Topic: A space combat guide
Rules of engagement:
1. A-Wings, Tie-Fighters and Tie-Interceptors never, I mean Never, go after capital ships in case you don't wanna live long and prosper (oops wrong universe). The laser cannons do not deal enough damage to justify your attack and probably your death.
2. X-Wings, Y-Wings, B-Wings and Tie-Bombers are meant to be used against capital ships. Use your secondary weapons to attack the capital ships and "lead" your aim, missiles and torpedoes are slow. Once you're out of ammo go for fighters or better get destroyed to bring another bomber and unleash another chain of torpedoes onto your target.
3. On the Escape from Hoth mission you have to protect the Gallofrees at all costs. Y-Wings have to destroy the big guns on the Star-Destroyer (You don't get hit confirmation but they can be destroyed and they have to be destroyed). X-Wings can help on that, too. A-Wings and X-Wings have to intercept the Tie-Bombers, because they are the only ones which have the capability to destroy the Gallofrees. A-Wings should only help on bombers in emergency, they're to protect the X-Wings which probably get chased by Tie-Fighters.
Sounds logic? Well, I hate to see people in Tie-Bombers being proud of an X-Wing kill. You have failed the emperor soldier. Concentrate on your role in a certain craft and you'll probably be on the winning side, same for the Rebs.
4. Watch the space ahead of you. If a single contact in front of you doesn't move, it's either a capital ship or an enemy fighter waiting to open fire when in range. Now the gamble begins. Try to be first on centering him in your crosshairs and open fire, your guns don't overheat. If you're close to your mission objective start turning slightly and stay on full throttle and when in range attack your mission objective. Your mission is done when you're out of ammo.
5. Y-Wing gunners often have a hard time hitting anything. In most cases people don't know what they are doing. Y-Wing pilots go for the guns on that Star-Destroyer, if the six o'clock position is clear the gunner may help. Squad up to be able to use team-speak. Gunners order the pilot to stop turning for a brief moment to pick off a target on your tail, you're most likely quicker with the turret than him in his Tie.
May the force be with you.