| Hoth Assault Walkthrough
On this page are some in-depth strategies and basic ideas on how to proceed in this scenario, after having skimmed the overview.
Note:
It is first advisable to learn the various Force
Powers and Weapons, as well
as familiarize yourself with the Items
and basic game mechanics before attempting to play this competative
mode!
Alegis Gensan
has a good page introducing strategies for Hoth, take a look at it!
Next examine these screenshots to see some more information on
strategies for making it through the objectives of the Hoth Siege
mission.
Key:
X = Any class on your team. Roughly aproximating a spawn area.
J = Jedi Class, tips for the Jedi to do.
T = Tech Class, tips for the Tech to do.
D = Demolitions Class, tips for the Demo to do.
S = Scout Class, tips for the Scout to do.
Assault
generally is best for fighting the Walker (working in concert with
Tech's who stun it with DEMP2 shots) and for general defensive combat.
He can also lay traps on defense. On offense Assault's EWEB is
essential for destroying structures and he can make short work of most
objectives, although the Jedi can take some shortcuts faster.
The
Heavy Weapons class is usually best when he holds position near ammo (a
recharge station or Tech class). The Assault class moves around in the
main area for defense, or leads the charge in the attack.
Jedi's
use of Force Power "Jump" let's him take shortcuts and go greater
distances in a shorter period of time, thus covering more area, though
his attacks are limited to close range (or medium close with the Saber
Throw).
Demolitions
class can take out large objectives in one sweep (once placed, his Det
Packs almost always detonate upon his death, if he's killed before he
can manually trigger them) as well as defend choke points and blind
corners with Trip Mines. One can either place a cluster of Secondary
Trips in an area that allies might need to traverse or place a "net" of
primary Trips to cover a tunnel opening. Alternately primary Trips can
be placed at odd intervals in a twisty passage, to make attackers
slowly lose health and catch them unawares. Keep in mind that primary
trips are a major nuisance to your teamates and will prematurely
detonate on some surfaces (the Hoth bridge, recharge stations, moving
doors, etc).
Tech's can both heal allies and repair non-vehicle devices. They can hack their way through locked switches on offense.
Scouts
are good for sniping and can provide distractions with their Assault
Sentries on offense. Cloaking give them a little more safety when
sniping on defense.
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Remember
that these are loose and basic attack plans. Your team may have worked
out something better and you may discover new wrinkles in these plans
after playing for awhile. But this should give you an idea of what
works a lot of the time.
Objective 1: Imperials

The Imperials must get the AT-ST through the gate.
Move it in a straight line (from its spawning point) OVER the wall, at about the point indicated in the picture. Ignore
the Blaster Cannons and Rebels firing at you. If you move quickly and
without hesitation you should make it through without major damage.
IF you can't make it over the wall, quickly turn around and back track a bit (out of range of the cannons) and then try again.
Meanwhile
have your troops head for the LEFT route and make their way towards the
gate. Why this route? Because the Rebels have a clear line of fire to
the AT-ST from the Heavy Blaster on that side, so they can take this
out as well as taking cover to take out the larger cannon on their way
to the door (which the Walker should have opened by the time they reach
it).
The
picture shows a route that avoids the Heavy Blaster cannon, but is
exposed to the larger cannon. If you run the other way around the AT-ST
head you will run into the Heavy Blaster sooner (if it is destroyed
though, this path may be safer). Remember that Dark Jedi can use their
sabers to block shots from both types of cannons (just be sure of your
angle!). Reflected shots can destroy the larger turrets as well (though
this is a slow process).
Troops
should always keep moving, unless they're behind indestructable cover.
Strafe running and strafe jumping are good ways to cover more ground
for non-Jedi. Imperial
troops should use Disruptor shots, Rockets, Repeater and ST Rifle fire
to take out the cannons and any troops in their way. Jedi can take the
straight path following the Walker (using Jump to get over the trench)
though they will have to wait for the door and avoid crossfire from the
cannons.
Using
the cover of the crashed AT-AT head, Scouts and ST rifle users can take
out the cannons from relative safety, although it requires precise
aiming (harder to do when being fired upon by Rebels, so have your
teammates distract them).
