pit of he will eat you. Fight your way to the
Sandcrawler and get inside. Capture it and clean up the whole area. Now the
Republic/Imperial forces can only come from one place: The Dune Sea. I usually
let my allies handle it, and I use the ramps to get the Tusken Camp, but you
don�t have to. When the Dune Sea is captured you will be victorious.

<Contributed by Alexander Col�n>

�Empire/Republic:
At the start of the game, spawn at the sandcrawler, and take a speeder bike
over to the Homestead, and capture it right away. This will run the enemy's
reinforcements dry at the start of the game giving you the advantage. If you
are the Empire, use the dark trooper for this task, because of the shotgun-like
power it produces. If you are the republic, choose the Jet Trooper, because it
can take down a droid diekka much faster than the others can. Then take a
vehicle full of troops to the center outpost that the tuskens start with. From
there the battle should become easier. Alternately, after the first task is
done, provide close air to ground support for your troops (Get in the
starfighter). As long as you remain the aircraft, you cannot be defeated unless
the enemy captures all the command posts somehow. Then take back the sand
crawler, and depending on the enemy's remaining, either wipe them out on the
ground, or jump back in the air to take another outpost, and clear the ground
of troops in the process.

Rebels/CIS:
At the start of the game, spawn at the home base outpost (the one with the air
vehicles), and take a starfighter, and destroy all enemy vehicles (and I mean
ALL of them, especially if they are in use. also, try to make sure that you
destroy the vehicles fast enough so that they dont respawn when u take down
another, if u cant, dont worry about it). Once you have finished this, land
next to the sandcrawler, and hold that position for about 30 seconds, or until
there are sufficient support from your friends. Once this is done, do not
hesitate to take grab the vehicle with the 3 gun turrets that carry's 4 people,
including the driver, and take it to the tusken raiders home base (the one with
the tents). Have everyone exit the vehicle, and take the outpost. Once taken,
get everyone back in the vehicle. By this time the sand crawler is usually in
big trouble, and is being taken back. If this is the case, go support your
troops, but dont let them have that outpost. If they are doing fine, then this
is rare but good. Take your team to the outpost in the middle right next to the
sarlac pit (the thing that eats you if you get too close).this will be much
more difficult to take over only because there are going to be more tuskens
there, and that is the only place for them to spawn. Get your team out of the
vehicle, and do as before. Remember, the more outposts you command, the faster
you drain your enemy of power. Alternately, after you capture the sand crawler,
get back in the starfighter, and continue to destroy the enemy vehicles as they
respawn, and kill anyone who gets near the sandcrawler. Both are very
effective, and have worked in the past. If you are the rebels, use the pilot,
as they heal vehicles, and are tough to kill if you use the health and ammo
dispenser wisely. If you are the CIS, use the super battle droid, if you plan
to use the first idea, as they kill opponents much faster, and reload quickly.
If you are going to use the second plan, take the droid pilot so you are tough
to kill in the air, or if you bump into something hard, it will heal you so you
can do it again.�

7b. Tatooine: Mos Eisley
Default Army: Empire
Default Enemy: Rebels
Command Posts: Housing, Market, Warehouse, Cantina, Hangar, Shops

Darth Vader will assist you here. Now you�ve unlocked the Dark Trooper. Put his
shotgun to good use.

Empire/Republic Strategy: Start at the Market and proceed toward the Shops.
Kill any soldiers that come out and then get inside and capture the Shops. Jump
out and kill any other soldiers you see. Move to the outside of the Hangar and
fight there. If you die, and you probably will, spawn at the Warehouse and
attack the Cantina. When you can get inside, capture it, a Dark/Jet Trooper can
fly to the other side and enter from the back. Once you have the Cantina, you
need to get the Hangar, a Dark/Jet Trooper, works well getting inside from over
the walls. If your not a Dark Trooper/Jet Trooper, you need to enter from the
front or back. I suggest the back because theres only one turret. The command
post is on the barge, so use the ramps to get up there. Once you capture the
Hangar take out any remaining Rebel/CIS troops.

CIS Strategy: Start at the Hangar and get into the AAT, then proceed to the
Cantina. Kill all the clones there and clear a path for your allies. Go all
around the street outside their command posts. Hop out and capture the
Warehouse. Then get back in and proceed to the Market, kill all clones there
and hop out. Capture the Market and get back into your AAT. Proceed to the
Housing and (again) kill all the clones there and capture the Housing. The
clones will probably capture some of your command posts, so recapture those,
too.

Rebel Strategy: Start at the Cantina and head outside. Fight any imperials
there until you can make a break for it. Head left up the street and when you
see a command post to your right, jump over the wall to the Warehouse. Capture
it and head out back to the Cantina and kill any remaining enemies. Then
proceed with your allies to the Market and fight there. Fight your way into the
arches and into the Market. Capture it and go back out. Then head north to the
Housing and fight off the enemies until you can get to the Housing and capture
it. Then mop up the rest of the stormtroopers.

7c. Rhen Var: Citadel
Default Army: Empire
Default Enemy: Rebels
Command Posts: Observatory, Crypt, Ruins, Keep, Terrace, Watch, Courtyard

This is my favorite of the Rhen Var maps. It is all infantry combat. Its also a
good place to practice sniping.

