Star Wars Battlefront Guide - Guide for Star Wars: Battlefront

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Star Wars Battlefront FAQ

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Star Wars Battlefront is one of those worthy Star Wars Games. It even beats Jedi 
Power Battles (OPM said that it was "one hell of a challenge. 7/10"). It DEFINATELY 
outruns The Phantom Menace (a reeking pile of silage in my opinion, no offence 
LucasArts). You have 3 Game modes (in splitscreen or singleplayer) called:

Historical Campaign-choose your era to fight battles from the Star Wars films.

Galactic Conquest-choose a battle and attack planets in any order

Instant Action-Choose fields and the era in which that battle will take place in

NOTE: Endor-Bunker (galactic Civil War), Geonosis-Spire(Clone Wars), Hoth-Echo Base
(Galactic Civil War)and Kamino-Tipoca City(Clone Wars) are all levels where you 
cannot choose the era.

 
    



 The troops - Clone Wars   



Separatists:

  This is the Super Battle Droid. It is armed with a rapid-firing blaster, a grenade 
launcher and a Tri-shot. He is able to take more damage than the other units.

Equipment:

Wrist Blaster
A rapid-fire blaster has been mounted directly to the super battle droid's frame, 
reducing the risk of dropping the weapon, having it misfire, or being disabled by a 
Jedi Knight. The wrist blaster can also fire a volley of blaster bolts providing a 
more potent assault on a target.

Wrist Launcher
Super battle droids also come equipped with a limited supply of rockets. Fired from 
the wrist much like the blaster, the rockets are 'dumb fired' at targets.


  The Droideka is the second most powerful unit on the field. It has twin heavy 
blasters and a mobile shield generator. Unfortunately, these droids are unable to 
pilot any veihcles, as the Enter Veihcle button turns the Droideka into it's wheel 
format.

Equipment:

Repeating Blasters
Twin high-energy blasters, mounted in its arms, serve as the Droideka's main 
offensive weaponry.  The blasters have a secondary fire mode allowing them to fire a 
salvo of blaster shots at a target.

Personal Shield
The Droideka's personal shield deflects damage from all ordnance for as long as the 
shield is deployed. The shield cannot be activated when the Droideka is rolling 
around the battlefield in its wheel form.

Transform
The Droideka has two modes of locomotion. The first is the 'wheel form' which allows 
for quick travel, but no use of weaponry or shielding. The second is the 'walk 
state,' in which the Droideka can scuttle and reorient while firing and using its 
shield.

  The Pilot Droid is armed with a Radiation Launcher, Blaster pistol, Fusion Cutter 
(Repair tool, for mending broken med droids, damaged vehicles and repairing/building 
turrets-look for a green blaster hologram) and can dispense health and ammunition 
for itself and the other troops. These troops automatically regenerate the health of 
any vehicle they're in.

Equipment:

Merr-Sonn RD-4 Grenade Launcher
The versatile RD-4 grenade launcher lobs small grenades outward toward targets. The 
weapon can be configured to fire grenades that either bounce or explode on contact 
with the target.

Separatist Blaster Pistol
Due to the touchy political quagmire of producing weapons for an enemy of the 
Republic, the origin and manufacturer of this pistol remains anonymous. Those 
familiar with these types o weapons are fairly certain it is a BlasTech design, but 
BlasTech denies knowledge. Nevertheless the 'Separatist' pistol remains a tried-and-
true back-up weapon for the droid armies.

SoroSuub F-187 Fusioncutter
The Fusioncutter is a general-purpose device. It can repair vehicles and buildings; 
it can also construct unassembled battlefield equipment such as blaster turrets.

Supply Dispenser
A variety of inexpensive supplies including various medicines, emergency care tools 
and ammunition, can be handed out with the supply dispenser. Perfect for those 
always on the go!

  The Assault droid holds a limited-ammo missile launcher that locks on to any enemy 
vehicles. They are also armed with a small Blaster Pistol and have thermal 
detonators and mines. Their rocket launchers are good at destroying enemy vehicles, 
turrets and large groups of enemy soldiers.

Equipment:

BAW E-60R Missile Launcher
Once the battle droid proved its ineffectiveness against the Republic's walkers, 
Baktoid Armor Workshop quickly produced this powerful anti-armor rocket launcher. 
Clone Pilots have learned to fear its presence on the field.

