>>For instance, if you are climbing and are at 100 mph, and they aren't gaining very fast- they are about to stall out. If they are 500 yards away, now is the time to come back down, NOT after they've stalled. You want to hit them WHILE they are flopping around in a stall, not after they've recovered and have some speed to play with.<<
Thanks for the tip. I don't know where I got it from ( maybe when AW was 1/2 time) but I had been waiting till I saw signs of them stalling *before* making a move. As you've pointed out, this is much too late. This is exactly what I was looking for. An idea of how to formulate a middle game (?) strategy.
Another thing I'm interested in testing is (given an e advantage) following them through their evasives, but at a higher altitude (perhaps 250 or 300 above them). Droping the nose is always a threat, but it saves some e as a cushion. I think this is where gunnery starts affecting ACM. I always have to look for a cushion because my gunnery is so bad. Whether the gunnery is bad because my ACM is poor or my ACM is poor because my gunnery is poor is the $64 question. I've had some people tell me to chop throttle on the initial merge to get arround quicker. I guess if my gunnery was good, this might be a risk worth taken. But in my case, there is a high probability I'm going to miss, so chopping the throttle is just giving e away.
I don't know if I'm looking for a magic bullet, but it seems given the same plane setup, the plane with the most e should be able to force a win in a duel. In chess, the strategy is pretty clear. Given enough material advantage, you swap down to the endgame where the win can be almost mathematicaly forced. Of course mistakes can be made, but that is the the overall strategy. I guess I'm looking for the same thing in duel, a way to simplify the fight to a point where the e advantage is looming large. If there is a way to simplify the fight, then chopping throttle on the initial merge would have to be considered a very risky gambit.