Republic/Empire Strategy: Start at the Observatory (it�s the only place you can
spawn anyway) as a Dark/Jet trooper. Fly toward the Keep and enter from the
side. Capture it and prepare for the onslaught. The Rebel/CIS troops will enter
from the stairs outside. Now, if you have any common sense (which I hope you
do) don�t go rushing in front of them to look like a hero! Just hang out at the
stairs and throw grenades when they appear. Then get out after they don�t keep
coming and head left down to the first landing on the stairs. Jetpack over to
the Courtyard (you will probably land 2 or 3 levels up.) and make your way
down. Stay on the stairs and when the capture meter appears, stop. Stay there
and come out only when enemy troops enter the tower. When you�ve captured it,
head out and kill any CIS/Rebel soldiers. Fight your way, and using the rubble
as cover, to the stairs leading north. Head up the stairs and run �n� gun your
way to the Terrace. Capture it and head to the Keep. I forgot to mention, don�t
worry if you lose the Keep, it always happens. Head to the Watch and Push the
enemy back. Capture the Watch and kill any remaining soldiers.

CIS/Rebel Strategy: Spawn at the Courtyard as a rebel soldier/droideka and head
to the bridge. Go under the Watch and head up the stairs. Jump into the gap in
the wall and capture the Ruins. Fight your way out and head to the Terrace and
make sure the enemy hasn�t captured it. Then head toward the Crypt and fight
till you capture it. Then head to the Observatory and fight to the death. Then
respawn at the Crypt as a sniper and snipe the enemies at the Observatory. When
you can, run into the Observatory and stand near the Health Droid. Kill every
enemy that spawns there till you capture it. Then head up the stairs to the
Keep and continue the fight from there. Then (if the enemy has captured it)
recapture the Ruins. Eventually you will win the Battle.

7d. Yavin IV: Arena
Default Army: Empire
Default Enemy: Rebels
Command Posts: Altar, East Box, West Box, Arena, Gates

This level isn�t the best for vehicle fighting, better for infantry fighting.

Republic/Empire Strategy: Spawn at the East Box as a Jet/Dark Trooper and fly
into the Arena. Stand at the right corner at the opposite side to avoid enemy
fire. Once you have it, run under the West Box to avoid the turret and shoot at
the enemies. Whenever you die, you must quickly get back in the action or you
will lose the Arena. Try to capture the West Box now and then so you can force
the enemy out. When you do, drive the enemy out of the arena. Then use a
Jet/Dark Trooper to fly to the Gates. Stand by the Health Droid and Capture the
Gates. Then kill any other enemy soldiers.

CIS/Rebel Strategy: Spawn at the West Box as a rebel soldier/droideka and head
into the Arena. Stand at the wall to avoid enemy fire. Once you have it, run
around the wall and under the East Box to avoid the turret and shoot at the
enemies. Whenever you die, you must get back to fighting quickly or your enemy
could capture the Arena. Try to capture the East Box to push the enemy back.
When you do capture it, you can force the enemy out of the arena. Fight at the
Altar until you have a clear shot at running into the Altar. Stand at the
health droid until you capture the Altar, then kill the rest of the enemy
units.

7e. Yavin: Temple
Default Army: Rebels
Default Enemy: Empire
Command Posts: Temple, Dry Pool, Viaduct, Altar, Forest Ruins, Fountain,
Overlook

The Death Star has been destroyed, and the Empire isn�t too happy about it. So
they do what anyone would do: Attack the Rebel Base on Yavin IV.

Republic/Rebel Strategy: Spawn at the Dry Pool as a jet trooper/rebel soldier
and head to the Forest Ruins. Capture it and... TAKE COVER! You are under
attack on two different sides here, so I say take cover at the big block thing
(I don�t know what it is...) and fire at the enemy as you make your way to the
stairs. Fight there and, sadly, you will eventually die. So, Spawn at the
Forest Ruins as a sniper and snipe at the Viaduct until your allies capture it.
Then snipe at the stairs until your allies can force there way down. Then join
them for an all out assault on the Fountain. When you can capture it, don�t
hesitate. Capture it and then head to the Overlook and capture that. That�s
pretty much it.

CIS/Empire Strategy: Start at the Overlook as an infantryman and hop into an
AAT/AT-ST and load up a gunner. Head down the bridge and kill all the enemies
and go past the Viaduct to the Dry Pool. Get out and enter the Dry Pool. This
part raises a peculiar question: Why is it that whenever I play as the republic
they suck, but here theyre good? Hmmm... anyway, capture the Dry Pool and hop
back in and proceed to the Temple. Hop out and head inside. Don�t bother to
stop and fight, just run to the control room. Capture the Temple and kill
anyone in the area. Now the good guys have no vehicles, haha! Head to the Altar
and capture it. It is really easy because the enemy units don�t spawn at the
top and none of the turrets can hit you. Capture it and head to the Forest
Ruins. Fight until you can capture it if your enemy has it.

7f. Hoth: Echo Base
Default Army: Rebels
Default Enemy: Empire
Command Posts: Echo Base, Generator, Outpost, Control, Bunker, Lead AT-AT, Rear
AT-AT, Forward Camp

This is one of my favorite missions and my favorite battle. It kicks the crap
out of the Battle Over Coruscant.

Rebel Strategy: Spawn at Echo Base and get into a snowspeeder and get a guy to
get in. Fly to the rear AT-AT and switch to the gunner position. Rope its legs
until it explodes. Then kill the other one. Do this over and over again and
land to recapture the command posts your enemy captured. You will eventually
win.

