LOL Nim, that sounds awfully similar to what I do in that situation.
Against a P51, it is actually pretty easy to get away, even if they are closing slowly within 800 yards or so.
I usually do almost exactly what Nimitiz jsut said, at least I think. I'll describe it just in case I read it wrong.
I'm screaming along on the deck at 350 mph or so with a P51 on my 6. He dove down as I was running away from a Spit, but I want to run to put some distance between us and the Spit before I kill him. (And yea, that is actually how I think in that situation, too
![Big Grin :D](http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
).
I'll run until either A. The P51 closes to within 600 yards, or B. The Spit is out of icon range. At that point, I normally do a gentle (1-2 G) turn to the right, and watch to see what he does. If he tries to pull LEAD on me, I tighten the turn up to 4-5G or so (not quite a blackout). This is the point where feel plays a big role. You can pull this on Spits also, but it is quite a bit harder since they decelerate and accelerate about as well as a Dora does. Once I think the Bandit is about to hit his trigger (usually 450-600 yards on my end, farther if it has been real laggy), I roll level (or at least closer to level), and then do a barrel roll around where the bandit *should* be if he has gone for the kill. In most cases for me, it is a "left" barrel roll.
At this point you have 4 options, which depend on what the bandit has done. Option 1: If the Bandit has missed his shot, but it real persistant (or not to bright), he will attempt to follow you through the roll. This will lead to you being on his tail in anywhere from 1 to 3 rolls, depending on how much faster he was *** OR: if you opponent is a Spit, F6F, P38, Zeke, or some other good turning but rather slow plane, you MAY not get on his tail at all. Instead he will slow down rapidly as you both roll. At the point where he has gone from being beside you to beginning to drift behind you (i.e. you will get your bellybutton shot down if you keep rolling), it is time to break off the fight. Roll like you normally would, but instead of continuining to roll after you and the bandit "pass" eachother, keep pulling until you are headed 180 degrees AWAY from the bandit and run like hell.***
Option 2- If the Bandit didn't bite, but instead went high (instead of going for the kill), you can follow him up if you think you can make it.
Option 3- Or, if the bandit went high, you can roll to a new heading and get your speed back up, to do it all over again.
Generally, most people that try to BnZ get a little careless. If after you start your turn, they immediately go high, you are probably facing either a newbie, or someone that is new to BnZ. I usually let them go high, and come back down again 2 or 3 times. After they have gotten careless (i.e. they "know" what you are going to do), instead of levelling out after they go up, I'll simply go into a gentle zoom after them out of the gentle turn. Usually they will either lose you completely (which means a really easy kill), or they will panic and do stupid things (which is only a slightly harder kill).
Creating an overshoot is really all about timing. It helps to have a good roll rate and a decent turn rate, but a good sense of timing is absolutely critical.