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Here's a few maneuvers that can be useful.
1) The missile charge. If you accelerate hard in the direction of your target while launching missiles, you stack up the missiles so they arrive more closely spaced than they were launched, making them better at overwhelming point defense. I punched out an army transport with a single 3-launcher monitor that way once...and I think that was under the salvo-firing mechanics, not the stronger new rules.
2) Shields forward. Pushing point defense craft a bit ahead of the more vulnerable (and hopefully more valuable) main force means that they have a wider window in which to shoot down rounds going past them. It also means they're more likely to be targeted themselves, which may or may not be a bad thing.
3) Hot pursuit. Alien ships that swoop through or past your formation sometimes come back for more, but often they just keep zooming off into the distance and eventually escape. You can chase them down, though it takes a while. Lasers are often best here, because they can't be stopped by point defense and still cut through armor once you close the range.
really when i accept their surrender i am still not getting the loots
4) Tokyo drift: boost sideways at the very start of a battle (before you are in range of any attacks) and then turn back to nose-on. Your ships will now be sliding sideways but facing the enemy. This makes it more difficult for enemy ships to flank you and get shots at your weaker flank or rear armour since you're not charging head first into the middle of their furball.