Problems is, that weapons of that scale could easily destroy ecology. Unless you are protecting entire planets by shields, they could just randomly or simultaneously bomb uprotected places, completely destroying(not momentarily, but tonns of dust will have effect and in a short time) ecology.Dean_the_Young wrote...
City-scale kinetic barriers, which already exist in the lore, can handle that sort of load. It's actually a viable defense against FTL-missiles as well.Maxster_ wrote...
You know, dreadnoughts main gun minimum estimated power is twice the 38kt impact power of the Earth Alliance dreadnought.
That means 80kt explosion. And that means, that you need only a several reapers, to completely level a megapolis in one volley.
And then they can just jump away in a few minutes.
How can you defend against that? Only by defending everything valuable on the surface.
Strong, rich worlds (as any civilization capable of deterring the Reapers conventionally would need to have) could build a network of these barriers to defend their key terrains. Once a planet is sufficiently guarded from bombardment, you either would have to directly land (which exposes you to the enemy's conventional forces) or attempt a seige to wear-down the kinetic barriers (which can be disrupted by the defending fleets).
Also, that implies, that fleets are a lot more numerous than reapers, as they can protect a lot of worlds from wearing-down defenses. Or this worlds are concentrated around some relays.
I'm sorry, but ground cannons can not be a viable defense. It is a support maximum.With sufficient ground-based defenses, you can. Planetary defense canons are viable anti-ship defenses (as seen on Tuchanka), while ground-based defenses can be hardened from orbital bombardment (such as Saren's base on Virmire was, which was the reason for the nuclear bomb) and forces protected.Real danger for reapers(as from any other fleet) is only fleets. You can't defend from them with ground forces.
With the ability to turtle up, ground forces can deter enemy landings. A Reaper doesn't have to land in the first place, but in order to do so it exposes itself to risk. As long as the Reapers are stuck above the planet, industry below the planet can continue on anti-Reaper production tracks (either by producing those fleets, or by producing super-weapons such as the Crucible).
You need fleets to shoot down reapers, if you do not want a constant bombardment(wearing down. So it is only temporarily and slowing them down.
Question is, it is enough to slow down, for fleet to arrive, or not.
For reapers it would be about not to lose ships. So they need to attack smaller parts of fleets, not destroy planets, so the fleets could became more numerous per planet.As long as the infrastructure to support, maintain, and replace the fleets remains intact, the fleets can not only act but also recover. Attritional warfare fails if you can not destroy the enemy at a faster rate than it can produce new units. As the Reapers primary advantage in a peer-competitor engagement would be their quality, not quantity (as the organics would have quanity of inferior vessels in order to be a peer-competitor), they can not afford to lose attritionally.So they need to spread fleets thin and destroy by parts, not thicken fleets by destroying points those fleets defend.
Targetting the few places the fleets can defend, besides offering the potential for a decisive naval battle if you so choose, changes the acceptable attrition rates for both sides.
Well, if fleets are numerous enough, to protect every planet(or react fast enough and with enough power to stop entire reaper fleet) than reapers already lost.
Well, then they can blow the suns, but for what? They can not create new reapers, if they annhilate everyone. And fleets easily evade that.
And i doubt that reapers could destroy sun by pressing one button. So there is high probabilty of interception and annihilation by allied fleets.





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