Follow
the Walker through the gate to the other side and prepare for the next
objective. If the Walker is destroyed, hurry back to try again,
although destroying the cannons may make the driver's job easier and
keep the Rebels distracted.
Objective 1: Rebels 
The Rebel goal is to stop the AT-ST from entering the gate.
Since
the AT-ST can easily cover the trench in a few steps, they need to
spring into action immediately, focusing all their activity on the
Walker, rather than individual troops.
Jedi
can take out the Walker with a few saber swipes (though getting run
over is a major concern if they get too close, attack from the side and
jump slash at the "head").
Techs
should place shields in the middle or outer rim of the trench and in
front of the gate to slow the walker. Additionally they can make their
way around the trenches and repair the cannons. While the Walker is
being slowed, other classes can pound away on the Walker and the Tech
can use DEMP2 shots to prevent the walker from firing for a few moments.
Techs
can heal and supply ammo, but their primary focus should be their use
of Stationary Shields and stunning the Walker with DEMP2. An
Assault should immediately head for the right hand cannon (lefthand in
the picture, but righthand from where you begin) and take shots at the
Walker and destroy it. You can continuously destroy the Walker from its
spawn point if the Imperials aren't quick enough to recover it.
Otherwise keep pounding it until it gets out of range then run to the
gate to pound it with secondary Repeater/Flechette shots. Heavy Weapons
should use Rockets.
One
strategy I have not tried, but would seem logical enough is to use the
Shield-blocking-the-trench-and-gate method while simultaneously having
BOTH Blaster Cannons manned. This way you could theoretically trap the
Walker in the crossfire of your guns and destroy it, whereas a lone gun
is usually too slow to take out a moving AT-ST. Placing Ten Mines (the
maximum that a single player can place in a map before they start to
disappear) in front of the gate may be useful, but otherwise mines are
fairly ineffectual at stopping a Walker. Then again with two classes
who can use mines, it would be possible to place 20 mines, which MIGHT
make a difference, assuming the walker doesn't set them all off from a
distance with a few shots or a rocket.
Once
the Imperials have hit the gate (and the Objective completion is
announced) have your team fall back to protect what's inside the wall
(suiciding may be quicker than running through the gate, but it all
depends on your position and status at the time).
Objective 2 & 3: Imperials 
The Imperials must extend the bridge across the chasm THEN move the walker into position to attack the Shield generator.
While
the Walker can hang back and destroy the cannons fairly quickly on its
own, it also is a sitting duck for Tech DEMP2 shots (which slow it down
considerably, making it a sitting duck for other shooters), so Imperial
troops should pound the cannons with Rockets, ST Rifle, Repeater and
Disruptor fire.
Jedi
should use Force Jump to get across the chasm (on the right side) and
head immediately into the bunker on the far wall to throw the switch
that extends the bridge.
This
is the quickest and easiest way to extend the bridge, but its best if
the Rebels are distracted by other fighting going on so as to allow the
Jedi a clear path. Ignore the cannons and just keep moving and rolling
with your saber ignited until you get inside the bunker. If you
encounter mines at the door, use Saber Throw to detonate them from a
safe distance. The
key is to focus attention in several places at once, to keep the Rebels
off balance. Sending a Tech to hack the door is a gamble, since they
are exposed to the lefthand cannon. Having a Jedi present to protect
him may be a good idea and of course take out the cannon as soon as
possible.
This
is a slow method, but will gain you a path for non-Jedi to some ammo
and shields (and you won't see any Shields for the rest of the map
really).
Finally
Jedi (although this is somewhat pointless unless the defense in front
of the chasm is too intense) and the other classes can hop over the
rocks blocking the cave entrance and enter the cave. Kill the Wampa (or
just avoid him, since he's so slow, he can only realistically kill one
player at a time) and then use Demolitions (Det Packs) or Assault's
EWEB to smash through the rock layers that can't be jumped (note: all
but one of the rock barriers can be jumped over if you know the right
spot, even without Force Jump). Be ready to encounter heavy fighting on
the other side (have some troops distract while others run to the
bunker.

