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If they are too close and if you can able to shut down one of it, it is better to get it in melee with Phoenix and Black jack. Both Asaga and Icari can cause much better damage in close combat than in distance against them. But you must make sure that the charge target is either shut down or you can surely destroy it in that turn, or at least one of your ryder will be retreat.
Also, do not forget to keep running All Guard order.
Only for cruisers. Nightmare has good FLAK stat.
Second Round: Warp Behind all flak capable units+full guard. Deactivate 1 nightmare and try to pick off targets that I can via kinetics, etc. Repeat this until Nightmares get relatively close. Also: Save new save each round, and save scum bad rounds.
Once the jerks get close, vanguard + flack disable+Torpedos. Use Phonex as a sponge where possible. And...SAVE SCUM, a lot.
My memory is getting a bit hazy but . . . I've never used full guard, almost always on Full Forward. Don't think I used vanguard cannon on these things either. Basically I wiped the floor with the cruisers using missiles and rockets as fast as I possibly could, taking advantage of their lack of flak. So then when the nightmares showed up I was mostly finished with the cruisers. As others have said, keep one of the blighters disabled at all times, and hit them with Aim Down as much as possible. Sola is important, but I got probably more than half my damage output from Icari. I like Icari, so I've tended to improve her a fair amount. On Full Forward, with her sword attack down around 30% energy, plus saving her energy by using Gravity to pull one into her so she can move less and doesn't have to use stealth, she can hack 3 times for like 600 points each time and still retreat some after. Black Jack is harder to use for this stuff because she uses more energy with both movement and striking so if you want her to move in, strike, and retreat we're looking at a single attack probably. She's probably better off just shooting. With a bit of luck, at short range Sunrider might be able to connect with a shot or two, maybe a laser say. Every little bit helps.
Avoid attacking the disabled one--you want to kill one that's going to attack you if you don't, not the one that isn't going to attack you. Actually, it's probably best to attack first, disable later.
Also it is not that bad to disable one which you are shoot at if it will survives during your turn. An enemy with 1 HP can fights equally as an enemy with full HP. It is no more than a waste to disable and destroy the target in the same turn, buf it you can't destroy it by one turn it will be better to disable it.
If you can do that in two turns and you will needs some lasers, then it is better to disable your primary target in the first turn before anyone shoots. Then its shield will be shut downed about two turns, and you can switch disable to the another target next turn.