Empire Strategy: Spawn at the Lead AT-AT and get in, load up a co-pilot and
wait for the Rear AT-AT to catch up and get as close as you can to him. This is
so you cant be taken down by snowspeeders. Head toward the Generator and shoot
every turret, enemy unit, and tauntaun you see. When you get to the hill, head
right and shoot the Generator until it explodes. Then hop out and attack echo
base. Head inside Echo Base and capture it. Then go down the hall and capture
the Control. Then capture the Outpost. This will lower their reinforcements
greatly. Then (if you can) find a way to capture the Bunker. You will win soon
after.

7g. Bespin: Cloud City
Default Army: Rebels
Default Enemy: Empire
Command Posts: Forward Flank, Walkway, Rear Flank, Rear Entrance, Courtyard,
Chamber

This and Rhen Var: Citadel are the only maps without vehicles. This is a good
place for sniping.

Republic/Rebel Strategy: Spawn at the Forward Flank as an infantryman and head
toward the Walkway, when the enemies appear, go into automatic fire and KILL
THEM ALL. Then capture the Walkway. Head left onto the circular platform to the
Rear Flank. Head up the hallway to the Rear Flank and capture it. Then head to
the ramps that lead down to the center of Cloud City. Flank around the center
and head to the Courtyard. This may be hard to capture, so be on your toes.
When you capture it, kill any remaining enemy forces.

CIS/Empire Strategy: Start at the Walkway as an infantryman and head toward the
Forward Flank, when the enemies appear, let �em have it! Then capture the
Forward Flank. Head right and down the ramps that lead to the Rear Entrance.
Kill all the clones/rebels there and capture then Rear Entrance. Head inside
the tunnel that leads to the Chamber. Capture the Chamber and head outside to
the Cloud City Center. Kill all remaining enemies until you win.

7h. Bespin: Platforms
Default Army: Rebels
Default Enemy: Empire
Command Posts: Command, Control, Extractor, Docks, Depot, Fuel, Landing

This map is mainly aerial combat. But (as always) there is some infantry
combat.

Republic/Rebel Infantry Strategy: Start at the Command as an infantryman of a
sniper and head to the Extractor as quickly as you can. Capture it and fight
the enemies that arrive. Then head into the hallway with your allies. This
place is dangerous because the enemy will throw EVERY SINGLE GRENADE THEY HAVE
AT YOU! You will eventually beat the enemy back to the Command and will be able
to capture it. Then you capture the rest of the enemy command posts.

Rebel Aerial Strategy: This section is only for the rebels because if you go in
the air as a clone, you will lose the Command faster than you can say, �OH MY
FRIGGIN� GOD!� So anyway, spawn at either starship command post as a... well,
if you want to capture the enemy command posts from behind, be an infantryman.
If you want to dogfight the enemy, be a pilot. Fly around blasting enemy ships
left and right. Don�t go too close to the Control or you will be blasted by
anti-aircraft guns (and no one wants that right?) That�s pretty much it so,
have fun!

CIS/Empire Infantry Strategy: Spawn at the Control as a dark trooper/droideka
and head to the Extractor. Capture it and hold off the opposition until backup
arrives. Then head into the hall and fight some more. After a bunch of
explosions that will blow you out of the hall and sent you to your death (after
what seems to be an endless fall,) you will make it to the Command. Then you
can capture the last two command posts (sorry but I don�t know theyre names)
and you will win.

CIS/Empire Aerial Strategy: Spawn at either starship command post and get in a
starship. Dogfight the enemy until the infantry captures the Command. Then you
can land and capture the vehicle command posts.

7i. Endor: Bunker
Default Army: Rebels
Default Enemy: Empire
Command Posts: Rebel Outpost, Village, East Trail, Camp, Barracks, Bunker

Here the Rebels are aided by ewoks, those stupid little buggers. Their best
defenses are rocks, spears, and log traps.

Rebel Strategy: Spawn at the East Trail and head to the Camp and go through the
log. Kill enemies that appear and capture the Camp, be sure to check the
platforms for enemy soldiers. Then watch out for the AT-STs! Proceed to the
Barracks but you wont get far. You will be on the front lines halfway through.
This battle will last...the entire battle. When the combat does subside,
capture the Barracks. Then go to the Bunker and try to destroy, but you
probably wont. But, either way you win. Congratulations! You�ve beaten Star
Wars: Battlefront! �Bout time...lol

Empire Strategy: Spawn at the Barracks and hop into an AT-ST. Make sure you�re
the last walker to leave the Barracks, youll see why later. Proceed to the Camp
and kill every rebel you see. When the ewok traps go off, youll be the only
walker left. Keep going to the Village, and kill all the rebels there. When
theyre all dead, hop out and capture the Village. Then, if no other rebels are
around, proceed to the Rebel Outpost. Kill any rebel opposition and capture the
Rebel Outpost. Then kill the remaining rebels. Proceed to the East Trail, and
capture it.
-------------------------------------------------------------------------------
8. Galactic Conquest

Galactic Conquest requires more strategy than the regular game. Here�s the
lowdown: you choose a map and one army. You choose a planet to attack. You
choose a planetary bonus to activate to aid you in battle. If you win the
battle you get to battle again for total control of the planet. If you lose,
the enemy gets a chance to attack your only planet. When you capture the
planet, you get to choose another planet to attack, and you have a new
planetary bonus you can use. After four victories, you can destroy an enemy
planet via your secret weapon powered by your secret base. Once you have
captured all enemy planets, you can attack your enemy�s secret base and totally
control the galaxy.

