Live Ordnance
Advance to Loading Dock B
Video Walk-through
The Elites here make for one nasty surprise, but if you can take them down, then the SBD dispenser can be zerg rushed and finished off.
Before you reach the second loading dock, you'll have to cut your way through a horde of Trandoshans when they attack you. There's a bacta container near the door you come through here, so there's no need to be subtle in your attack; just set your sniper into position near the door, then wait for the baddies to come to you before offing them. There are a lot of positions here, but only the sniping one is really necessary.
You'll want to save before heading through the next door, though, as time becomes essential when you do so. When you reach the loading dock, you'll need to slice a couple more consoles to save the ammo. The trick here is knowing which caches will explode first; the Wookiee near the doorway discovers that his has a short timer in an unfortunate way. There are only two more caches here that can be saved, each of which have two of the crates attached to them; the one-crate cache across from the blown-up Wookiee will be destroyed before you take the ten seconds to slice it.
So, as soon as you reach the dock, take a left, command one soldier to enter the sniping spot overlooking the SBD dispenser, command another to slice the nearby terminal, then get the last soldier into the sniping spot near the turret before you head back to the bacta dispensers and slice the terminal there for the win. After you get done slicing, retask the free soldier to the sniping position near the door you just came through, not to the grenadier position near the other snipers. He won't be of much use for the moment, but he'll be needed in a short space of time.
With two caches secure, it's time to move down to the SBD dispenser and take it out. Sort of. With two snipers and a turret (Turfful will man this latter one, albeit not very well), you should have enough cover to get to the charge placement on the dispenser, so run up to it and plant a charge. As soon as you go through the animation where the charge is placed on the dispenser, though, disengage from the bomb and run back to the turret; exactly 13 seconds after anyone starts placing a charge here, four Geonosian Elites will appear in waves of two, and anyone standing near their spawn point is going to be dead mighty quick.
In point of fact, they'll probably take out two if not all three of your party members. With three snipers, you should be able to deal plenty of damage in return, though, so be sure to use your concentrate fire command to get them on a single Elite at a time while firing on them yourself with your sniper rifle or a Wookiee rocket launcher, if you have one. Of course the SBD's will be coming at you this whole time, but they should move slowly enough for you to eliminate the Elites before they reach the ramp leading up to the turret.
After all four of the Elites are dead, the sniping positions will vanish, so you'll have to revive and heal your team before blowing the SBD dispenser the old fashioned way. Lead the charge and clear out any SBD's in the area with your anti-armor gun before commanding one of your peons to place the explosive, then cover him with EC grenades, if you have any, before setting the explosives off and getting out of this hellhole.
Fate of the Resistance
Proceed to Wookiee Rendezvous Point
The fight to get Tarfful to the rendezvous is going to be one of the most difficult you've encountered thus far, mostly due to the presence of numerous SBD's and a metric tonne of concussion rifle-wielding Trandoshans.
As soon as you step out into the middle of the room, you'll be beaten down by two SBD's on either side of you. If you have AA rounds, then use them to destroy both of the SBD's from cover; if not, then you can send your squadmates ahead of you to the snipe point nearby, then walk to the right of the archway to find a box of AA ammo and start using that. After the first two SBD's are dead, start getting your squads into the three positions; there are two snipe spots and one anti-armor spot. Although the anti-armor position doesn't look like it'll be firing at anything, the soldier there can hit things behind him with his AA gun, so quickly tap him off and back onto the spot after each time he fires, and he'll deal with the rest of the SBD's on the ground floor.
Before you head up the ramp at the far end of the room, heal yourself and your squad completely; you're going to be taking damage here. When you're ready, form up your squad and start sprinting along the catwalks. There are two sniper spots in the middle of the little layout up there, so place two soldiers into them, then keep running along, with the third soldier on your tail. Your goal is to get all the way around to the end of the catwalk before you get shot up by the concussion rifles that all of the Trandos here use. Your best bet to avoid taking damage is to just keep moving; the concussion blasts take a second to go off, and if you keep moving, you'll avoid most of the damage from blasts that go off behind you.
When you reach the terminal, you'll be out of view of all of the concussion rifleists, who'll start wailing on your two snipers instead. Leave them be, and command your teammate to slice the terminal while you cover him by blasting the Trandos that'll appear in the nearby window. He'll need 20 seconds to complete the slice, but you'll be able to easily kill the Trandos as they walk to get into firing position.
After the terminal is sliced, Tarfful will walk up to the catwalks and start moving on. Let him go, though, and revive any teammates that still need it and return to the bacta dispensers on the lower level to make sure everyone's healed up before following him to the rendezvous point.