General note: if you are trying to protect something from waves of incoming fighters, check your map very frequently, like after every TIE you shoot down. The only exception - perhaps - is when chewing through a wave of bombers. X-Wing Mission 3 You need to get two torpedoes into each transport quickly. Beyond that, you may be tempted to try and exploit the fact that your guns have a slightly longer range than a mine. That takes too long - and if you accelerate into the mass and keep weaving, it is relatively easy to destroy all the mines. A-Wing Mission 2 Don't fly right up behind an enemy. You will inevitably ram its destroyed bulk, which can be fatal. If you get that right - and don't let an entering A-Wing repeatedly shoot missiles into you - this mission is perfectly straightforward. Tour 1 Mission 4 This is the first mission to really emphasise the important of going as fast as possible whenever you're not where you need to be. If you come over to the frigate at speed 125 - draining lasers - and blow the bombers into scrap then immediately return to the medical frigate, you are perfectly positioned to intercept the second wave of bombers well before it can launch warheads. Don't mess around with the fighters; just open the range by going fast. With any luck your wingmen will blow them up when they're lined up behind you. Tour 1 Mission 5 Use your six protons to blow up the escort corvette, ignoring the briefing about attacking the freighters. The mission is now completely trivial as the Y-Wings blow the freighters into scrap without the corvette making a nuisance of itself. Tour 1, Mission 7 The trick here is to realise each Y-Wing is assigned 1 X-Wing to disable, and the other two Y-Wings (for once) are perfectly competent. If you immediately go full throttle (lasers and shields off until you close) and disable X-Wing Blue Two, Blue Three ends up closest to the Star Destroyer, about a kilometer in front of Blue Two. You are now so far back that the first wave of TIE Interceptors will not reach your shuttles until all captures are complete and the units are on their way back to the Maximus (they will then destroy the shuttles, so don't actually let that happen...) Conversely if you dawdle about charging shields, or get distracted by other targets, Blue Two ends up a long way closer to the Star Destroyer. The result is that you have to fight many TIE Interceptors and even one getting past you will result in disaster. Tour 1, Mission 8 When the briefing says to destroy all the other transports, it doesn't mean it. Tour 1, Mission 10 You are going to die a lot on this one as you collide repeatedly with shuttles. If you shun the blatant prior-knowledge attack of remembering which shuttle is the target, note that four out of the five shuttles break and attack as you approach. Even then, it is arguably best to clean out some of the escorts who otherwise attack Rescue 1. X-Wing Gold are apparently as much use as a rubber crutch. Tour 1, Mission 12 When the transports and shuttles turn up, the shuttles are gunning for you and the transports for the very vulnerable freighter. Immediately nerf two torpedoes into each transport and run away from the shuttles. Job done with no risk of collisions with shuttles. Tour 2, Mission 1 Resist the urge to blast the transport with concussions. You will want them later. The early Bomber groups have orders to attack the freighter and want killing ASAP; Bomber groups targetting you turn up only if the Star Destroyer is attacked (I think - based on two attempts), something you should definitely avoid. On the other hand, the online walkthrough on difficult missions says to blow up the transport with concussions, and to be fair, I did that and it worked. Be sure to fire them from an angle where they do not strike the freighter. Tour 2, Mission 2 If you "bypass" the Gunboats, they will all sit behind you and blow your doors off. Kill them first, and make sure your wingmen are not continuing on a banzai charge. Tour 2, Mission 3 When an Assault Gunboat is targetting you, you can't ignore it - it has missiles. Instead, for once, you can set lasers and shields at max and still dogfight effectively (and this reduces the risk of running up a gunboat's stern tubes), playing to the Y-Wing's strength of robustness. Turn into one as soon as you see the missile lock lighting up to get past it before a lockon is obtained. I did this by killing one corvette and having my wingmen kill the other, then killing as many transports as I could before gunboats became a problem. Then I alternated blowing up gunboats and nibbling away at the freighters whenever I was not under attack. Friendlies destroyed the remaining transports and shuttles. I have a theory that four torpedoes into each corvette (then disable with ions), ordering your wingmen to ignore them, will preserve your wingmen's torps for the freighters. On the other hand, your wingmen might just buy it before the freighter showed. Tour 2, Mission 4 Be very careful not to attack the Star Destroyer by accident. It will launch Interceptors and missile-loaded Bombers in vast quantities to kill you.