Vistritium happens all the time, which is why I stopped building them altogether. The very least they need to be able to prevent is a single shadow dropping a bomb on them or anything behind them. Then the shadows can still simply chose another attack direction to avoid it.
@engine peoplers this looks like a bad missile AI. Own velocity, acceleration and inertia needs to be taken account for missiles to hit targets. I've spent quite some time working on missile AI for an unfinished space game I once made, maybe something from there could be of use. Missiles in that game used RCS and thrust vectoring for rotation and there was no air resistance, so it was important for the missiles to incorporate their own velocity accurately. How are missiles guided in Spring?
[Spoiler]Some screenshots I made back when creating that game:
Still target, missile starts with vx = -5m/s. Yellow path is a missile aiming straight for target, circles indefinitely. Blue path mirrors velocity vector at target vector to correct for inertia. The turn of the blue missile is delayed because it has to use control systems to rotate itself before firing its main thruster.
Target placed closer to starting location to make the turn harder. Blue path is missile that mirrors velocity vector at target vector, hits after missing target on first attempt. Red path actually slows down in the turn to not miss the target.