Planetary Bonuses:
Naboo: Bacta Tanks: Your allies are given bacta serum to heal over battle
(except for the CIS which have self-repairing droids.)
Kashyyyk: Secondary Reinforcements: You are given extra reinforcements to add
to your ranks.
Rhen Var: Orbital Sensors: Enemies cant see units on their radar.
Tatooine: Jedi Hero: A jedi will aid you in your next battle.
Yavin IV: Elite Training: Your allies gain advanced training and have elite
tactics.
Bespin: Sabotage: Saboteurs damage enemy vehicles so they come into play damage

Geonosis: Blockade: Blockades a planet (duh.) You get to see the Trade
Federation Droid Fighters attack Bravo Squadron at Naboo.
Kamino: Insurrection: Rebels on a planet. You get to see the republic gunships
drop off troops at Geonosis.
Hoth: Rebellion: Overthrows a planet. You get to see the ewoks ambush the
imperials at the bunker on Endor.
Endor: Death Star. Destroys a planet. You get to see Alderaan getting
destroyed! Woot!

Every army starts out with two planets.
Rebels: Hoth, Yavin IV
Empire: Endor, Bespin
Republic: Kamino, Kashyyyk
CIS: Geonosis, Rhen Var

Maps:
Birth of the Rebellion
Army: Rebels

Dark Side Rising
Army: Empire

Attack of the Clones
Army: Republic

Revenge of the Sith
Army: CIS

The Galactic Civil War
Army: Rebels, Empire

A Galaxy Divided
Army: Empire, Rebels

The Clone Wars
Army: Republic, CIS

Balance of the Force
Army: CIS, Republic
-------------------------------------------------------------------------------
9. Instant Action

Instant Action is a good way to practice your skills. You choose a map and an
era to battle in. You can make a list of maps and choose to play them in order
or in random order. When you load the map, you choose either army to play as on
the map. Since I beat the game already, this is the only thing I play now.
-------------------------------------------------------------------------------

10. Weapons
 10a. CIS

Wrist Blaster
Used By: Super Battle Droid
Ammo: 55/220
Damage: Moderate

Tri-Shot
Used By: Super Battle Droid
Ammo: Rechargeable Battery
Damage: Moderate

Wrist Rocket
Used By: Super Battle Droid
Ammo: 4
Damage: High against Infantry, Low against Vehicles

Rocket Launcher
Used By: Assault Droid
Ammo: 7
Damage: High

Blaster Pistol
Used By: Assault Droid, Assassin Droid, Droid Pilot
Ammo: Rechargeable Battery
Damage: Low

Thermal Detonator
Used By: Assault Droid, Assassin Droid
Ammo: 3
Damage: High

Mine Dispenser
Used By: Assault Droid
Ammo: 4
Damage: High

Sniper Rifle
Used By: Assassin Droid
Ammo: 4/36
Damage: High

Recon Droid
Used By: Assassin Droid
Ammo: 1
Damage: Blaster: Low, Orbital Strike: High

Radiation Launcher
Used By: Droid Pilot
Ammo:
Damage: Moderate

Fusion Cutter
Used By: Pilot Droid
Ammo: Rechargeable Battery
Damage: None

Health/Ammo Dispenser
Used By: Pilot Droid
Ammo: 5
Damage: None

Repeating Blasters
Used By: Droideka
Ammo: Rechargeable Battery
Damage: Moderate

Shield Emitter
Used By: Droideka
Ammo: Rechargeable Battery
Damage: None

 10b. Republic

Blaster Rifle
Used By: Clone Trooper
Ammo: 60/180
Damage: Moderate

Blaster Pistol
Used By: Clone Trooper, ARC Trooper, Clone Sharpshooter, Clone Pilot
Ammo: Rechargeable Battery
Damage: Low

EMP Grenade
Used By: Clone Trooper
Ammo: 3
Damage: High

Concussion Grenade
Used By: Clone Trooper
Ammo: 2
Damage: Low-Moderate against Vehicles, None against Infantry

Rocket Launcher
Used By: ARC Trooper
Ammo: 2/8
Damage: High

Thermal Detonator
Used By: ARC Trooper, Clone Sharpshooter
Ammo: 3
Damage: High

Mine Dispenser
Used By: ARC Trooper
Ammo: 4
Damage: High

Sniper Rifle
Used By: Clone Sharpshooter
Ammo: 6/36
Damage: High

Recon Droid
Used By: Clone Sharpshooter
Ammo: 1
Damage: Blaster: Low, Orbital Strike: High

DN Bolt Caster
Used By: Clone Pilot
Ammo: Rechargeable Battery
Damage: Non-Charged: Low, Charged: High

Fusion Cutter
Used By: Clone Pilot
Ammo: Rechargeable Battery
Damage: None

Health/Ammo Dispenser
Used By: Clone Pilot
Ammo: 5
Damage: None

EMP Launcher
Used By: Jet Trooper
Ammo: 2/8
Damage: High

Commando Pistol
Used By: Jet Trooper
Ammo: Rechargeable Battery
Damage: Low-Moderate

10c. Empire

Blaster Rifle
Used by: Stormtrooper
Ammo: 55/220
Damage: Moderate

Blaster Pistol
Used By: Stormtrooper, Shocktrooper, Scout Trooper, Imperial Pilot, Dark
Trooper
Ammo: Rechargeable Battery
Damage: Low

