Star Wars: Battlefront II/Geonosis

$N1P@R1F@ 17:28, 26 December 2010 (CST)

Command Posts

 * 1) An enemy CP. Capturing it is easy and can stop some CIS vehicles from spawning.
 * 2) The CIS' main CP, and their main source of vehicles. Taking this CP can really cripple the enemy's forces.
 * 3) Stuck in the enemy's ring of CPs, you'll never hold on to this CP for long.
 * 4) Keep this CP under control, if it falls, then the enemy has easy access to CPs 6 and 7.
 * 5) Your team will probably take this CP first, but it'll change hands a few times during the course of the game. It's on top of a hill.
 * 6) A completely unimportant CP, unless a runaway Droideka captures it.
 * 7) Nearby this CP is the AT-TE spawn, and a path up to CP 5.

Overview

 * Your faction:Republic
 * Easy reinforcements: 150
 * Opposing army:CIS
 * Easy reinforcements: 150
 * Native faction:Geonesians (CIS allies)
 * Vehicles on map:CIS - Spider Droid, Hailfire Tank Republic - AT-TE All - Geonosis Sonic Turrets
 * Jedi heroes:Republic - Mace Windu CIS - Count Dooku

Walkthrough
Geonosis depicts an invading team with an uber-strong CP vehicle, and a defending team with a positional advantage, endless respawning allies and many vehicles. Although in the movies the Republic wins this battle, the CIS seems to be generally better at flanking around the sides of the map and getting into the vulnerable Republic rear areas. And the Republic doesn't seem to be very good at defending its turf on this map. So without active intervention from the player, the Republic will generally lose. Get ready for a very hard fight.

The map has only 7 CPs, so the side that can grab a 4th CP and hold it will establish and maintain a distinct advantage. There are lots of fun opportunities for heavy weapons, jet troopers and snipers, as well as trying out some exotic armored warfare.

Strategy 1
Time to show the CIS who's boss. Take to the fight by spawning at CP 4 as a regular Clone Trooper. Leave the crashed Techno-Union ship and sprint towards CP 3. The CIS' forces should be coming down the hill now, so open fire on them and make sure none of them get to CP 4. When you clear out the enemy units, go up and destroy the Sonic Turret at the top of the hill. You should see the bunker CP 3 is in. Look out for snipers and Spider Droid lasers and take cover in the bunker. Inside, capture CP 3 and wipe out the droids outside. Run over to the other bunker in the distance (CP 1). Plenty of enemy units should be around here, gun them down so that you may advance. Get inside the bunker and take it over. Now, you can either fall back to protect/recapture your CPs back where you started, or attempt to take CP 2 for your side. The latter can be hard (as Geonesians spawn here along with droids) but will cause the CIS' reinforcements level to drop drastically. With CP 2 gone, you should have no trouble cleaning up any enemies still resisting defeat.

Strategy 2
Spawn as a Clone Trooper at CP 7 and quickly run up the hill towards the bunker (CP 5). Bring your allies with you to meet the CIS forces approaching from the opposite side. Capture CP 5 and destroy the enemy units trying to take it. If you happened to unlock the Jet Trooper, you can change into one to make your trip much easier. Fly to CP 2 and capture it quickly. Now the CIS should only have two small CPs under their control. Jet towards CP 1 and take a ride in the Spider Droid if it is there. If not, capture CP 1 and make your way to CP 4 to defend it from any attacks (switching to a normal Clone Trooper is wise). Once the enemy's reinforcement level is considerably low, take over CP 3 to finish them off.

Strategy 3
Spawn as a Clone Engineer at the AT-TE. Pilot the tank and ride it into battle. With weaponry that can make scrap metal out of Spider Droids in a few shots, you'll have no trouble obliterating the CIS' forces. If anyone comes too close and starts grenade spamming, get out and kill them. You will probably lose 1 or 2 CP's doing this method, so it is important that you kill huge numbers of metal-heads to offset your own dwindling reinforcement count.