Advanced Combat Manoeuvres

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Break Turn 

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To escape a high speed inbound enemy a break turn can be used. It is executed by banking hard and pulling back on the stick to create a high "G" load curve. With this maneuver one down side is you will also loose a lot of energy for a maximum rate of turn and a minimum turning radius.
Barrel Roll

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This maneuver is used both in the offensive and defensive. In the defensive one tries to get an enemy closing form your six to overshoot. It is started by pulling the nose up slightly and applying gentle eleron and opposite rudder. If you were to look at the aircraft from the outside it would be seen to fly around an imaginary barrel (hence its name). The good pilot always looks for the focal point of this role and revolves around it. In the offensive this same move can be used to stop you overshooting your target and still maintain a higher energy state.
Lag Roll

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The lag roll is used if the attacking angle is excessive and also you have a large surplus of speed. One rises and rolls away from the opponent and after one barrel roll you should be at a good angle behind the opponent (possibly even outside of his view).
Lag Pursuit

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This is a curve, in which your turning radius is larger than that of the opponent. Though this is not an attack maneuver, it can be however useful, if one wants to waste some energy. Your larger turning radius and greater speed ensure that the opponent is always fixed in your 45° view. While you remain almost invisible to him in his dead six view.
High Yo-Yo

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The High-YoYo uses an excess of speed and converts it to heights maintaining the energy ("E") over your opponent. The high YoYo reduces the target angle but increases the distance. Pull back gently in a climb to near vertical before rolling to 90° and kicking over the rudder in the same direction to point the nose down and toward the enemy. This maneuver can continue many times over without loosing a lot of "E".
Low Yo-Yo

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The low or negative YoYo assigned if one has a good firing angle but however still has to bring the target within range. Its started buy pushing the nose downward to build up speed and close on the enemy. One then pulls back heavily to come up behind the enemy. The low YoYos function is the opposite of the high YoYo in that it increased the target angle BUT reduces the distance.

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This maneuver is used to change direction and at the same time gain height and maintaining energy. The Immellmann is neither defensive nor offensive. To execute one pulls up the nose of the airplane and flies a half Loop, rolling out at the top to right the plane in the new direction.

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The Split-S is the exact opposite of the Immellmann. It increases speed but looses height. It is executed by half rolling and the looping to the vertical by pulling the stick back, diving the plane to the horizontal. This maneuver is useful if you are avoiding an aggressor closing at a fast rate on your six as he will not be able to follow you at his high speed.

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If break the break turn did not work, one must prevent that the opponent from getting into a favorable firing position. If the attacker has a faster turning AC but a slower rolling one this is the ideal move. It begins buy making a horizontal flat turn, the aggressor will try this turn to follow. You then make a 180° roll in the opposite direction and reverse the turn. the aggressor having a slower rolling AC will lag behind a little more every time you change direction. You need to make each turn a 180° turn and watch to see the enemy is following. If he dips downward you can try climbing vertical towards the sun but remember you are both low on energy at this point.
Wing over

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This maneuver is basically a modified high YoYo. You pull up and when your speed is low kick FULL rudder in the direction you wish to go, placing your nose downward in a gentle dive similar to the immellman.

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The Hammerhead has a 90° climb to the airplane until it hangs on its propeller. The direction of rotation of the propeller it is to be taken into account when pulling this maneuver and rudder should be thrown in the direction of the torque. One should wait into the trailing opponent has stalled before throwing the rudder over. As the enemy stalls one dives on him as he is stationary are trying to recover his speed. Do not use this maneuver if there are other AC in the area at height or you will be a sitting duck for them.

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This is a climbing curve, which is executed with very few g-forces. It is usually used to exit from a fight in a better climbing AC and gain energy for another run at the enemy. It is important that the g-forces are kept low, so that the airplane does not waste too much energy. The gentler the turn the more height can be gained.