Once
the bridge is extended, send the AT-ST across where it can wreck havoc,
stepping on Rebels and blasting them apart. Meanwhile your troops can
get across behind it (if they aren't already) and start doing damage.
Destroy
any remaining cannons, then proceed to pound the Shield Generator with
EWEBs and Rockets. However most of the time the AT-ST can do the job on
its own and the others need simply protect the Walker from being
destroyed by the Rebels (take out Tech, Assault and Heavy Weapons
first).
Remember
that a destroyed walker makes a BIG BOOM, so get ready to leap out and
run away (roll behind structures) to avoid the explosion. Hopefully it
will take out the enemy instead of you! When you see fire start to form
at the legs, get ready to bolt!
Objective 2 & 3: Rebels
Rebels must stop the AT-ST from getting across the bridge and destroying the Shield Generator.
Tech's
should use their DEMP2's to stun the walker, preventing it from firing
and slowing it down. They should also place their Stationary shields to
protect vital areas. Primarily they need to protect the cannons (so
they can be repaired) but later on they will need to protect the bunker
entrance (sooner rather than later if Jedi are present) and the cave
entrance.
While
allies can pickup shields and ammo from the station on their right
(left in the picture) Techs can drop batteries for them much quicker,
while they do other jobs. Having multiple Techs is a good idea at this
point in any case.
Some
Jedi should jump across the chasm in order to attack the Walker, since
they are the only ones who can do so prior to the bridge being
extended/cave being breached. Using jump slashes and saber throws they
can take out a walker quickly, assuming they avoid being stepped on. Remember
that a destroyed walker makes a BIG BOOM, so get ready to leap out and
run away (roll behind structures) to avoid the explosion. Hopefully it
will take out the enemy instead of you! When you see fire start to form
at the legs, get ready to bolt!
Other
Jedi should stay on the "Rebel Side" of the chasm so that they can use
Force Push to make Dark Jedi trying to jump across fall to their
deaths. They can also cover the doorways to the bunker and use
Twirls/Katas to make entering the bunker lethal.
Jedi
also have the amazing ability to PUSH BACK rockets that are fired by
the AT-ST (though they will rarely hit the Walker, they waste its ammo
and buy you more time). A Jedi can also block the AT-ST's lasers with
his saber (but not while Pushing!), though one stray shot can take him
out, so be sure of your angle if you have to block!
Scouts
can't hurt the AT-ST itself, but they can target slow runners
trying to get to it and take out EWEB users firing from afar,
while cloaked.
Assault
and Demolitions both come equipped with Trip Mines. They should use
these (Primary Fire is best) to cover the entrances to the bunker, and
(if there is a danger of the Imps breaching it) the Ammo bunker station
as well.
If
anyone sees a Tech trying to hack the door, kill them immediately,
though if they are alone and the cannons are still active they won't
last long.
Finally
the Assault/Heavy Weapons should pound the walker with Rockets,
Flechette and Secondary Repeater fire, since killing/slowing the AT-ST
should be priority one.
Tech's
should place their Shields inside the bunker directly in front of the
"Switch" because this is the most efficient use of a single shield.
Jedi can quickly smash through but at least you'll have a chance to hit
them a few times before they break through. Multiple Techs can layer on
the shields. Demolitions and Assault are a good choice to support them
with mines.
Having
multiple Techs is also good to preserve your Cannons as long as
possible (since they can both repair simultaneously). While crouched
and repairing they can quickly turn away (while holding down "use") to
toss a battery behind them. Remember that when Cannons are destroyed
they explode, which is enough to kill you instantly. If
they get the bridge extended, put up a shield on your side of the
bridge, you can place mines, but remember not to place them on the
bridge itself (I've seen far too many newbie players blow themselves up
trying this stunt). Placing mines directly on the AT-ST is also a one
way ticket to suicide (only advisable if you have no other weapons and
the Walker is almost dead, but it'd be better still to place mines in
its path instead).
If
the Imperials destroy the Generator, immediately fall back inside the
base. Ignore the walker, since it can't enter. Placing a Shield in
front of the now open door may slow Imperial troops for a few more
seconds while your team gets inside and dropping secondary Trip mines
by the door may serve the same purpose.
