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BalduursGATE Field ManualCombinations4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-KOMBINATIONEN · guide.dogfight-kombinationenOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-kombinationen.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Expert

Combinations

Single manoeuvres rarely win. Chains win: read the situation, pick the manoeuvre, know the follow-up already.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. the situation described is explained tactics, not a measurement. The game functions named and their default bindings are sourced.

What you will learn

  • Recognise the situation in which combinations matters.
  • Know what you do then – and how the opponent answers.

Prerequisites

What this is about

From level 5 on it is no longer about single manoeuvres but about their order. Every manoeuvre has an exit, and that exit is the starting position of the next one. If you know the chain you no longer have to decide in a fight, only to recognise.

The situation

A duel, both roughly equal, after the first pass. From here it is no longer the ship that decides but who already knows the next two steps.

What the opponent does

He does what his situation suggests: turn after the merge, shoot after the turn, break out when threatened. That is exactly why he is predictable – not as a person but as a situation.

What you do

You do not pick the manoeuvre you like but the one whose exit gives you the next situation. Three proven chains:

Follow-up

The follow-up is the actual content of a combination. After a forced overshoot you have two or three seconds in which he can do nothing – using them only once they arrive is too late. So decide the follow-up before the manoeuvre, not after.

How the opponent answers

He breaks the chain. That is a good pilot’s normal answer: instead of entering the rate fight he pulls out vertically; instead of overshooting he goes into lag pursuit. A combination is therefore not a recipe but a plan you check after every step.

What you need

The manoeuvres from levels 3 and 4 must be solid – solid enough that you fly them without thinking about the controls. If you are still looking for the decouple key you cannot fly a chain.

What a combination asks forq1

Combinations need no new functions – they need the known ones to sit blind. These appear in almost every chain.

Game actionDefault keyboard/mouseDefault joystickTrigger
Speed Limiter - Enable / Disablenot bound by defaultnot bound by defaulttoggle
Speed Limiter - Step Up (tap)Left Alt + Mouse wheel upnot bound by defaultsingle press
Speed Limiter - Step Down (tap)Left Alt + Mouse wheel downnot bound by defaultsingle press
SpacebrakeXnot bound by defaultsingle press
BoostLeft ShiftButton 8hold
Enable / Disable decoupled modeCnot bound by defaulttoggle
Cycle Lock - Attackers - Forward4not bound by defaultsingle press

Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.

Anything marked “not bound by default” you have to bind yourself in the game settings – we do not guess a key.

HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.

Typical mistakes

  • Flying the chain against the situation. A combination that does not fit is worse than no plan at all.
  • Not looking after the first step. He has a plan too.
  • Always the same chain. After the third time he knows it.
  • Chains that are too long. Three steps are a plan, six are a hope.

Exercise

training.kombinationen.01ExpertPartner: requiredUNCONFIRMED
Goal
Fly a chain of three manoeuvres without thinking in between.
Preparation
A partner as opponent, an agreed starting position, open space.
Task
Fly the same chain five times: lead turn → rate fight → force an overshoot. Then five times a second chain of your choice. After each run discuss only one question: where did you have to think?
Success criterion
You fly the chain twice in a row with no pause for thought between the manoeuvres.
Partner
required
Functions needed
  • Speed Limiter - Enable / Disable
  • Speed Limiter - Step Up (tap)
  • Speed Limiter - Step Down (tap)
  • Spacebrake
  • Boost
  • Enable / Disable decoupled mode

Next step

Every chain costs energy. How much, and how you budget it, is in energy and power management.

Checklist

  • You recognise the situation without anyone calling it for you.
  • You know your next two steps before the first one starts.
  • You have flown the exercise and debriefed afterwards.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page FLIGHT

  • Enable / Disable decoupled mode

Profile page FLIGHT MOVEMENT

  • Speed Limiter - Step Down (tap)
  • Speed Limiter - Step Up (tap)
  • Speed Limiter - Enable / Disable

Profile page TARGETING

  • Cycle Lock - Attackers - Forward

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-kombinationen