I can try to explain some stuff as I see it.
Andy is saying that when we "break" into an enemy (i.e he is coming slightly from the left, so we roll left and then pull hard for the "break turn") we actually INCREASE our chances of getting hit because we are presenting a bigger target to his guns, which lie in his plane of motion.
To avoid that, I only use the break to "set up" my real evasive move, which I usually just call a barrel roll, but Andy described as a High G defensive roll (I think).
I think what he is saying is that we really have two problems- 1. We have to get out of the bandits way so we don't get shot, and 2. We have to avoid getting shot while performing #1.
For me in a Dora or a G10, I look at it as a matter of equalizing energy states. If a bandit is closing on my 6 by a little bit, but is co-alt with me, he has a little bit more E than I do. I know that if my plane can accelerate faster, I can regain E faster than my opponent. So if a P51 is closing on my 6, I'm not particularly worried, but if it is an La7 I'm close to messing my pants.
If you have a slow accelerating plane like a P51 closing on you, it is to your advantage to lower both of your E states (i.e speed), because you will get yours back faster than he will.
I used to do a flat turn, followed by another flat turn back into the bandit, but that doesn't work real well in my opinion. First of all, you are staying in the same plane relative to your attacker, and secondly you are just burning speed (and therefore energy) and not getting anything back for it. I've tried a few other variations (including a high turn (relative to the attacker), followed by a quick 180 roll and a "low turn" (again relative to the attacker, this one back into him). This is a good move for getting away from people, but its offensive potential is limited in my opinion. So I have settled on the barrel roll defense for now as the 'best' solution.
Oh, and for my barrel roll, it is actually mostly elevator, with a little aileron or rudder thrown in for the "roll" part. The goal is to "move" your plane in a big a circle as possible, to make it hard for the enemy to kill you. Of course, the larger the circle, the more speed you lose, which can make it tough to go for the kill if they do overshoot. I actually never look straight ahead while I'm doing it, I am looking at the bandit and using him as a point of reference on whether my roll is to large or to small. If he doesn't go after me at all, I make a pretty small circle, turn to a slightly different heading (to put him behind me again), and level out for speed. It is very important to ALWAYS be at at LEAST 300 mph (True, not indicated) before you start the evasive, any slower and you will be to slow from the flat turn to make a decent roll.
On the other hand, if I see him rolling to try to get back in-plane with me, I just widen the roll some (make it bigger from his POV).
[ 01-10-2002: Message edited by: Urchin ]