When you read about them on the web, you find that there are basically two main tactics: turn and burn, zoom and boom.
I cringe every time I read this.
The truth is that there isn't this huge difference in tactics.
Instead of putting a big wall between types of tactics, think
energy management.Energy is
everything in air combat; the guy with the most energy wins 99.9% of the time, as he gets to dictate the fight. This is why all the literature talks about higher airspeeds and altitude, and is the reason fighter pilots could dive away from a fight (their opponent wasn't willing to give up the energy built up from gaining altitude in case there were other enemy about that hadn't).
Each aircraft has a band of energy they call home, based on our friends Thrust, Lift, and Drag. The fourth factor, Gravity, is a mean old man we don't really consider our friend.
Let's take a look at two aircraft, the DR1 and the SPAD.
The DR1's band of energy is between 70 and 110 MPH; slower or faster and maneuvering options narrow considerably. Against a slower opponent, the pilot will attempt to keep within this band, meaning that he'll likely try slashing attacks; against a faster one, he'll turn to keep the nose pointed at the enemy and try to get him to blow his advantage and come within the DR1's energy band.
When a SPAD becomes "low and slow" against a DR1, it's only "low and slow" for one of them, if the DR1 has done his job correctly.
The same is true for a SPAD; its energy band is just higher than the DR1's.
Each also has a different energy taxation table. The DR1's tax for diving, owing to its high drag, is higher than the SPAD's, which has cleaner lines. It's lower for the DR1 in a tight turn, however, owing to CG and those great lifting surfaces.
The combat maneuvers are identical for both; the only difference is the parameters for each aircraft.
When two aircraft get into a scissors fight, it doesn't matter if it's a MiG 29 and an F-15 or a DR1 and a Nieuport 17; they're both scissors
with the only difference being the airspeed at which they are accomplished.In RoF, the AI is pretty good in that they make some very human like mistakes as well as capitalizing on advantages. They're also held to the same FM as the player, which is a godsend.
Since I'm usually in the "inferior" plane (Noop 17), my goal is to have the other guy either blow his energy or start out at a higher energy state and keep it. Once I have the upper hand, it's a matter of patience.
My gunnery stinks! I haven't gotten a handle on muzzle velocity, so timing shots has been vexxing for me at deflection. Therefore I have to get the other guy dopey and at the lowest part of his energy band while staying firmly in the center of my own. One can do this by the ten percent taxation rule.
Every time the enemy gives up 100 meters of altitude he loses ten (at a minimum) on the zoom back up, as he doesn't have a one-to-one thrust to weight ratio. If I can keep my own losses down to five (or not at all), eventually he'll be taxed right down to the bottom of his envelope. We've all been there; the options become slip right or left, dive, fly straight, or gentle turn right or left. Rolling at the bottom of the energy well is always tricky, as it usually winds up as a dive.
Folks at the bottom of that energy well are known as crops, ready for harvest.
Energy taxation is usually due to our good buddy the rudder. The cleaner one flys through the air, the less the drag. The less the drag, the fewer the taxes. The flip side is that the straighter the line, the easier the target.
There are a few rules of thumb, though, that help. When you commit to an attack, commit to it. Always follow through with the attack and fly through the maneuver. If one has committed to a slashing attack, do the slashing attack - dive, level up, climb back up. Don't get all crazy with rudder and slip and roll and whatever else you can think of halfway through - it's a high risk/low gain gamble that most always brings a heavy energy tax, reducing your combat options. If you've mis-timed the attack, it's okay; just don't make things worse! Follow through and set up for the next one.
Know your plane and the enemy's plane. The Camel turns
best to the right, and because of this, everyone turns left against it. If I were a Camel pilot I'd be practicing left hand turns and setting up attacks that were offset to the left of the enemy, anticipating the turn in that direction. The DR1 climbs like nobody's business, so get ready for them to try and take the fight to the vertical, which means that you'll be doing a lot of extending away or following along (if you anticipate correctly from a closing six position).
Body blows do all the work in the ring; the knockout punch to the head usually comes after several rounds of whacking to the ribs. The slap of rounds across an enemy's wing isn't spectacular, but it weakens his plane and adds to the energy tax. Any attack that results in putting injury on the other guy's plane is a successful one, especially in RoF, where one can shred a wing right off in a manuever that before seemingly minor damage to a spar would have been perfectly fine.
Fight to live another day. If you think the attack is a bad idea, it is. Pass it up and look for a better setup.
The bigtime online Aces that never seem to be beat are very good at this. They wait until they have a good setup with a clean egress for attacks. Instead of Uncommon Valor, try to attain Slightly Better Than Average Valor. You won't get as many medals, but you'll beat the actuary tables.