Separatist Blaster Pistol
Due to the touchy political quagmire of producing weapons for an enemy of the 
Republic, the origin and manufacturer of this pistol remains anonymous. Those 
familiar with these types of weapons are fairly certain it is a BlasTech design, but 
BlasTech denies knowledge. Nevertheless the 'Separatist' pistol remains a tried-and-
true backup weapon for the droid armies.

Merr-Sonn V-1 Thermal Detonator
Merr-Sonn denies selling thermal detonators to the Separatists, yet many droids have 
been seen carrying V-1 thermal detonators on the battlefield. The device has been 
calibrated to maximize enemy casualties while minimizing friendly ontact.

Conner Ship Systems HX2 Mine
Proximity mines are a good way to catch those who aren't paying attention. The 
outdated, cheap but yet still effective HX2 proximity mine is carried exclusively by 
Assault droids.

 This is the sniper of the droid army, the Assassin Droid. It is armed with a 
powerful sniper rifle, but it is useless at frontline combat. It is also armed with 
a recon droid, which is most suited to scouting to see if an enemy command post is 
safe before entering.

Equipment:

BAW E-5s Sniper Rifle
Many organic snipers are given special sniper weapons, suited to their capabilities. 
Not so the assassin droid, who is specially programmed to use the E-5s, an otherwise 
ordinary rifle, to its utmost capability.

Separatist Blaster Pistol
Due to the touchy political quagmire of producing weapons for an enemy of the 
Republic, the origin and manufacturer of this pistol remains anonymous. Those 
familiar with these types of weapons are fairly certain it is a BlasTech design, but 
BlasTech denies knowledge. Nevertheless the 'Separatist' pistol remains a tried-and-
true back-up weapon for the droid armies.

Merr-Sonn V-1 Thermal Detonator
Merr-Sonn denies selling thermal detonators to the Separatists, yet many droids have 
been seen carrying V-1 thermal detonators on the battlefield. The device has been 
calibrated to maximize enemy casualties while minimizing friendly contact.

Arakyd Mark IV Recon Droid
A small seeker droid can be deployed to gather intelligence while on the 
battlefield. The small portable droid can also call down an orbital strike taking 
out any nearby enemies in the blast radius.

 

Republic

 The Clone Troopers are identical to each other in appearence. They serve the 
Republic and are perfect imitations of their host, Jango Fett. It is believed that 
these later on become the evil Stormtroopers of the empire. These guys are armed 
with the usual Blaster rifle, Pistol, EMP Grenades and concussion grenades.

Equipment:

Republic DC-15 Blaster Rifle
The long-barreled DC-15 emits a powerful blue laser projectile, specially designed 
to shred infantry and vehicle units alike.

Republic DC-15s Blaster Pistol
An emergency sidearm, designed to be small, portable and deadly. The DC-15s is 
useful in close quarters combat, and makes a good backup.

Merr-Sonn V-6 Haywire Grenade
Clone troopers carry a small, hand held Haywire Grenade. The device has been 
calibrated to cause massive electrical disruptions to droid circuitry.

SoroSuub LXR-6 Concussion Grenade
Concussion grenades are not as common as thermal detonators but are carried by all 
Clone troopers.  The blast field created by these grenades is effective against 
vehicles.

  The Jet Trooper is armed with a jetpack, for flying to extreme heights and 
unreachable balconies and areas where enemies can't shoot you at.

Equipment:

Merr-Sonn EM Pulse Launcher
The EM Pulse launcher fires an electro magnetic pulse outward toward targets.  A 
blast from this weapon has been known to cause a massive electrical disruption 
capable of frying fragile droid circuitry.

Republic DC-17 Blaster Pistol
Jet troopers are often stuck in intense situations and carry a better blaster 
pistols than most other soldiers.  The DC-17 has a higher rate of fire than its 
predecessors and is extremely deadly.

Merr-Sonn V-1 Thermal Detonator
Clone troopers carry a smaller, battlefield version of the devastating thermal 
detonator. The device has been calibrated to maximize enemy casualties.

  The Clone Pilot is armed with a On-Bolt caster and is able to dispense health an 
ammo. Just like the Droid Pilot, he has a fusion cutter which allows him to 
build/repair turrets, repair vehicles and medical/ammo/vehicle droids.

