I'm Serious *Notice* admins if you don't think this thread is "worthy" of the discussion forum, feel free to move it to the OTF. To those that have played Jedi Knight II/Acadamy, you will understand alot more in here then those that haven't. (you really should play the game, they are cheap and good)*/Notice*Putting this in discussions is fine by me -- Marik
While playing the Jedi Knight games, I was horrified at both the lack of stratigic thought the Storm troopers displayed in the game. The commander (Yea its a game... lets just pretend ok?) running the base/outpost disregards his duty to protect not only the base, but his responcibility for his men's lives. Yes if you played the game there are "attempts" to ambush you... but in the end it is just a wave of stormtroopers, blindly trying to get behind you to kill you.
This thread will discuss the tactics behind fighting the jedi with what materials the empire had during all movies, all games, and if someone else would like to add it later... in some of the books.
To competantly fight an opponent, one must first step back and realise what strengths and weaknesses you and your opponent have. (feel free to add... I just got the basics down)
- Range: Jedis hold few ranged attacks, and are devestating up close. Its obvious you don't want to get close in any circumstance (but don't think it wont happen).
- Manpower: When was the last time you saw ONE stormtrooper? There are always a million of them everywhere... so it is obvious the Empire has the advantage of numbers.
- The Base itself: Jedis are often like special forces... they work in small numbers and make quick desisive strikes against key assets. This means that jedi is nearly always on the offensive, giving the job of defense to the Commander of the base under attack. This means YOU set the table... YOU control the environment... YOU hold the cards when the jedi is first spotted. The security of a base is only as good as a commander makes it.
- Intel: Lets face it, stormtroopers are going to be horrible at giving this to you. When they see the hostile they will be: A.) Dead B.) Dieing C.) Paniced or D.) fighting. Notice how relaying a messege back to command isn't in the list. Bypass this problem by installing cameras throughout the base. I haven't seen anything that hints that jedis can fool electronic eyes, so cameras are a safe easy way to know whats happening.
- Speed: Moving your troops will be like trudging through quicksand compared to the Jedis. This isn't much of a problem (since your defending) untill you need to reinforce a heavily damaged unit at a different location in your facility. not only will they be slow, but the troops your moving are at risk of easily being singled out and destroyed by the renegade jedi.
- The Mind: Jedis can cause havok among your ranks... and sometimes they don't even have to try for it to happen. Your men will be scared S@#tless simply because of the fact that there is an obviously supirior enemy in the area, and your job is to keep them in a comprehensive state. factor in jedi Mind tricks and controlling your forces will quickly become impossible if not tightly managed.
- Durability: Jedis can not only heal themselves through the power of the force, but they can deflect blaster bolts away from them in a arc in front of them. Other means of preventing damage involves pushing explosives away from themselves and shielding themself from attack.
- Movement: Jedis can jump great heights and run at insane speeds. This allows for surprise attacks from unknown locations and devastating hit and runs. Once a Jedi decides to leave the battlefield... there is very little your troops will be able to do other then get in the way (sounds familier?
- Fear: There is nothing that ruins moral more then stumbling across 5+ bodies in 10 pieces each.
- Time: Yes time is NOT in favour of the jedi, as much as it seems. The empire will undoubtedly send reinforcements to your area if the messege gets out that you have a jedi infestation. What will be brought (given time) are armored vehicles, more manpower, space craft (to ensure escape from the planet isn't easy), and Orbital strikes. If forced to the empire is able to raze an entire region with blaster fire from these assets... and no amount of skill will save the jedi with the possible exception of burrowing underground.
- Numbers: Usually jedis are found working alone, with the possible exception of students following a teacher. If you find yourself facing 3+ trained jedis evacuation should be considered. They can simply just outmanuver you in every way possible and eventually wipe out anything and everything you have to offer.
- Range: Using the lightsaber as their main (and sometimes only) weapon... Its your job to make them regret that as much as possible. Thier ranged force powers pale in comparison to what you can put down range.
Knowing this, lets focus on key points to remember when planning a defensive battle against the jedi.
- Consolidate your forces: In a high tech heavily armed compound... there are bound to be 2-5 key points you must defend. this includes power generators, shield generators, communication equipment, the command post, and whatever else may be placed in this base. Instead of spreading your forces equally throughout the base (ala Jedi knight II/academy), Focus your forces in a perimeter around these key locations.
- Ambush ambush ambush: Your biggest advantages are range and being on the defensive. You can set up places over looking areas in which the jedi may travel. You want your troops in a high far away and hard to reach location so they have ample time to pour firepower down on the jedi. If the jedi takes flight it would be in the best interest for your troops to move locations (preferably to a second ambush point not far from the first location). Explosives are a good idea... but Jedis have a extra sense of awareness that may be triggered... forcing the jedi AWAY from where you want him/her to go. This is a bad thing, you want the jedi as predictible as possible. Perhaps explosives could be used to "seal off" areas you don't want the jedi moving down. If the jedi does go there... blow the explosives. This isn't the best idea in underground bases unless a engineer/construction expert is available to show where the best locations to place the explosives without damaging the base's structure.
- Combined Arms: This has got to be the single most important thing lacking in jedi knight II/academy. friendly Jedi
were used... but hardly supported by storm troopers. Storm troopers are used... but not supported by ANYTHING. Light armor exoskeleton units are used but Never (singleplayer at least) EVER NEVER are supported by infantry of any kind.
I'd add more... but I want to play World of Warcraft now...