Figure 1: Enemies that will bring gameplay to a grinding halt
Here I am again, talking about the actual gameplay. Halo: Reach on legendary is hard a hell. As a die hard campaign fan through out the series, one gets into the style of enemies. In particular, Halo's 1 & 2 with Elites as the main enemy, there is a trend that is quite common. Grunt squad, followed by jackals on the flanks, with a few elites, maybe minors or veterans (red or blue). Gold and silver elites are become rarities that the game definitely will prepare you for with a well hidden shotgun or sniper ammo.
Legendary Reach throws that concept out the window, and the results are both terrifying and liberating. 3 ultras (silver armored) elites become child's play in Reach. 6 get thrown at you at least once every other level. And the setting is unfair, often they are attacking you, especially in Long Night of Solace. There is a real sense of being attacked from every side, backed up against the wall.
The other enemies each have unique flavor. If it's drones: stay protected, brutes: fill'um full of lead, turret or fuel rod grunts: priority #1, skirmishers: lead them with your cross-hair. And its the combo of flavors added to a dry yet nutritional serving of tough-as-nails elites that brings challenge to each encounter.
And to match the demanding enemies, the weapons are sparse. The game gets divided into two sections, times with the DMR and times WITHOUT DMR. And the difference changes the game completely. I noticed how much a soldier needs a straight shooting rifle. Heck, I'm sure the Spartan III's are trained on Full Metal Jacket's mantra