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Seems like it's a good idea if outnumbered to open the fight by running so you draw his fighters out, defeat them in detail, then repair your fighters and turn to engage the capships.
From what I have seen fighters are very powerful still at least in normal mode. Once you gain fighter superiority you can use them to provide a decent defence against missile or even torpedo strikes and also to run down damaged ships. Torpedos seem very powerful when used against slow ships or at very close range.
Yes retreating is a bit of a cheesy tactic but one that often works since the AI tends to spread its forces, both fighter and capitals out as it tries to follow you, allowing you to defeat them in detail.
You could probably pull some nasty tricks with mines in that scenario also against an AI.
Do mines have much use in single player? It does not seem to do much to shape the battlefield. Hard to place them where enemy ships will run into them and, like I said, it's more useful to shoot the toaster in the face.
With Revenants I have almost the opposite experience as I hardly ever miss a torpedo barrage. But I only tend to fire them when they are already identified and also I tend to group my ships together so the direction the Revenant is going to move is very predictable. In fact torpedoes are my favourite anti-Revenant fallback in early at mid-game.
However if you spread your ships out a lot more or fire outside Id range then that is probably going to have a lot lower chance to hit unless you are really experienced at predicting what the ship is based on how fast the unID signatures move and how they will behave.
I have also used mines as a cheeky way to finish off damaged enemy ships. Proximity mine, fatality style!
Battles usually end rather quickly with the right fleet composition if you maintain formation.
What they tend to do is slide away from me when I fire. Almost seems like the computer is doing a bit of a cheat, seeing what I intend and then reacting vs. the way two human players would act -- guessing what the other's intent is, giving orders and then seeing "Oh crap, he really did think I was in range and I thought I could get one turn closer. This is going to hurt."
I think vs. the computer I just need to wait a bit longer. The large capships I can snipe from a great distance but the smaller ones I need to wait until basically point blank, like when I give the firing order the torps are hitting towards the middle of that turn.
What's a late-game fleet for you?
I didn't get the use for berks early on and I can see now that they have their use but you have to be very canny using them. Put more enticing targets in range of the cylons and keep the berks basically sniping from a distance. Also, the attitude and turret thing is tricksy. They need to be below the target to get the best bearing. Above the target, they have nothing to shoot with. I'm a slow study but I'm getting there.
That being said, their range and overall damage is outclassed by the minotaur. Two minotaurs have more firepower than three berzerks, and end up being essential to most of my fleets. Downside is, no squadrons, but I have other ships for that.
A mid-game fleet for me is two artemis, two minotaurs, and usually 2 adamants or rangers, with a possible third adamant. A late-game fleet is two jupiters/minervas (depends on the fleet role), two minotaurs, and usually 2 janus, or 3 adamants.
Interesting you should mention the enemy ships "sliding" as I have seen a Nemesis do that and even the odd Arachne but not a Revenant so far. Waiting till slightly closer range is a good idea if you have difficulty hitting them for any reason. I should also add my experiences are based on playing on Standard mode not the highest difficulty.