Each aircraft has ratings based upon its historical abilities. Ratings are based upon four different factors. First is the the performance capabilities; which regulate how many maneuvers a pilot can have at one time. Next is horsepower; which governs the number of new maneuvers a plane gets in each turn. Third is bursts, which governs your firepower and finally there is your airframe ability which is the airframe strength. You have two different sets, one for fully operational and one for damaged. Of course the damaged numbers are significantly lower than the ones for the undamaged aircraft.
So how does it work? Well, you pick your ride, your pilot (and his wingie) and select a mission. Missions include simple dogfights, escort and intercept missions. As you enter combat you are given cards based upon your selected skills (from past missions and experience) and maneuvers. Skills include such things as the ability to attack from the sun, ace pilot skill, improved aim, and defensive abilities that can get you out of that tough situation.
The goal in the dogfight is the same as the goal in a simulation game, to get on the enemy fighter’s six and shoot him down. You do that by maneuvering yourself into position and then unloading on him. In the mean time your enemy is trying to get you off his tail. Getting on his tail is of course the best bet, you get three extra bursts on your enemy. Hopefully you will get that shot on him. Often you will find that you may get an ‘advantaged’ position, where you do get one extra burst on your enemy.
Once you are done with your attack your enemy has his chance at you. If he is disadvantaged, or in a tailed position, he will of course try to use those maneuvers to either get to a neutral (head-to-head) position or even an advantage or tailing position on you. Of course you have maneuvers that can keep him from getting that position on you. Some maneuvers, like the tight turn, have both offensive and defensive uses.