Equipment:

EQUIPMENT:

Drever Corp 'DN Bolt Caster' Plasma Disruptor
Drever Corp originally created the 'Phoenix II' plasma disruptor as a tool for 
customs agents and spec-force commandos, for use in breaching locked doors. But 
soldiers began improvising with the tool, wielding it against battle droids and 
other enemies. Its effectiveness as a weapon was undeniable and prompted Drever Corp 
to develop the 'DN Bolt Caster' plasma disruptor weapon. It's expensive but 
effective, especially against droid armies.

Republic DC-15s Blaster Pistol
An emergency sidearm, designed to be small, portable and deadly. The DC-15s is the 
clone pilot's primary weapon.

SoroSuub F-187 Fusioncutter
The Fusioncutter is a general-purpose device. It can repair vehicles and buildings 
and construct unassembled battlefield equipment.

Supply Dispenser
A variety of inexpensive supplies including various medicines, emergency care tools 
and ammunition, can be handed out with the supply dispenser.  Perfect for those 
always on the go!

 The ARC trooper is armed with a homing missile launcher, grenades and mines. He 
also is armed with a reasonably powerful Blaster Pistol. Use this to take down a 
group of enemies or vehicles.

Equipment:

Merr-Sonn PLX Missile Launcher
Versatility is the name of the game with the Merr-Sonn PLX hand-held launcher. It 
can be 'dumb' fired or programmed to fire the smart GAM (gravity-activated mode) 
guided missile specially designed for the weapon.

Republic DC-15s Blaster Pistol
An emergency sidearm, designed to be small, portable and deadly. The DC-15s is 
useful in close quarters combat, and makes a good backup.

Merr-Sonn V-1 Thermal Detonator
Clone troopers carry a smaller, battlefield version of the devastating thermal 
detonator. The device has been calibrated to maximize enemy casualties.

Conner Ship Systems HX2 Mine
Whenever there is an ARC trooper on the battlefield, proximity mines are sure to be 
laying around. They are an excellent weapon to use against those who don't watch 
their step.

  The Clone Sharpshooter has a powerful Sniper Rifle and a Recon Droid that can hail 
Cruiser fire down on where it currently is positioned.

Equipment:

Republic DC-15x Sniper Rifle 
The DC-15x is a modified version of the standard clone trooper rifle, with added 
sights and accuracy for long-range efficiency.

Republic DC-15s Blaster Pistol
An emergency sidearm, designed to be small, portable and deadly. The DC-15s is 
useful in close quarters combat, and makes a good backup.

Merr-Sonn V-1 Thermal Detonator
Clone troopers carry a smaller, battlefield version of the devastating thermal 
detonator. The device has been calibrated to maximize enemy casualties.

Arakyd R-1 Recon Droid
The Clone Sharpshooter can deploy a remote recon droid to gather battlefield 
intelligence. The recon droid can call down an orbital strike taking out any enemies 
nearby.

 
    



 The troops - Galactic Civil War   

Coming soon...
 
    



 Walkthrough   



Bespin-Platforms

Command Posts
The extractor is the key, as once one faction has it under control it is very 
difficult for the other side to take it back, and so getting to it first is 
essential. Also make sure you don't lose one of your rear command posts to airborne 
units, as once you do the enemy will find it very easy to flank you. You could try 
to do the same to them though, as a quick air attack on a poorly guarded rear 
command post could be enough for you to capture it and put you at an advantage.


Bespin-Cloud City

Command Posts
There is a good opportunity to flank your enemy in this area, with the edge of the 
area being pretty much ignored. This gives you the chance to sneak up on the rear 
entrance, which unusually isn't well guarded, and capture it. Obviously if you 
already have that post under control then you'll want to make sure the enemy doesn't 
mount any sneak attacks on it. The carbon freezing chamber can be both tough to 
capture and defend. It has a few different routes to it but all are usually well 
defended. Once it is under your control then you will have to fight hard to defend 
it, especially if your numbers are dwindling. Unless your enemy is short on numbers 
you shouldn't try to take the courtyard from the front, as there will probably be a 
sniper hanging about and you are also likely to get caught in the crossfire from the 
turrets. You are better off approaching from the side with a small group and quickly 
taking out any enemies before they spot you. The heavy weapons soldier is probably 
the least useful on this level, as there's nothing that requires the firepower he 
carries. It's good if you spot a large group of enemies but they don't stay still 
for long and will be a tough target.

