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BalduursGATE Field ManualLead turn4.10.0 (11644) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-LEAD-TURN · guide.dogfight-lead-turnOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-lead-turn.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Lead turn

Do not wait for the pass – turn before it: the cheapest angle you can gain in the whole turning fight.

Valid from patch
4.10.0
Game data version
4.10.0 (11644)
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 sequence is explained flight technique. What is sourced are the game functions named and their default bindings; how strongly a manoeuvre works on your ship depends on ship, fit and patch – you fly that yourself.

What you will learn

  • Recognise when lead turn is the right manoeuvre and what it gains you.
  • Be able to fly lead turn in game – with keyboard and mouse or with HOTAS/HOSAS.

Prerequisites

What is it?

The lead turn is a turn that begins before the pass. Instead of flying straight until the merge and turning afterwards, you already pull the nose towards the opponent during the approach.

When do I use it?

Offensive, on an approach to an opponent who is flying straight or has not started turning. Especially against opponents who wait for the merge.

What do I want to achieve?

You want angle for free: whoever turns first has part of the turn behind him when they meet. The other has to make that up first.

Starting position

Approach on a reciprocal course, opponent locked, distance still big enough that he cannot answer your turn immediately.

Step by step

  1. Lock and read the distance. Without a feel for distance the lead turn is guesswork.
  2. Cap your speed. As with the merge: too fast makes the early turn wide and worthless.
  3. Turn in early. Pull the nose in the direction he is flying – not at him.
  4. Hold the turn. Keep pulling while he is still coming straight.
  5. Meet already turned. When you meet your nose is almost on him, his is not yet on you.
  6. Straight on. The lead turn becomes a rate fight without a pause.

Keyboard and mouse

The movement is the same as in any turn – the timing is what matters. A glance at the locked target’s distance replaces any gut feeling here.

Functions for the lead turnq1

As for the merge, but timing is everything: targeting to judge the distance, rotation axes for the early turn, throttle for the rest.

Game actionDefault keyboard/mouseDefault joystickTrigger
Pitchnot bound by defaultAxis Yaxis
Pitch upArrow downnot bound by defaultsingle press
Pitch downArrow upnot bound by defaultsingle press
Yawnot bound by defaultAxis Xaxis
Yaw leftArrow leftnot bound by defaultsingle press
Yaw rightArrow rightnot bound by defaultsingle press
Rollnot bound by defaultAxis Rz (twist)axis
Roll leftQnot bound by defaultsingle press
Roll rightEnot bound by defaultsingle press
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
Lock Target Under Reticlenot bound by defaultnot bound by defaultsingle press
Cycle Lock - Hostiles - Forward5not bound by defaultsingle press
Lock Selected Targetnot bound by defaultnot bound by defaultsingle press
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

Game default binding, game version 4.10.0 (11644). 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.

HOTAS / HOSAS

A manoeuvre does not need particular keys, it needs particular axes and functions. If you fly HOTAS or HOSAS you assign them once and then only read which of them a manoeuvre asks for:

  • Pitch, yaw, roll – the three rotation axes. By default on one stick they sit on X, Y and the twist axis Rz.
  • Strafe X/Y/Z – sideways, up/down, forward/back. By default these are single buttons and a hat, not axes; on HOSAS you put them on the second stick’s axes.
  • Throttle – the throttle lever or the forward/back function.
  • Boost, space brake, decoupled mode – three buttons you must hit blind in a fight.
  • Targeting – at least “lock target under reticle” on a thumb button.

Which of these are bound by default is in the table above. Everything marked “not bound by default” you assign yourself.

You need pitch, roll and throttle. No extra button – the lead turn is pure timing, not technique.

Speed and energy

The lead turn costs nothing but speed you should be taking off anyway. That is exactly what makes it so good: it is the only angle gain that costs neither boost nor altitude.

Movement diagram

Blue curve bending upwards before the meeting point, red straight path from the right, meeting point marked with a dashed line.
DiagramLead turn – turning early UNCONFIRMEDTop view: the own ship starts the turn before the pass and is already turned in when they meet.Own graphic · claude-entwurf, 2026-09-13

The sketch shows the manoeuvre from above: own ship blue, opponent red, start marked “S”, steps numbered.

What should the opponent see?

He sees you turning away and easily mistakes it for a retreat. If he then keeps flying straight you have won. Experienced opponents turn with you immediately – then you have an early, tight turning fight instead of a merge.

Typical mistakes

  • Too early. He passes behind you and you flew the turn for nothing.
  • Too late. Then it is an ordinary merge.
  • Turning at him instead of in his direction. The lead turn aims at the point where he will be.
  • At full throttle. Makes the turn so wide that the head start evaporates.

Opponent’s counter

He turns with you as soon as he sees your turn – then you are level again. Or he pulls out vertically so your early turn ends up in the wrong plane.

Exercise

training.dogfight-lead-turn.01AdvancedPartner: requiredUNCONFIRMED
Goal
Find the right moment to start the turn early.
Preparation
A partner flies a fixed, straight path and does not change it. Open space.
Task
Ten approaches. Start the turn a little earlier each time than on the previous run. Note from when you already have the nose on him at the meeting point – and from when you turn too early and he passes behind you.
Success criterion
You hit the timing twice in a row so that you are already turned in when you meet.
Partner
required
Functions needed
  • Pitch
  • Pitch up
  • Pitch down
  • Yaw
  • Yaw left
  • Yaw right

Beginner variant

Fly against a partner who holds a stubbornly straight course and just try out the timing.

Advanced variant

Lead turn against a partner who also flies a lead turn. Turning too early loses – that is the real exercise.

Next step

A lead turn almost always becomes a rate fight. If he does not follow, pursuit curves show what comes next.

Checklist

  • You can say in one sentence when this manoeuvre is the right one.
  • The functions from the control table are on keys or axes for you.
  • You have flown the manoeuvre with a partner at least once and evaluated the exercise.

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 MOVEMENT

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

Profile page TARGETING

  • Lock Selected Target
  • Cycle Lock - Hostiles - Forward
  • Lock Target Under Reticle

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 (11644)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-lead-turn
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