Attack of the Clones
Defend Bridge From Counterattack
Soon after you regain control of yourself after the mission briefing at the beginning of this level, the bridge will come under fire from the forces of badditude in the form of Trandoshan mercenaries. These guys are more along the lines of Bossk than the former knife-wielding baddies, in that they're a bit taller and have jetpacks, which can be shot independently of the Trandos for instant (and quite amusing) kills. So long as you have two of your squaddies set up in the sniper positions on the upper platform of the bridge, you should be able to eliminate all of the enemies without a problem, although you may have to wait for the Trandos to start climbing the ramps before your teammates can shoot them.
Return To The Elevator
As you exit the bridge, you'll have to fight your way through yet more Trandos in the hallways beyond. You'll eventually reach a room with three snipe spots inside, but, in a twist, you actually don't want to put all your squaddies in all of them. Instead, man the position closest to the door and the position in the right corridor; this will give you a good amount of cover for the incoming Trandos. If you set a trooper in the left corridor, he wouldn't have anything to fire at, and would likely get pounded by all of the enemies that are soon going to be flowing out of the door behind that position.
Speaking of doors, the right hallway has a mine in it; set the unassigned trooper to disable it while the snipers are busy killing everything in sight. In the room beyond the mine, you're going to find a veritable cornucopia of armamentary memorabilia. We got therm grenades, we got EC grenades, we got no fewer than three separate ammo packs for your anti-armor gun. We're pretty much set on ammo. There's also a bacta dispenser here, so heal your team up before heading back out into the hall.
By this point, you'll have probably noticed the droid dispenser at the end of the hall. This is no ordinary dispenser, though; it'll be popping out SBD's instead of regular battle droids. Yeah, sounds like fun, right? Well, thanks to your anti-armor shells, you should be able to get close enough to blow it. What you're going to want to do is set up a sniper at the far end of the hallway, then bring two of your teammates down to the dispenser and use one of them to blow it. After clearing out the baddies in the hallway with your anti-armor attachment, you should be able to get fairly close to the dispenser itself, allowing you to dispatch any other SBD's that pop out of the dispenser while your teammate is working on setting a charge. The guys do go through a lengthy discharging animation, though, and they'll be immune to your fire until they're done with it, so be sure to wait for them to actually start aiming at you before you let loose with your precious anti-armor rounds. If you run out of AA rounds (entirely possible, since the charge takes 20 seconds to set), start using your EC grenades to fry the droids. When the charge is completely set, though, immediately blow the dispenser and sprint back to the ammo room to heal yourself and your teammates up. The sniper can take care of any remaining SBD's in the hallway. When the coast is clear, pick up any ammo that you can from the ammo room, heal everyone up, and resume your trip.
The next little stumbling block isn't too hard to get past. You'll notice a set of sniper positions off to the right after one of the subsequent doors here. Unfortunately, the path leading to them is blocked by a mine; set one of your troopers to disable it, then get the other two into sniping position before crossing the hall to trigger the influx of Trandoshans. You know, rappelling in from the skylights is one of those things that sounds cool when you're discussing it with your buddies back on the bounty hunter ship, but all it seems to do for these guys is earn them a one-way trip to meet the Scorekeeper. Your snipers can easily handle any enemies that appear from the far side of the room; when the coast seems clear, form up and make sure the other rooms there are empty before returning to the barricade in front of the other door and blowing it.
The last challenge waiting for you before the elevator is similarly non-threatening. You'll come to another pair of sniping points near some of the high-yield explosive barrels. Shoot the barrels to prevent them from blowing later, then set up two of your squaddies in the two sniping points before running down the hall to trigger the appearance of Trandoshans. The only catch here is that more Trandos will appear from the skylight above your snipers after enough of their ground-based brethren get killed, but if you stand underneath them as they rappel down, you can easily take them out with your melee attack before they have a chance to fire at all. When that's done, you can form up and bust through to the elevator. A pair of Trandos guard it, but at this point, that shouldn't give you pause.