Objective 4, 5 & 6: Imperials
Having
destroyed the Shield Generator, you enter the Rebel Base via the door
that is now shield-free. Your new task is to steal the Access Codes.
This is done via locating the R5 droid and carrying its head to switch that opens the (locked) Hangar Doors.
This task is by far the easiest if you have a Jedi do it (have other classes cover him while he goes).
Remember
that the Jedi is weak in health, thus he can die easily, so he should
keep his saber out at all times to help him block (I prefer Medium
Stance).
There
are two paths to the Droid Room, and unfortunately these are very easy
to guard. You may simply have to overwhelm the enemy with numbers or
attack in waves to get there (though if you work quickly enough after
the Shield goes down they won't have time to stop you).
As
you go, be aware that the enemy will (if they are quick & smart)
booby trap doorways with mines. As a Jedi hestitate for a split second
as you enter so that you can see what's up. Saber throw can set off
mines, but only if you are relatively close. A Tech following you can
use a Secondary DEMP2 shot to destroy mines ON THE OTHER SIDE OF THE
DOOR OR WALL, which is very useful. It will also signal the presence of
an enemy since you'll hear the pain sound (and they will be stunned for
a second allowing you to pass or attack them quicker).
Assault can use his Secondary Repeater to set off mines that might be in the doorway with the splash damage.
Since
you'll be traversing a lot of elevators, there are a few things to
remember: sometimes it will save time to simply leap down a shaft
instead of hitting the switch (which can bring up enemies). Crouch roll
with saber selected (or Melee if you're a non-Jedi) to avoid or reduce
damage). Keep moving, no matter what.
Destroying
the Droid is pathetically easy. Two Secondary Repeater shots or a Saber
Kata will do the trick. Once he's been destroyed for the first time
you'll never need to do it again (since a returned head appears as only
a head pickup item). Tag the head to carry it like a flag to your
destination.
Realize
though that if you fall into a pit or if you die in an elevator shaft
the head will be "returned" to it's original location. But if you die
anyplace else, if you work quickly you can have another player grab the
head and move with it. Follow the flashing droid head icon on the Radar
and keep him protected, just like you would a Flag Carrier in CTF. Where
Jedi really shine is in their ability to take a shortcut. After you
burst through the door (most likely mined and shielded) you should take
the left path. Hop on top of the "bunker" on the left side since it
most likely has people inside firing at you or trying to Push you into
the abyss. Then take a full height Force Jump (hopefully you conserved
your mana up to this point by bunny hopping and strafe running rather
than spamming Force powers) to the bunker on the opposite side. One
more jump to the path and you can take a quick right turn to the
control room. Hop up top (ignore the elevator unless you're out of
Force) and tap the switch. If you're stunned jog around until it wears
off and hit the switch.
At
this time the doors will open and your team will respawn in front to
advance. Again, another door means more mines and shields to avoid,
have your Tech clear things out while others rush in.
Now
you have some choices: take the elevator or hack the right hand door. I
say do both. If you spread out your forces this will make it harder for
the Rebels to defend. Keep in mind the elevator, while easier can be
mined and shielded more effectively, plus they can rain Thermal
Detonators down on you. Going up the elevator and moving forward will
breach the Infirmary for the completion of this objective and make the
two Laser Cannons disappear.
On
the issue of the Laser Cannons, whatever you do with them do it
quickly. Jedi should simply run past as best they can, jumping and
running behind objects to avoid fire (turn as you make the last bit of
the stretch to block the shots with your saber as you head up the
elevator, then Force Jump before the lift reaches the top so you can
move on). A Tech's fully charged Demp2 shot can take out a Cannon in
one hit, but remember the cannons respawn until you complete the
objective, so keep moving. A stream of ST Rifle or Repeater bullets
fired while on the run can take it out after not too much time. After
taking out both cannons move on (you should be moving all through
this). Don't stop to continue fighting them, since this just wastes
time and ammo. Once destroyed this buys you a few seconds of peace
before they come back again.
