Star Wars: Battlefront II/Naboo

General
This map is playable by all four factions. It contains 6 CP's, the Republic/Imperials starting with 2 on the western side and the Central Plaza CP, and the CIS/Rebels starting with 2 on the east and the CP on the round island.

Both sides have armor available. The map has lots of great possibilities for jetpacks and snipers, and offers many alternative routes for flanking and sneak attacks.

There is deep-water connecting canals and a lake on the southern half of the map. The water is accessible from several stairways located near the bridges crossing the canal. Entering the water can offer a hidden means to ambush or infiltrate behind attacking enemy troops.

Conquest
The map in conquest mode is slightly imbalanced in favor of the CIS/Rebels, as they have more direct attack routes for the bot-AI to follow into the central square, and they generally seem to be better at establishing armor superiority. This gives them a distinct advantage and most times the Republic/Empire will lose unless the player can create an upset by capturing the rear enemy CP's before the enemy has too much of a numerical advantage.

naboo battle strategy
era: clone wars

faction: republic

one thing I've always had trouble with was dealing with tanks, especially when playing on galactic conquest. When you just start out you have no rockets to help you, so tanks are a real problem for your troops. That being said, priority alpha: take their access to tanks. tanks spawn at cp 6. Your own tanks spawn at cp 2. to take cp 6, you need to first take a cp that will make a great staging area for the assault on 6. I suggest first taking cp 1. that give you a head start on command post ownership, and give you a good spot to spawn from, should you fail your first attempt to take 6. Now that you have a good staging area, it's time to move on their tank spawn point. Gather a few soldiers before moving on 6. I suggest taking the cp from the side. Expect some light resistance. Once six has been taken, their tank access will be eliminated. by this point, the enemy may have taken the central plaza. If you still have 2 and 3, move on 5. you'll have established a perimeter around the central plaza. However, if you have lost 2 while taking 6, get there double time. 2 is where your At-rt's spawn in, and you don't want to lose them. Now that your enemy has lost access to their tanks, you should have no problem dealing with true remaining soldiers. Make sure they don't take 6 or 2 back, and you'll be well on your way to victory.