111987 wrote...
Darth Brotarian wrote...
111987 wrote...
Darth Brotarian wrote...
M25105 wrote...
Hackett's brilliant strategy!
-snip-
So the plan of a sane military leader is the hope the enemy stands single file and doesn't do something like dodge your perfectly pricise strike. Or god forbid use a smaller ship to sheild the capital ship as it charges ahead and decimates the fleet, as we have seen soverign do in Me1.
Why is it that no one seems to bring up the much supeior manuverability of the reapers? This gives them almost complete dominance on the battlefield since they can manuver out of the way of most shots from a long range while picking off our own ships fire.
They have enhanced turning abilities, but that weakens their kinetic barriers to levels unacceptable in battle, per the Codex. It's why a grounded Reaper has weaker shields as well.
But if it takes much longer for our own ships to fire and actually hit a reaper, than it does for the reapers to return fire and score an almost garunteed hit, that seems to do massive, if not one hit destroying, damage on our vessel, why would this strategy not work again?
To me, it would seem that closing in the distance and surronding the reaper from all sides, rather than simple keeping your distance and hoping your volley's kill it before it completes it's charge and comes at you from an angle you can't defend from, is a saner strategy in this situation.
The Reapers have greater range, yes. That is why the fleets engage them at a distance that neutralizes that advantage; they get close to the Reapers so range doesn't become an issue. Also, at close range manuverability loses its importance because if the Reapers try to outmanuver at close ranges, they'll be hammered and likely destroyed.
If the reapers have a greater range of attack than the fleet does, than how is it suppose to get far out enough to be outside of the repaers range and still manage to preform an attack? They have a shorter range than the reapers, but suddenly their attacks can somehow reach reapers, despite being too far away for the reapers to attack?
And manuverability does lose it's importance at close range, but what the reapers seem to do is advance towards an enemy at an angle that the fleet cannot defend from in time, say like from above the ships or from the side, so that the ships can't turn in time to engage the reaper before it has a chance to attack them.
That's why hacket having the fleet engage in close range is a better idea, since it eliminates the reapers ability to plan such manuvers without the fleet being able to counter attack.