Hi Porkfrog. I dont want to discourage you, but the more you think you improve, the more you realise you can - and thats the absolute truth, no matter how good you get or think you get. Its a perpetual learning curve that is very steep to start with, and always heads upwards it just gets less steep as you get years of experience. Seriously, ive been playing Warbirds II, Aces High 1, Aces High 2 MCFS 2 etc etc for over 6 years now, and im still learning new stuff almost everytime i go up.
Any who, answers to your questions:
1. Break-turn. This is easy, its a defensive moderate turn (normally done flat) to spoil the guns solution of an attacking a/c who is much faster than you. Timing is key. Can be done in any direction. Best to avoid any extremely hard turns or prolonged turns to preserve energy. Do just enough to spoil the guns solution so you dont die.
2. Flat-Scissors. Hmmm a bit harder to describe, buts its pretty much like a series of alternating break-turns in a weave-like pattern. Its a defensive manuever again, but this time the goal is two-fold. Firstly to spoil the guns solution (like the break turn), and secondly and most importantly, its to encourage the eneny to overshoot you so you can reverse the situation (eg you on their 6 instead of other way round). So imagine a bogie bouncing you from the rear quarter and they have significantly more speed than you (important), so you break right when they D1.0, you keep watching out the back as you break and you notice bogey is attempting to follow, then you immediately reverse your break turn and left break turn in response, keep watching, bogie tries to follow again, you reverse again... etc.. The key is the bogie is significantly faster than you and they cant turn as tight as you and thus when they commit to trying to turn with you, they very quickly get all 'out of phase' with you and will overshoot you. Then your on his 6
Another key to sucess is timing: you must try encourage the bogie to get out-of-phase with you. Turn, wait for a reaction, then counter turn, repeat
Also use a bit of rudder to help the rolling, as thats the weak point of the move.
3. Lag Roll. Simple. This is an offensive 'displacement move'. Imaging your the attacker as in above, and you notice the bogie your attacking is trying to scissor you or break turn etc, you would do a lag roll to stay behind the bogey eg not overshoot him and get them on your 6. Simply put its just a barrell roll. So as you attack and you dont think you can stay with the bogey, just nose up, do a barrell roll (or part of one) to slow your forward vector speed (not your actual speed) to avoid overshooting. Barrell roll is like you are travelling around a spring coil. A coil is just a long piece of wire but when coiled up its very short in measured end-to-end of the spring length, but the length of the wire is still the same. Same principle.
4. Flare? sounds like popping your flaps as your landing? not sure what you mean here.