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Keep them at range and use fighters to kill them. No more Hacking.
Put your stance on full defense to buy more time until nemesis is dead. No more Hacking.
I do not use Raptors myself, they seem useless.
And for this task, Manticores are the way to go. Its part of the reason i allways keep two of them in all my fleets.
You know those sneaky nemesis that hack your ship and then run away so your main force cant shoot it? Your big ships probably wont be able to catch it in time, besides they are likely engaged with other ships. Thats when i send the manticores to dispatch the hackers. If needed, i also assign vipers to mow them down as well.
Works like a charm.
-Raptors are an option but honestly a waste. You don't need them and they only delay hacking a bit, maybe adding an extra turn for the hack to be fully effective. You're much better off with Vipers.
-Put the hacked ship on full defensive posture. That strenghtens your Tech Bay and increases the firewall strenght and regeneration time. Both significantly delay hacking attempts giving you extra time to deal with the hacker.
-Primary the hackers as soon as you see them. Specially Wardrivers; the second you see a wardriver squadron send immediately a Viper squadron to deal with it. A Nemesis can be shot to pieces by your big ships (And is a flimsy ship to begin with) and they're really weak against guided missiles...but wardrivers can't be easily dealt with big ships at all, and cant be real nightmares if you don't send a Viper to deal with them.
Hacking is mostly an inconvenience in campaign once you know how to deal with the threat, But rarely goes beyond that.
Defense stance also boosts your armory when you get boarded by heavy raiders and kills boarders quicker and keeps your marines alive longer. Also means repairing subsystems after hacking is quicker.
If the enemy fleet is heavy on Nemesis then prioritise taking them down first. If you've got Adamants or Artemis soaking fire you'll easily hold out for a couple of turns unless you try to ram your fleet down their throat.
Hold back, let them come to you, and use a little target priority. If the fleet has 3-4 Nemesis and 2-3 Talons, then the Talons can wait. If there's only one Nemesis present, you can flick the ship being hacked to defensive posture and forget it exists for a couple turns. If you're really struggling, hold on to your munitions exclusively to deal with Nemesis and use guided munitions as Nemesis will dodge torpedoes for days.
TL;DR: Hacking is only a threat if you give it the time it needs to do work.
1) 2+ Viper squadrons light up the contacts while your fleet keeps its distance
2) 3+ Guided salvo at max ATK posture at each hacking capable ship (deploying all the way back in the grid gives you an extra turn or two to get those salvos out. Turn and boost back between salvos if outnumbered.)
3) Clean up as appropriate.