Endor-Bunker

Command Posts
If you're playing as the Rebels your objective is to destroy the shield bunker, 
which is no easy task. You'll need to capture the barracks command post first so you 
don't have to walk the length of the map to reach it. The best chance to capture it 
is to head there at the start of the battle. Take a few soldiers with you and try to 
avoid any Imperials on the way, which shouldn't be too hard. Look out for the turret 
when you get there and quickly capture the command post. You'll want to use the 
Rebel Vanguard or Wookiee to destroy the shield bunker (fire at the console inside), 
as you need some serious firepower. The bunker is protected by two turrets and a 
constant stream of Imperials, and once it's destroyed you can't even capture it as 
it ceases to be a command post.
If you play as the Empire then protecting the bunker is a far easier task as the 
turrets are at your disposal and the nearby barracks command post has a supply of AT-
STs if you still have it under control. If you do let the shield bunker get 
destroyed the battle won't be over but you'll lose an outlet for reinforcements.
Command Posts
If you're playing as the Rebels your objective is to destroy the shield bunker, 
which is no easy task. You'll need to capture the barracks command post first so you 
don't have to walk the length of the map to reach it. The best chance to capture it 
is to head there at the start of the battle. Take a few soldiers with you and try to 
avoid any Imperials on the way, which shouldn't be too hard. Look out for the turret 
when you get there and quickly capture the command post. You'll want to use the 
Rebel Vanguard or Wookiee to destroy the shield bunker (fire at the console inside), 
as you need some serious firepower. The bunker is protected by two turrets and a 
constant stream of Imperials, and once it's destroyed you can't even capture it as 
it ceases to be a command post.
If you play as the Empire then protecting the bunker is a far easier task as the 
turrets are at your disposal and the nearby barracks command post has a supply of AT-
STs if you still have it under control. If you do let the shield bunker get 
destroyed the battle won't be over but you'll lose an outlet for reinforcements.


Geonosis-Spire

Command Posts
As the Republic you only hold one command post at the start but the east and west 
bunkers aren't that hard to capture. They only have one turret each and it's easy to 
use the rocks as cover once you reach the command post. To defend it them you'll 
want snipers up on the ridge behind to take care of any soldiers that get too close. 
The spire is easier to defend as it requires some hill climbing to get inside. As 
long as a few troops are waiting inside, you should be able to keep hold of it. 
Spider walkers should protect the techno union ships preferably, as once you lose 
them your re-spawn points will diminish (if playing as the CIS). If attacking them 
then your best bet is a LAAT/I with a full complement of troops. With all guns 
blazing they should quickly be destroyed. The assembly area can be destroyed but it 
takes so many hits that it's not really worth trying. You should still keep it clear 
of enemies, especially if it's your last command post.


Hoth-Echo Base

Command Posts
As the Rebels you control all but one of the command posts from the start but to 
capture the forward camp is no easy task, as you have a great deal of ground to 
cover and two AT-ATs to get past. It's not too tough to defend the shield generator, 
as there are plenty of turrets to man, but the difficulty does increase if you let 
the Empire take control of the bunker and outpost. Playing as either side these two 
command posts are easy to capture, but difficult to defend. Look out for attacks 
from behind coming from the inside but make sure you don't neglect the outside area 
too or you'll quickly become overwhelmed as the enemies advance on the positions. As 
the Empire you'll want to capture echo base, as this will cut off the supply of snow 
speeders to the Rebels, making it much harder for them to take down the AT-ATs.


Kamino-Tipoca City

Command Posts
All of the Command Posts except the Cloning Centre one are out in the open and as 
such are tough to defend. Attacks can come from all sides and if you're on your own 
you won't last long. The only good thing is that the walkways leading to the 
platforms are relatively narrow making the enemies easy targets. Each platform has 
at least two approaches to it so defending both can get tough. However if there's a 
large group of enemies defending a Command Post it can be tough to break them down, 
especially if more keep spawning. It's best to pick a few off from afar and then 
charge in with a group to capture it. If playing as the Republic, the Droidekas will 
be your biggest problem, as usual, but there are a few objects lying around that you 
can hide behind while you wait for their shields to drain. Once they do pop out and 
fire off a few shots to destroy it.