Thermal Detonator
Used By: Stormtrooper, Shocktrooper, Scout Trooper, Dark Trooper
Ammo: 4
Damage: High

Concussion Grenade
Used By: Stormtrooper
Ammo: 2
Damage: None-Low

Rocket Launcher
Used By: Shocktrooper
Ammo: 7
Damage: High

Mine Dispenser
Used By: Shocktrooper
Ammo: 4
Damage: High

Sniper Rifle
Used By: Scout Trooper
Ammo: 6/36
Damage: High

Recon Droid
Used By: Scout Trooper
Ammo: 1
Damage: Blaster: Low, Orbital Strike: High

Mortar Launcher
Used By: Imperial Pilot
Ammo:
Damage: High

Fusion Cutter
Used By: Imperial Pilot
Ammo: Rechargeable Battery
Damage: None

Health/Ammo Dispenser
Used By; Imperial Pilot
Ammo: 5
Damage: None

Blast Cannon
Used By: Dark Trooper
Ammo:
Damage: Low at Long Range, High at Short Range

10d. Rebels

Blaster Rifle
Used By: Rebel Soldier
Ammo: 50/250
Damage: Moderate

Blaster Pistol
Used By: Rebel Soldier, Rebel Vanguard, Rebel Marksman, Rebel Pilot
Ammo: Rechargeable Battery
Damage: Low

Thermal Detonator
Used By: Rebel Soldier, Rebel Vanguard, Rebel Marksman
Ammo: 4
Damage: High

Concussion Grenade
Used By: Rebel Soldier
Ammo: 4
Damage: None-Low

Rocket Launcher
Used By: Rebel Vanguard
Ammo: 2/8
Damage: High

Mine Dispenser
Used By: Rebel Vanguard
Ammo: 4
Damage: High

Sniper Rifle
Used By: Rebel Marksman
Ammo: 4/36
Damage: High

Recon Droid
Used By: Rebel Marksman
Ammo: 1
Damage: Blaster: Low, Orbital Strike: High

Blast Cannon
Used By: Rebel Pilot
Ammo: 30/90
Damage: Long Range: Low, Short Range: High

Fusion Cutter
Used By: Rebel Pilot
Ammo: Rechargeable Battery
Damage: None

Health/Ammo Dispenser
Used By: Rebel Pilot
Ammo: Rechargeable Battery
Damage: None

Wookie Bowcaster
Used By: Wookie Smuggler
Ammo: 35/170
Damage: Moderate-High

Grenade Launcher
Used By: Wookie Smuggler
Ammo:
Damage: High

Time Bomb
Used By: Wookie Smuggler
Ammo: 3
Damage: High
-------------------------------------------------------------------------------

11. Vehicles
 11a. CIS

STAP (Single Trooper Aerial Platform)
Class: Scout Vehicle
Positions: 1:Pilot
Firepower: Weak
Speed: Fast

Slower than a speeder bike, but built for firepower.

AAT (Armored Assault Tank)
Class: Medium Assault Vehicle
Positions: 2:Pilot, Main Gunner
Firepower: Moderate
Speed: Moderate

These are dangerous, to infantry AND vehicles.

Hailfire Tank
Class: Medium Assault Vehicle
Positions: 1:Pilot
Firepower: High
Speed: Moderate

These are available only on Geonosis. These can run over infantry.

Spider Walker
Class: Heavy Assault Vehicle
Positions: 1:Pilot
Firepower: High
Speed: Slow

This vehicle is actually a droid and is pilot less, but is powerful.

Droid Starfighter
Class: Starfighter
Positions: 1:Pilot
Firepower: Moderate
Speed: Fast

These are your average starfighters.

MAF (aka Droid Gunship)
Class: Attack Transport Flyers
Positions: 3:Pilot, Co-Pilot, Main Gunner
Firepower: High
Speed: Slow

Powerful, but slow.

 11b. Republic

74-Z Aratech Speeder Bike
Class: Scout Vehicle
Positions: 1:Pilot
Firepower: Wimpy
Speed: Really Fast

Faster than a STAP, but less powerful.

TX-130S Fighter Tank
Class: Medium Assault Vehicle
Positions: 2: Pilot, Main Gunner
Firepower: Moderate
Speed: Moderate

These vehicles are powerful and are fairly slow.

AT-TE Walker (All Terrain-Tactical Enforcer)
Class: Heavy Assault Transport
Positions: 3: Pilot, Main Gunner, Co-Pilot
Firepower: Devastating
Speed: Really Slow

This behemoth is lethal to anything in its path, but is slower than infantry.

Jedi Starfighter
Class: Starfighter
Positions: 1: Pilot
Firepower: Moderate
Speed: Really Fast

These are faster than almost any other starfighter.

Republic Gunship
Class: Attack Transport Flyers
Positions: 5: Pilot, Co-Pilot, Left Turret, Right Turret, Passenger
Firepower: High
Speed: Slow

I personally don�t like these, theyre slow and are easy targets.

11c. Empire

74-Z Aratech Speeder Bike
Class: Scout Vehicle
Positions: 1: Pilot
Firepower: Wimpy
Speed: Really Fast

The usual speeder bike, fast and weak.

TX-130T Fighter Tank
Class: Medium Assault Vehicle
Positions: 2: Pilot, Main Gunner
Firepower: Moderate
Speed: Moderate

I bet your thinking, �The republic has this tank too!� and yes, they do, the
only difference is the color of the lasers and hull.

