First Strike is a Star Wars total conversion modification for Battlefield 2142. The goal of First Strike is to totally immerse the players into the amazing universe of Star Wars by presenting the most accurate representations of famous Star Wars locales, weapons, and characters, and combining them with exciting, fast paced gameplay and features new to the Battlefield scene. Within this mod you'll find yourself as a soldier of the Galactic Empire or as a freedom fighter for the Rebel Alliance. You'll fight across lovingly detailed recreations of various Star Wars locations with a wide array of weapons and vehicles.

Report article RSS Feed After-Action Report: Escape from Hoth

Four transports against a Star Destroyer? The Alliance takes on an Imperator class in the March 1st Community Game. The second in a series of after action reports documenting the weekend Community Game Events, in full-colour pictures, by Safe-Keeper.

Posted by Imperial88 on Mar 4th, 2009

Four transports against a Star Destroyer? The Alliance takes on an Imperator class in the March 1st Community Game.

The Battle of Hoth is about to begin in the snowy wastes below, and 'the first catch of the day' makes for the blockading Star Destroyer Tyrant as the ion cannon's bombardment is initiated*. With the mighty ship crippled, the first transport slips away!

Even with heavy planetary artillery, however, one cannot simply knock out an Imperial Star Destroyer. The ship's emergency power supply comes online and allows her to remain in orbit as well as power her weapons and launch her complement of battle-ready TIE Fighters and Bombers.

These fighters will be sorely needed. The Tyrant is a formidable warship, but as most of the other cruisers of her age, she is designed to combat other star ships, and the Alliance relies on small, fast and well-armed snubfighters. The loss of the Death Star sent tremors through the Imperator crews' sense of invincibility, and even now, a flight group of Y-Wings fast approach on a surgical strike mission, their proton torpedoes destined for the ship's heavy gun batteries. The Tyrant's ability to stop the transports is in grave danger, and the Imperials know it.

Gold Group reaches its target and begins its first attack run, and soon the Tyrant's heavy batteries are no more. With her firepower significantly reduced, she now relies on her TIE Bombers to take out the fleeing transports.

Having taken down the guns, the Y-Wings, joined by X-Wing fighters, turn their attention on the Imperial TIEs, and a furball begins.

Meanwhile, three more transports are leaving Hoth, two of them in a group. Stray laser bolts from the dogfight ahead fly ominously past the fleeing ships.

As the two ships approach the fight ahead, the second transport in the group experiences engine problems. The decision is made for her to abort her escape run and instead turn 90 degrees to starboard to form on another transport entering the combat area a few clicks off her starboard side. A very short time later, the green laser bolts are no longer stray shots - the lead transport is under TIE attack. Blue space bombs mix with the emerald lasers as the Bombers make their first attack runs. Soon the site of the dogfight has shifted from the Star Destroyer to the fleeing cargo vessel. Her sister ship is ignored as she makes for her new rendezvous point.

The third transport arrives on the scene with an X-Wing escort. Her crew is within visual range of the shootout, which looks intense even from this distance.

The first transport to face the TIEs succumbs in a fiery explosion, and soon the space bombs are exploding like flak around the remaining two ships, which close in on each others, and their jump point, at flank speed.

At long last, the freighters meet up. The combined firepower of the two ships, as well as the help of the Rebel starfighters, may just be enough to get them both through.

Soon the lights and sounds of battle rage again, as the transports approach the Star Destroyer and their hyperspace point.

The Rebels fight valiantly, but then a TIE Bomber scores a lucky hit, and the transport is ripped apart by a fireball.

As the blast dies out, however, the surviving transport makes for her hyperspace point. The Imps, having concentrated their fire on her sister ship, fail to stop her from making the jump to safety.

One more transport has yet to escape - she, too, eventually faces destruction when she is downed by the Tyrant's remaining gun batteries. With no more transports coming from the surface of Hoth, the surviving snubfighter pilots cut their losses and run.

*Archive image is an older screenshot, not from the March 1st CG

Post comment Comments
safe-keeper Mar 4 2009 says:

If you want to read the AAR with bigger screenies, hop over to the General Forums at!

+2 votes     reply to comment
WindshieldVipers Mar 4 2009 says:

Well done with this safe-keeper. :)


+4 votes     reply to comment
safe-keeper Mar 4 2009 says:

See also the first AAR here:

+2 votes     reply to comment
Bluedrake42 Mar 4 2009 says:

But I don't have 2142, I'm gonna wait till they put it on steam
if they ever do...

+1 vote     reply to comment
Nathanius Mar 4 2009 says:

I am more annoyed than ever that the mod doesn't open properly on my comp... if only the mouse wouldn't vanish at the spawnpoint selection screen...

+1 vote     reply to comment
safe-keeper Mar 5 2009 replied:

For others experiencing this problem: you need to patch 2142 to 1.50 to be able to play FS.

+2 votes     reply to comment
SamZi Mar 5 2009 replied:

Try right clicking. If that doesn't help try left click, capslock and tab. I think it's a vanilla problem. Usually when I get this it's in the tab screen and right clicking fixes it.

+2 votes     reply to comment
vfn4i83 Mar 4 2009 says:

I still think it should be ported to BF2, because of it Broad player base.
But still a great work, and nicely done.

+2 votes     reply to comment
safe-keeper Mar 5 2009 replied:

The mod was originally conceived for BF2, but they ported to BF2142, as far as I know, because the latter came with support for walkers, which would allow them to make AT-STs and whatnot a lot easier.

+2 votes     reply to comment
Imperial88 Author
Imperial88 Mar 5 2009 replied:

There is a lot more that it adds than walkers, Space, for one, wouldn't work out nearly as well. We couldn't have the kit setup we have.. um, the higher geom part limit has helped us in a lot of areas. Can't think of what else off hand.

+2 votes   reply to comment
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