Kashyyyk-Islands

Command Posts
All the Command Posts on this level are pretty similar in that they are all located 
near the wooden huts of the Wookiee village. This gives them good protection from 
snipers and enemies can conceal themselves inside until you are looking the other 
way. Lobbing a couple of grenades at a hut before you approach it can sometimes be a 
good idea. Some of the Command Posts are close enough to huts that you can hide 
inside while capturing it and thus not leaving yourself exposed while you wait for 
it to change colour. With the presence of spacecraft you need to look out for not 
only ground attacks but also for fire from above. Especially look out for bombs 
dropping from the Y-Wings and TIE Bombers. If you are protecting a Command Post make 
sure you look for attacks from all angles, as the area is so open and the enemy can 
approach from all sides. If you're as a destroyer droid, as soon as the battle 
starts, roll straight for the Villiage Hall.

Kashyyyk-Docks

Command Posts
The Landing is the key Command Post here, as whichever faction holds it has a far 
better chance of victory. Once you have control of that post it will be difficult 
for the opposing side to gain control unless your numbers are significantly reduced. 
The Beach Head is also a tough one to capture, as there's a large expanse of water 
to cross before you reach it and no cover to avoid enemy fire. However it is 
possible to provide cover from the piers for any troops attempting it. The City Hall 
and the Pier Command Posts are the easiest to defend, as they are concealed inside. 
The Pier posts are especially tough to approach as the narrow rope bridge is the 
only way to approach (although you can just about make it with a jet pack but expect 
to get shot at). Jet packs are put to better use reaching the Dock Command Posts 
from jumping straight to them from the water, rather than running all the way up to 
the beach then back along the dock.

Naboo-Plains

Command Posts
There's not a lot of difference between the Command Posts on this level, as they're 
all out in the open and approachable from all sides. The only protection you have 
while defending them is the rubble surrounding them and a couple don't even have 
that. The best way to capture a Command Post is to send in the vehicles first to 
clear the area then move the ground troops in to get any stragglers and capture the 
position. When defending you'll be advised to keep low so you don't get picked off 
from afar. Keep moving so you're not a stationary target. If there's sufficient 
cover around the post then make sure you use that but don't hide so much that you 
can't see approaching enemies. Depending upon which side you're on you'll also need 
to look out for air attacks so if you see an approaching craft seek cover. It can be 
advisable to try and flank an enemy Command Post rather than staging a full frontal 
attack. You can sometimes take them by surprise and clear the area much quicker.

Naboo-Theed

Command Posts
The majority of the Command Posts have plenty of cover that you can defend from and 
that can also prove useful when coming in to attack. The Rotunda's the exception 
here and is very exposed. However, it's rarely heavily guarded, making it easy to 
capture. Make sure to defend it once you've captured it though. The Palace post is 
also a tough one to take as it's always heavily defended and is somewhat out in the 
open. It's best to try and approach it from both sides, although that does depend 
upon you having the Command Posts either side. The Plaza and Office posts are both 
elevated making the approach tricky and it's best to throw some grenades up the 
stairs before storming either of them.

Rhen Var-Harbour

Command Posts
All the Command Posts on this level require some tough fighting to capture. They're 
all surrounded by turrets, except for the Ice Cave, which makes the approach 
difficult. The Western LZ is usually poorly defended by whichever side has it but as 
it's such a trek to get there it's tough to get a large enough number of troops. The 
key is to capture the Ice Caves first, which gives you a much smaller distance to 
travel and two different approaches. Whichever side you start on the Lighthouse will 
be neutral so get to it as quickly as possible otherwise it's tough to get or keep a 
foothold in the main area. When taking the Citadel and Fortress send a vehicle in 
first to try and clear a path for the ground troops to move in. There are plenty of 
pillars to use as cover while you are capturing those two Command Posts so make sure 
you use them.

Rhen Var-Citadel

Command Posts
Five of the Command Posts are up for grabs when the level starts so try to get 
control of as many of them as possible before your enemy does. You'll never get them 
all but if you move quickly you should be able to get three.
Most of the Command Posts are in enclosed areas, with plenty of cover that you can 
take refuge behind when the enemy attacks. Obviously there is cover there if you are 
attacking a post too, which makes it easy to get close. The worst one to approach 
and defend is the Watch, as it's right out in the open. Fortunately it's usually 
poorly defended, although you should look out for the turrets next to it. Try to 
take control of any turrets before going for the Command Post they protect, 
otherwise you may find yourself getting shot in the back as you run towards it. 
Ideally you'll want to control all the posts around the outside before moving to the 
two in the centre from all sides. If you don't you may find you just chase the enemy 
round the map as they capture your unguarded Command Posts as you move in on theirs.