AT-ST (All Terrain-Scout Walker (aka Chicken Walker))
Class: Heavy Assault Vehicle
Positions: 2: Pilot, Co-Pilot
Firepower: Heavy
Speed: Moderate

This is faster than most heavy assault vehicles and is powerful.

AT-AT (All Terrain-Armored Transport)
Class: Heavy Assault Transport
Positions: 2: Pilot, Co-Pilot
Firepower: Devastating
Speed: Really Slow

These things are hell on four legs; but, apparently, hell isn�t very fast.

TIE Fighter
Class: Starfighter
Positions: 1: Pilot
Firepower: Moderate
Speed: Fast

The TIE fighter is faster than an X-Wing, but less powerful.

TIE Bomber
Class: Starfighter
Positions: 2: Pilot, Bombardier
Firepower: Heavy
Speed: Moderate

The TIE bomber is dangerous to fighters and ground troops.

11d. Rebels

74-Z Aratech Speeder Bike
Class: Scout Vehicle
Positions: 1: Pilot
Firepower: Wimpy
Speed: Really Fast

The same as the Imperial speeder bike.

Combat Landspeeder
Class: Medium Assault Vehicle
Positions: 2: Pilot, Main Gunner
Firepower: Heavy
Speed: Moderate

These have more missiles than the average medium assault vehicle.

X-Wing Fighter
Class: Starfighter
Positions: 1: Pilot
Firepower: Heavy
Speed: Moderate

The X-Wing is the best fighter in the Alliance fleet.

Y-Wing Fighter
Class: Starfighter
Positions: 2: Pilot, Main Gunner
Firepower: Heavy
Speed: Moderate

The Y-Wing is the workhorse of the Alliance fleet.

Native Vehicles

Desert Skiff
Found At: Tatooine: Dune Sea
Positions: 4: Pilot, Gunners 1-3
Firepower: Moderate
Speed: Moderate

This is nothing special, really.

Geonosian Fighter
Found At: Geonosis: Spire
Positions: 1: Pilot
Firepower: Moderate
Speed: Fast

Just the thing the CIS needed for destroying AT-TEs.

Gain Speeder
Found At: Naboo: Theed
Positions: 2: Pilot, Main Gunner
Firepower: Moderate
Speed: Moderate

Just like the Combat Speeder, but no missiles and exposed crew. Only seen in
Historical Campaign.

T-47 Airspeeder (Snowspeeder)
Found At: Hoth: Echo Base
Positions: 2: Pilot, Co-Pilot
Firepower: Moderate
Speed: Moderate

Less powerful than all other starfighters but just the ticket for destroying an
AT-AT.

Bespin Cloud Car
Found At: Bespin: Platforms
Positions: 2: Pilot, Co-Pilot
Firepower: Heavy
Speed: Really, Really Fast

The co-pilots weapon is really powerful. The fastest vehicle in the game.

Creatures

Kaadu
Found At: Naboo: Plains
Alliance: Gungans, Republic, Rebels
Firepower: None
Speed: Fast

This is good for going from point A to point B fast. No weapons can be fired
while riding it.

Tauntaun
Found At: Hoth: Echo Base
Alliance: Rebels
Firepower: None
Speed: Fast

Same as the Kaadu. Will run away during a firefight.
-------------------------------------------------------------------------------
12. Turrets

Gun Turret
Firepower: Moderate
Found on: Naboo, Kashyyyk, Rhen Var, Tatooine, Yavin IV, Bespin, Endor

Standard turret. Best for offense, not defense.

Geonosian Sonic Turret
Firepower: Weak
Found on: Geonosis

Weak against vehicles and infantry. Avoid at all costs.

Tower Turret
Firepower: Moderate
Found on: Yavin IV

Useful for killing AT-STs and infantry, but no zoom.

Anti-Infantry Turret
Firepower: Moderate
Found on: Hoth

Useful for killing infantry (duh.)

Anti-Vehicle Turret
Firepower: Heavy
Found on: Hoth

Useful for killing vehicles (duh,) can be charged for maximum power.

Anti-Air Turret
Firepower: Heavy
Found on: Bespin

Best against aircraft (obviously) as well as infantry (didn�t see that coming.)

If I missed any turrets, they will be added soon!
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13. Cheat Codes

Unlock All Planets: Press Square, Circle, Square, Circle at the Main Menu.
Unlock Ewok Size: Enter your profile name as Jub Jub, and must be entered in
that case.
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14. Sniping

Sniping is such a big thing I had to make a whole section for it.

The 10 Factors of Sniping

1. Location
Choose a location that will support your operations. You should choose to be
elevated and (always) concealed. Your camp should always overlook a location of
enemy activity (a command post) so you can rack up those kills!

2. Camouflage.
You should blend into your surroundings or the enemy will see you. The rebels
have really good camouflage. Or, if you have no camouflage, use your
surroundings (rocks, trees, grass, etc.) Also, go prone (tap o+o to lay prone)
to decrease visibility.

3. Cover
Cover is crucial in case of enemy fire. Rhen Var: Citadel has plenty of it, due
to all of the rubble and whatnot. Cover is also an alternative to camouflage.

4. Surprise
Surprise is a major factor here. If the enemy knows your location, they�ll come
to kill you. A good idea is to switch locations after each kill to keep enemies
guessing (good for online play.)

5. Backup
If you are going to stay and snipe for a while the biggest problems are ammo,
and enemies sneaking up behind you. So, bring a pilot to refill your ammo, or a
soldier in case an enemy sneaks up behind you.