Send your Tech to the top of the ramp on the far wall (to your right if
you were facing the elevator). They can get as close as they can to the
locked door, crouch and hack the door switch. If an enemy is foolish
enough to open the door to stop you, you can run through without worry
(just keep in mind your teammates will be locked out once the door
closes again). While hacking you should be out of range of the Laser
Cannons, but you should have at least one player cover you while you
hack since a single hit can force you to start your hacking process
over again.
Use
your DEMP2 shots on the way to blow up mines. Once this hacking is
completed however, the Tech is less useful for the rest of the mission,
since he can't do ANY damage to the Command Center nor can he hack the
elevator switch leading up to it. His Assault Sentry is good for
holding off enemies while they do damage and he can still heal his
comrades of course. Once
you've breached the Infirmary, again you have some choices. Straight
ahead and around some boxes (watch for mines) is a switch (destroyable
only, can't be hacked). Use your Secondary Repeater (EWEB if you have
time), Rockets, mines, etc to blow it up and then you can take the
elevator up. This route is shorter, but very dangerous since you are
vulernable that whole time and (you guessed it) will probably get shut
out by mines, thermal detonators and Shields blocking the way. If you
make it up inside there's an Ammo Dispenser on the far wall behind some
boxes. Fill up as much as you can since you'll need it (give Assault
and Heavy Weapons priority).
The
other routes are easier but a little longer. Run past the switch and to
the far wall and you'll see a small elevator (finally one that you can
see if it's guarded or not!). Take it up and run like hell to the
right, then around the corner (watch out for the cubby hole through
which the Rebels can snipe at you or toss explosives). As before with
tunnels, prepare to fire a few shots around corners to detonate any
mines as you go. Jedi, by virtue of Force Jump can go DIRECTLY to this
cubby hole and take a major shortcut. Use it!
As
you progress through the tunnels you'll pass an Ammo Dispenser (fill up
if it's safe) and then finally you'll pass some more computers (non
destructable) and a door. Fire one more safety shot at the door to
detonate mines and get to destroying those computers.
You'll
note the central computer has glass "radar screen" above it. This will
bounce your shots back, so aim instead for the panel the component that
is closer to the floor, below the glass. Jedi
will get there first, but they are INCREDIBLY WEAK at destroying
objectives. It takes two full katas to destroy a computer console and
the "flat panel" consoles that are inlaid in the wall are very hard to
hit repeatedly. Techs can't do any damage to anything, period.
Scouts
can use their Disruptor to damage all equipment, but the best overall
are the Assault (using just his Repeater primary fire he can destroy
everything in 20 seconds, or using his EWEB, and can even fall back to
his ST Rifle).
Demolitions
are somewhat slow firing and moving, but they can do a lot of damage
overall. Have them do a "suicide run" dumping Det Packs until they
either run out or die, thus even if they are shot, at least the packs
they placed with detonate (though with a slightly less powerful blast
yield than if they detonated them manually). Fists, DEMP2 and BlasTech can't do any damage to the consoles, so don't bother.
Destroy
all computers (those dang chairs seem indestructable, maybe the Rebels
should have made their computers out of that material?) and you win the
round!
Objective 4, 5 & 6: Rebels The Rebels had their work cut out for them on the first two Objectives, but now they have more of a fighting chance.
Overall
the objectives require the Imperials to pass through a lot of blind
tunnels and blind-top elevators which are ripe for booby trapping.
Demolitions and Assault will have a field day placing Trip Mines. Just
remember to place them intelligently (no more than 10 mines per player
at a time, don't place mines where a moving door will hit them setting
them off, don't place mines where teammates will hit them). If you
place mines in high traffic areas where your teammates will cross, use
secondary instead of primary. Warn before placing so they don't run
into your mine and blow you or them up. Likewise remember that
secondary Trips will detonate in 30 seconds, setting off any nearby
mines as well. Techs can keep you well stocked for your purposes.
Thermal Detonators are great to rain down elevators and also to take
out those pesky Jedi.
Additionally,
as before, Tech's have the advantage in placing Shields across doors,
slowing down attackers and forcing them to waste ammo and time breaking
through. Multiple Shields can be placed at a time, so multiple Techs
(one SHield apiece per respawn) help a lot in these areas.
