Message text Ok, in no particualar order:
Karate's first two rules: 1. Dont take'em (shots, I mean). 2. Learn rule #1.
Enemy in front: good, enemy behind: bad. You in front of enemy: bad, you behind enemy: good.
Know your plane, know enemy's plane (click on planes names: link to planes chart).
Don't charge headlong: he will dodge you and hit you sideways or in the back. Try to turn around him and chase him from rear. Dogfight is not melee, it's a hunt.
It's the one you don't see tha kills you: while fighting one, don't forget other enemy planes.
Don't be lured by an apparently quick shot if it can be dangerous. Take your risks wisely.
If you can't shoot, being on his tail is enough. Keep pressure, act aggressivley.
Aggressive != fool. 
If your plane is less maneuverable then him, play hit-and run: approach, shoot, run to a safe distance to turn back. NEVER get involved in turning contests. Try to have him pursue (uslessly) you.
Opposite case, play "toreador": wait for him, dodge, turn quick and byte his ass. Try to engage in close-range turning fight.
A shot at distance 3 is rarely useful. A shot at distance 1 is always a hard punch (dice notwithstanding, of course^^).
Study the fire table at the bottom of the game page. Note the "speed 3" malus and "target stalled" bonus.
Beware of shots at distance 0 (study rules to understand when it can happen). Usually, you don't survive one.
Stall wisely. That is: only when you're almost shure you can't be shot while stalling.
THINK! |
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