6. Transportation
Transportation is good for two reasons. First, it can get you to a good for
getting to a faraway sniping point (faraway command posts.) Also, I can be used
for getting back to a friendly command post to refill ammo. It is also used to
get out of a messy situation.

7. Reconnaissance
You should always know what the terrain your going in to is like. Use the recon
droid to see enemy positions. This makes it safer for you as a sniper.

8. Recon Droid
This is the coolest gadget in the game! This little bugger can call down
orbital strikes on enemy positions. Press L1 and wait for four beeps to
activate the weapon. The strike hits the droids location so place him right in
the middle of a mob of enemies. Also good for recon (hence the name.)

9. Marksmanship
A sniper needs to kill enemies fast, so go for headshots. These are hard due to
the piece-of-crap crosshair. But I have a tip: in zoom, there are two lines;
one goes vertical while the other horizontal. They intersect smack-dab in the
middle of the crosshair, so use this for aiming. A moving target is nearly
impossible to kill with a headshot, so aim for the chest. Usually, bots will
run the other way when hit, so be ready for this.

10. Distance
Always stay at a safe distance from the enemy. Even if a sniper shot is seen, a
faraway sniper is harder to find. If an enemy sees you and starts running
toward you, you will have more time to hide the farther away you are. Only move
closer to the enemy when you KNOW its safe, not when you think its safe. Who
knows, you could head right into a minefield!

Sniping Camps
Heres a list of some good locations to snipe.

Naboo: Plains
The pillars near the Redoubt.
The pillars at the Center.

Naboo: Theed
The platforms that are above the street (available from the stairs at the
Embassy and the Plaza.)

Kashyyyk: Islands
The East and West Harbors (stay on the hill!)
The huts at the Village.
The hut at the Landing Zone, and the trees.

Geonosis: Spire
Any stalagmites on the battlefield.
The cliff around the Spire.

Kamino: Tipoca City
The elevated platforms.

Rhen Var: Harbor
The Lighthouse.
The outside of the Citadel.
Spawn at the Citadel and head down the stairs that lead to the other building
in front of the Citadel. Behind this building is a staircase, go up it. Jump
onto a window directly in front of the top of the other building. Jump onto the
roof, and snipe away. The only problem here is you have to go all the way back
to get ammo. But at least its effective...

Kashyyyk: Docks
Either pier.
The water.
The top of the stairs facing either dock.

Tatooine: Dune Sea
On top of the HUGE stone pillars, use a starfighter to get up. (Better for the
Rebels/CIS because their snipers have second zooms.)
The ridges near the Sandcrawler.

Tatooine: Mos Eisley
Top of the houses.

Rhen Var: Citadel
Top of the Courtyard.
The Watch.
The Entire Citadel is one big sniping camp!

Yavin IV: Arena
The East Box.
The West Box.
The platform around the entire arena.

Yavin IV: Temple
The bridge near the Dry Pool.
The top of the Altar.
The Forest Ruins.

Hoth: Echo Base
Top of Echo Base.
Top of the Outpost.
Top of the Bunker.
The hill behind the Forward Camp.

Bespin: Cloud City
Um...the entire city.

Bespin: Platforms
The roof of the Extractor.
The halls between the Extractor and the Command/Control.

Endor: Bunker
The ewok platforms.

James Mueller also said that the second zoom of the Rebel Marksman/Assassin
Droid is the same as the single zoom of the Clone Sharpshooter/Scout Trooper.
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15. Tips and Tricks

ALWAYS use cover! Anything that is solid and isn�t hostile is cover. When your
being fired at in the open, you are going to wish you listened to me!

Always stay with your allies. Unless your going commando to capture a command
post, stay with your allies. Tell them to follow you because they can really
save your butt when your out of ammo in the middle of a firefight!

Using vehicles as transportation is really useful, especially when you�re a
sniper. (See the 10 Factors of Sniping, Factor #6.) Use it to load it with
allies and head to a strategic command post (the Spire in Geonosis: Spire, The
LZ in Kashyyyk: Islands, etc.)

When a big group of enemies is all together, use an orbital strike!

Don�t Spawn Kill! It ruins the gaming experience and is a really stupid
feature.

Starfighters are useful against land vehicles because theyre pretty powerful.

Always look for health and ammo droids when you need them, theyre everywhere!

The vehicles look snazzy and all, but the grunt work is the real equalizer
between the two armies, use vehicles as a means to escort troops to a
battlefront.

Vehicles can be used as cover. Get behind them to be safe from fire. But
obviously tanks are better cover than walkers.

When in a land tank, keep moving while fighting the enemy. It will decrease the
odds of you getting hit.

Sometimes stealth is the key. Go prone in the grass and sneak around enemies to
get to where you need to go.

Know your enemy. Know their weaknesses (A sniper is useless a close range, a
Dark Trooper isn�t effective at long range, etc.)

Keep moving in the open, you never know when a sniper will be aiming at you.

<The following 4 tips were contributed by Alexander Col�n>

The other thing I have noticed is that when you play on a battlefield where
there are locals on your side (Wookies on Kashyyyk, Ewoks on Endor, etc.), if
your enemy controls the majority of the outposts, you will loose 1
reinforcement about every 3-7 seconds. However, if you control the majority of
the battlefield, then your opponent looses 5 reinforcements about every 3-7
seconds, so use this to your advantage in battle. Also, When a Factions'
(Rebels, Republic, Empire, and CIS) reinforcements get down to 25, the AI will
not get into any vehicles. And if there is a Jedi Hero on the field, they will
die by themselves once the reinforcements get to 15.

