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Map of Rhen Var: Citadel
Map of Rhen Var: Citadel
  1. Your starting command post. It's inside a building that's detached from the main citadel, and it's really easy to defend.
  2. The northeast command post, just outside the entrance to the catacombs. It's really easy to capture from the catacombs, not so much from the other direction.
  3. This command post is underground, in the catacombs. It can be a pain to find people among all the pillars and tombs, so try not to let the enemy get this one.
  4. The Keep. Its capture is this level's secondary objective, meaning that the team that loses control of it will receive a larger drop in their reinforcement count than when losing a normal CP.
  5. Be careful taking this command post, you can be shot at from about 5 different directions.
  6. Your enemy's starting command post, also enclosed in an outlying building. Opposing units tend to hide behind it and wait until all your allies go away, then recapture it.
  7. There's only one way to get to this command post, making it difficult to capture and easy to defend. There is simply no way to take this one by yourself.

Overview[edit]

  • Your faction: Empire
    • Easy reinforcements: 250
  • Opposing army: Rebels
    • Easy reinforcements: 200
  • Vehicles on map: none
  • Jedi hero: none

Strategy #1[edit]

Start as a normal soldier at your only command post (1). Make your way to the east and into the catacombs and capture that command post (3). Keep moving east to the next command post, but watch it: chances are enemy units will beat you there. Keep fighting, using the tunnel as cover, and claim that CP.

[1]

Now, the choice is yours. If you're up for a challenge, move through the city to the Keep (4), and take out the enemy soldiers hiding amongst the many pillars and ramps. Or you could walk down the steps and try to take the CP opposite yours on the map, being careful not to outrun your allies. Watch for the turret at the bottom of the stairs. Alternatively, if you die you can spawn at CP 1 and try to take CP 5. Keep your back to a wall so people can shoot at you from only 3 directions.

Whichever you choose, you'll eventually have to run the gauntlet and take CP 7, but if you outnumber the opposing units, it shouldn't be a problem. Find the rest of the enemies (look behind their first command post if you're having trouble), or just capture and control all the command posts. Of course, this part should be kind of obvious by now....

Strategy #2[edit]

Start as a Dark Trooper at CP1, with haste, boost your way up to CP7 and capture it. Looking back, you'll see the rebels come storming up from their base, they will try and take CP7. Bob down next to the medical droid and shoot them until your troops come in to repel them back. Then boost across to the second floor of CP6, then make your way down the stairs until the CP is just around the corner. Wait behind the corner while the CP turns to yours, if any rebels are just around the corner, bounce a grenade off the wall to where they are standing. If not, just shoot them. Then defend it until a couple of your allies spawn there. The rest is up to you, this is just a good starting strategy.

Strategy #3[edit]

There's only one spawn point to begin with. Run to the stairs on the left of the field. By now both sides will have lost one man within seconds, presumably due to suicide. Once you reach the junction, you can go left to the crypt or right. Go right and all the way down to the last stairs (on your left) leading to CP 4. While taking that, a glut of rebels will begin to fill the landing. Toss a few grenades their direction and hope to clear some of them out. A few might actually make it up the stairs, just head shoot them. A few stragglers may be hanging out, so clear yourself a path towards CP 7. Sometimes you might take a splat to the side, but it's not a real issue unless you try to rush headlong into five of them. Occasionally they will take CP 7 first, but it's not difficult to dislodge them. While waiting to take the CP, have your back to the droids and reload/heal. If they still spawn from here, just shoot them in the back and be done with it.

The only thing that can make this board challenging is if the rebels retake CP 4, and you can pretty much put a stop to that by shooting a few as you run back across the bridge from CP 7. They'll be coming up the stairs in force, so you'll just have to rely on your own troops to fend them off, which they usually do. CP 5 isn't even a consideration at all, so don't worry about that. On a board like this (like Kamino) you want to secure the most forward advanced CP possible and allow your comrades to take control of the neutral CPs behind that.

Here's the real trick to this board: When you almost reach the end of the bridge coming back from CP 7, fall off the bridge to your right as near to the corner as you can. Some snow build-up in the corner helps cushion the damage, and falling as opposed to jumping helps a little bit, too. Run towards CP 6, which is lightly defended if at all. Sometimes a rebel might spawn inside while you're waiting, so, as always, this isn't the time to set the controller down. You've just taken control of three CPs in about two-three minutes.

Reload/heal outside the tower and charge up the hill (after killing any leftovers on the ground), careful not to get in a crossfire between the gun turrets. Take out the turret in the corner if it's manned, then head up the steps to your right. This turret isn't usually manned at this point, but it can be so be careful to take it out.

It's simple at this point. On the landing with the gun turret, hang out there by the two droids. Every now and then a rebel will flounder down the steps, just snuff him out. Otherwise, concentrate your fire on the rebels pouring out of the top CP (uppermost peak in the distance). The turret will take aim at you sometimes, so hide behind a pillar and fire head shots until you take the gunner out. You can get to the forward edge of the platform and throw grenades very high into the air and they will land on the stair platform where the enemy congregates for a few moments. The longer you hold this position and blast away, the worse the situation gets for the rebels until it reaches a point where they simply stop spawning in high enough numbers to justify staying put. By then your troops are beginning to advance on the position in earnest anyway.

As usual by this point, it's just a mop-up operation. Sometimes the crypt needs to be taken, but it's easy at this stage of the battle, almost as if the rebels have given up. Like Kamino, this board is best suited for players who know when to use bursts of aggression and when to stay put for a few moments and clear the road ahead.

If you lose CP 4, retake it and fight at your discretion, though it's a good bet that your best option is to take the crypt route.

This is not a high kill rate board. Expect 40–50 kills, max. 35 or so is more realistic once you have the pattern figured out and no unforeseen circumstances happen. Given some lucky breaks and you'll have upwards of 200 troops left alive. 201 if you don't count the moron who always dies literally within seconds of the start of the board.