So I’m not 100% on how this scenario is set up, I’ve never played this one in particular.
However in general, I always try and commit as early as possible
Commit: Select Max A/B, accelerate to just under the mach (.9-.95) and then climb as steeply as I can while maintaining that speed (15-20 degrees nose up is usually good). All of this and setting my geometry for the intercept (turning to point directly at the priority group).
I usually try and commit no later than 55 miles if I can help it. 60-70 will work out best.
The goal of this commit is to get yourself above 30,000 feet (ideally above 40,000 feet) AND supersonic prior to shooting. As I approach 40,000 feet/5-7NM prior to my shot range I start to level off the aircraft and allow it to accelerate through the mach, and start centering up the dot (in azimuth primarily, if you are well above the bandit you don’t really need to in elevation).
Next comes the shot, and CRANK
CRANK: as soon as the missile is off the rail, I immediately select IDLE power, roll 135 degrees (either direction) and pull 4-5 G’s until the bandit is ~45 degrees offset on the radar and I am now pointed downhill at 20-30 degrees nose low. Once I am stabilized and rolled out, I continue doing small check turns to try and get the bandit all the way over to the edge of my scope. the goal of this descent in the crank is to get yourself co-level to below the bandits altitude before you have to defensively respond.
Now I am assessing my shot and the bandits maneuvers (if any). If he continues to point at me, even with maneuvers (if he cranks/ does any maneuver that he can still spike me through) and I shot in accordance with the rules of thumb I posted above, I assume the missile still has a good chance of getting to him, so I will hold off on shooting a second and wait for F-pole (missile timeout).
If he turns 90 degrees or more (to the beam or running) I assume my missile is defeated and immediately stop my descent, select max A/B and start looking for another shot.
Here’s the cool part about this. those rules of thumb I posted above also hold true for the bandits missiles as well. So if you shoot at 20, and he shoots at 15, your missile will timeout first, and you will still have time to notch or abort. This rule has caveats inside of 10NM especially with R-27ER shooters, but holds true outside of that pretty much 100% of the time.
The caveats inside of 10 NM for R-27ERs is that they are faster than any other missile inside of 10NM, and will probly win a straight up missile drag race that close. if the shot is outside of 10NM, once the missiles motor has burnt out, they are so draggy that the extra speed doesn’t really turn into any advantage and they slow down just as much as they accelerated, however inside 10NM they are super fast and beat all of the assumptions and rules of thumb I have talked about.