Also, A Jedi Hero can be killed by running them over with a speeder bike, or by
throwing them off an edge where they wont survive (Kamino, and Bespin platforms
usually), if they happen die by falling, they WILL respawn and take 5
reinforcements to do it.

One good Blitz technique is to load up a vehicle of your choice with anyone.
Take them to the nearest contested command post, and order him/her to get out.
Get out of the vehicle yourself, so the capture will go by faster, and once you
have it, get back into your own vehicle, but this time, dont have anyone with
you. Circle the nearby area around the command post, and hold it for 15-20
seconds, or until you see that your troops are capable of defending and pushing
through the enemy lines. Once you have done this, have someone get into your
vehicle, and get out yourself. Take a team of 3-6 (include yourself) out of the
way of the battle zone, and sneak up on the opponent from behind, and take
their command post (preferably their home base). By this time you should
control all but 1or 2 command posts, and have made your opponent suffer great
casualties in reinforcements. All you have to do is have all your units swarm,
and obliterate the opposing force. For levels that dont support vehicles, use
this technique with teams of 4-6, and attempt to take over all the outermost
command posts, and then swarm the middle with infantry. IMPORTANT HINT!!! if
you have captured a command post , lay mines on the entry points to the
outpost, or the points that are most likely to be crossed by your enemy to
prevent the enemy from taking the outpost so quickly if you happen to be
battling on another front. Also, it will help greatly if you place mines in
spots not easily seen until its too late, or in places that vehicles come by
often.
This guide is written under the assumption that you dont die. I know that is
not gonna happen unless you are crazy at the game. So if you do die, dont fret,
that just means if your friends need a little bit of help, you can do so.

The Most important tip I can give you is to not allow your enemy to gain
control of the majority of the outposts, or force you to fight on more than one
front, from the same outpost. If you both control an equal amount of outposts,
that�s fine. At the very least you will not be loosing reinforcements, and will
give you a better chance to prioritize your attacks.

-------------------------------------------------------------------------------
16.  Contact Info

My email address is [email protected].
Here are some rules for contacting me:
1.	Don�t share my email address with anyone.
2.	Don�t use vulgar language. Anything than includes words more offensive than
suck, hell, or crap will be deleted.
3.	Don�t give me spam. I don�t want to read anything that will waste my time.
4.	I will accept any tips that actually work, don�t send me that arent useful;
but if they work I will add it to my FAQ and your name to the Thanks
section.
5.	Please use the best language you can. I don�t want to be reading stuff
people use when theyre using AOL IM.
6.	Use black print and white background; I don�t want my eyes straining for the
rest of the day because I was reading some yellow on bright-green crap.
7.	If you
I want to see that you tried to see the best spelling you can, don�t spell
Geonosis as Gnosis like some guy on gamewinners.com
8.	Make sure the info your giving me is relevant to this game.
9. Don�t point out minor spelling mistakes, like, �you keep spelling you�re
like your.� Relax; unless you can�t understand what im saying, it�s not the
end of the       world.
10. If anyone didn�t like my strategies and was wondering, yes I have played
this game.
12. Make sure I will be able to understand the message.
13. Don�t make your message too personal like im your best bud.
-------------------------------------------------------------------------------
17. Copyright Info

This cannot be duplicated in any form under any circumstances, except for
personal, private use. This cannot be distributed to any persons without
advanced written permission from me.

This FAQ can be posted on:
Gamefaqs.com
Neoseeker.com
Supercheats.com

All other websites need written permission from me to place this guide on their
website. Displaying this guide on any website without written permission is
strictly prohibited and is a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
-------------------------------------------------------------------------------
18. Version History

0.05-Finished Table of Contents
0.10-Finished Gameplay Controls
0.15-Finished Gameplay Basics
0.20-Finished Units Section
0.25-Finished Non-Playable Characters
0.30-Finished Clone Wars Map Strategies
0.35-Finished Galactic Civil War Strategies
0.45-Finished Galactic Conquest and Instant Action
0.60-Finished Weapons, Vehicles, and Turrets
0.80-Finished Cheat Codes, Tips and Tricks, Sniping, and Contact Info
1.00-Finished Guide, Posted on gamefaqs.com
1.10-Added Some Stuff to the Guides
1.15-Added Some More Stuff to the FAQ
1.20-Added a new strategy
Final: Well, no one really plays Battlefront I anymore; and Ive got my
Battlefront II guide going REALLY well for me. This guide is no use to me
anymore. For those who have contributed: thanks for helping me with me first
guide.  I will not accept anymore contributions to the guide, although I am
still open for help. I will be making more FAQ�s in the future, so look for my
name. By y�all.
-------------------------------------------------------------------------------
19. Future Plans

Separate Strategies for Each Faction
At Least One Strategy for Separate Units

That�s all I got. More plans coming soon!
-------------------------------------------------------------------------------
20. Thanks

Thanks to gamefaqs.com for letting me post my FAQ on their website.
Thanks to Liam Piper for the strategy on Rhen Var: Harbor.
Thanks to James Mueller for the tips on Naboo: Plains.
Thanks to Alexander Col�n for the tips and the guide.
Thanks to you for reading my FAQ.

FINAL THOUGHT: May the Force be with you.