When they go for the codes, use mines/Shield to seal off the doors.
Because
the droid head containing the access codes will get "returned" if the
carrier dies in an elevator shaft, do your best to setup traps (and
Force Pushes) that will cause the carrier to fall to their death in the
shaft. If a player tries to jump down the shaft with the codes, hit the
elevator button fast to bring him back into your clutches!
And
of course, since Dark Jedi will try to take the shortcut Force Jumping
across the ravine, use Force Push/Pull to make sure they don't make it.
Having a Jedi standing on top of the Bunker opposite the Hangar Doors
Access switch room with his saberstaff ignited may be a good idea. If
the Jedi tries to head up top, you can slash him, if he tries to jump
across, toss him to his doom.
Just
be sure you have a backup plan. Have Techs shield off the Switch
itself, station a player nearby to mine the door. Of course if you have
time you can setup your whole team to protect that one area, if you are
confident you can stop them from opening the Hangar doors even if they
repeatedly get the codes without incident.
Remember
that your goal as the Rebels is simply to stall for time as much as you
can to prevent the Empire from winning. However you choose to do this,
in the end you will win if they haven't destroyed the Command Center by
the end.
If
they do manage to hit the codes immediately try to mine/Shield the
door, but also get the Elevator inside the Hangar sealed off. Placing
troops up the elevator to drop Thermal Detonators, mines and to place
shields is again a good idea. Likewise Flechette and Secondary Repeater
shots can be lobbed overhead. Once the Imps get up the elevator they
have only to go two steps to breach the infirmary, so do whatever you
can to stop them. Hitting the elevator switch repeatedly can also make
it frustrating for them to get up, though they will still time it so
they can get up and into your face. Just remember each time you hit the
switch you could be bringing the enemy to you!
While
guarding the elevator, don't forget that they can enter through the
tunnel (the one that the hackable locked door leads to). See that
"hole" in the ice wall near the switch protected elevator? That's the
one! Placing some trip mines over the hole will at least alert you to
the presence of approaching enemies with the boom. To avoid making your
trips disappear, seal off the hole with enough then use your other
explosives and weapons to defend the elevator. If you have a Jedi,
making quick patrols from the elevator to the tunnel may be a good
idea. Once the enemy gets inside immediately switch to protecting the
other elevator and the tunnel leading to the Command Center.
Another
thing about Hoth in general (but especially on defense) is to know
where each tunnel leads. Practice with bots so you know where to go and
don't end up side tracked. Use your radar and Force Seeing (if you have
it) whenever possible to avoid mistakes. Following a teammate may be
good, assuming they know where they are going!
Once
they have breached the Infirmary, you have some choices. What I DON'T
recommend is trying to guard the switch (unless your team is that big
that you can spare troops for this purpose).
Instead
guard the the "cubby hole" leading to the tunnel on the way to the
Command Center. Anyone taking this path will have to go that way,
including Jedi who try to Force Jump their way through. Likewise send
some troops up the elevator to do their usual boobytrapping (just warn
your teammates not to come up if you've mined it!). This will cut off
the two routes to the Center effectively.
If
they somehow manage to get to the Command Center don't panic. Usually
if they do it that quickly they will be Jedi and have to take a long
time to destroy many computers. However a Tech should be into the
Center as soon as possible to effect repairs (one Tech can take out one
Jedi if you're a good shot with the DEMP2, but other classes need to
fight off the enemies while you do repairs and put up shields over the
wall). If it comes down to just one computer left, you can place a
Shield in such a way as to protect it from anyone entering. But having
two Techs at least means you can cover both doors. Mining the doors is
better long term, but you should warn teammates so they don't detonate
your mines (and again, be intelligent with your mining).
It
wouldn't be a bad idea to practice mining techniques if you are wishing
to go this route, since it can really make a difference on any Siege
map. Trip mines are simply a great way to defend areas, especially when
you have a small team. Five primary Trip mines at one choke point,
another five at another will deny both areas to the enemy. Just be
ready to replenish as soon as they explode.
Hold out for 20 minutes with even one damaged computer console remaining and you win the round.
Siege
Scenarios
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