Tatooine-Dune Sea

Command Posts
Whatever faction you are playing as you'll need to contend with the Tusken Raiders, 
as well as the enemy forces, who control two of the Command Posts at the start. They 
will fight hard to keep them and seem to have an unlimited supply of reinforcements 
making it tough to clear an area so you can capture the post. If you do manage to 
capture the Tusken Camp and Cisterns it will put you at a great advantage, as long 
as you managed to hold onto your own Command Posts that is. When trying to capture 
any of the posts it can be a good idea to take a long way round, trying to flank 
them instead of just charging straight. If you come from the rear you can catch the 
enemy by surprise and quickly capture the post before they know what's happening. 
Look out for the Sarlaac too, as you are running around, get too close and a 
tentacle will grab you.

Tatooine-Mos Eisley

Command Posts
The Command Posts are all contained in small areas, either inside or in small 
alleys. This makes them slightly easier to defend as there are a limited number of 
approaches for the enemy but it can also leave you with no where to run if you are 
stormed or a grenade is thrown in your direction. When attacking a Command Post look 
out for cover that you can use as you head down the streets. There are lots of 
little alcoves that you can use, just look out for any turrets on the nearby 
rooftops. You can also take refuge on a roof but you'll leave yourself even more 
exposed to turret fire so be careful where you choose to do it. Of the Command Posts 
the Hangar is the hardest to take, mainly due to the volume of turrets protecting 
it. There are two outside the main entrance and another three on the Skiff inside. 
You'll need to take out any enemies manning these before you can think about 
capturing the position. A well-placed grenade should take care of anyone on the 
Skiff though, as long as you can get close enough to throw it.

Yavin 4-Temple

Command Posts
All of the Command Posts on this level are tough to take from your enemy, mainly due 
to the distance between them and the openness of the area. The enemy will see you 
coming so you'll need to be more creative in your approach. There is one way to get 
to the temple quickly (as empire or CIS). Grab a speeder bike (or STAP for the CIS) 
from the overlook and speed your way to the temple. The Overlook is 
particularly susceptible to attacks from the flank. Instead of coming across the 
bridge keep to the edge of the map and go through the stream, then up the rock face. 
The Temple is tough to take as you need to get right inside to reach the Command 
Post and there's only one entrance so no opportunity for sneak attacks. The rest are 
all very similar and have some sort of cover that can be both useful when attacking 
and defending. Even the long grass can act as great cover in places, allowing you to 
crawl close to a Command Post before leaping up and blasting the enemies.

Yavin 4-Arena

Command Posts
The only neutral Command Post at the start is the Arena so you'll want to get to it 
as quickly as possible. However it's probably not the most important Command Post, 
as it's hard to defend and will probably change hands several times throughout the 
battle. The ones you want to aim for are the Gate or the Altar; depending upon which 
side you fight as. If you gain control of both outside Command Posts then you will 
definitely have the upper hand. Not only will the enemy lose the use of their 
vehicles but they will also be confined to the inner area, which is much harder to 
defend. Alternatively if you lose both Command Posts outside then try to take 
control of all three inner ones as quickly as possible so the enemy finds it 
difficult to find a way inside. The West Box and East Box Command Posts are the 
easiest to capture due to the enemies defending it being concentrated in a small 
area. A well-placed grenade should take care of the majority, just look out for that 
turret.

Full walkthrough at: www.totalgames.net
Have any queries? E-mail me at: [email protected]


 Hints   


If they are empty, commandeer an enemy veihcle like the AAT when you are clones, or 
AT-ST when you are Rebels. Note that mobile command posts cannot be taken for a 
joyride. These include the AT-AT and AT-TE. 
Killing is more efficient most times that capturing command posts, but don't forget 
to hold at least one. 
Armies win wars, NOT individuals.
Jedi Cannot be killed by any weaponry (Unless you hold a thermal detonator on Bespin-
Platfroms or Kamino-Tipoca City and you knock him off the edge). But you can run 
them over or land on them.
Destroy any destroyable command posts (like Geonosis's Assembly area) to get rid of 
enemy respawn points.

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