AA vehicles start shooting back as soon as you get within the striking distance of most fighters and their firepower makes short work of a fighter plane. The best British planes to use against them are (1) Hawker Hurricane Mk IIC because it has 1,250 rounds of cannon but carries no rockets. You don't want to get your rocket-bearing planes all shot up against a target against which rockets are not needed; you want to save your rockets and the planes that carry them for harder targets that don't shoot back at airplanes -- like tanks, as will be seen in this video. (2) Bristol Beaufighter Mk I loaded up with 8 x 100-lb bombs (that's just about how many AA vehicles there will be for you to destroy), because there's too much of that airplane to get shot up quickly. In dive bombing mode, the AA vehicles come within your range well before you're within their range, and because you're not firing at them, they're slow to respond. In a low-level flat run, you streak overhead too fast for them to get off many shots but unlike in dive bombing, you have to be ready to release your bombs at just the right moment.
Any good fighter with cannon is effective against flak guns, as long as you remain low to the ground along and between your attack runs. They can't shoot at anything below a certain elevation angle, which makes them sitting ducks for a fighter trimming the trees on its way in. Just don't scrape your prop or wingtip!
To bust tanks quickly and effectively, you need rockets, like the ones carried by the Hawker Tempest Mk V (my favorite, and my default plane), which carries 8 rockets and 375 cannon rounds, or by the Hawker Typhoon Mk 1b, which carries 8 rockets and 500 cannon rounds. One rocket per tank is perfectly adequate, and you'll get explosive feedback to let you know that you've scored a hit, which takes a good deal of practice since these rockets are not guided. When the tanks are moving in a convoy as in this video, aiming is even more delicate than when they're just sitting out on a field. Attack tanks last, because although they don't shoot back at airplanes, the AA and flak guns guarding them do. The rockets fire first from the left wing and thereafter they alternate, from the outside inward, so keep track of which side the next rocket will fire from so that you know whether to nudge the nose right just before a left-side shot and vice-versa. Less nudging is needed as the outside rockets are expended and the inside rockets come into play.
Mind the order in which you focus on particular target types. Avoid the AA guns at first, unless they're interspersed among flak guns, tanks or other primary targets, in which case you'll have to take them out early so that you can move on to the flak guns. Taking out the flak guns early provides two advantages. (1) It clears the way for any bombers on your team to do some of the heavy lifting for you while you work on smaller or mobile targets; (2) It prevents the flak guns from cramping your style and wearing you down as you go after primary mission targets that may require you to fly higher, where the flak guns can target you.
Take note of the flight patterns. Opportunity is king. Within the parameters of the target sequencing rules described above, shoot what's in front of you as long as it's not shooting back with the intensity of an AA gun, a boat or a ship. If it is, save it for later. Then weave a pattern based on the terrain, the distribution of targets and most importantly the position of the Sun in the sky. Try always to be flying away from the Sun on the final approch of an attack run, and back toward the sun on your climb-out after a strike, which will position you for another Sun-at-your-back attack run. Especially over water, this makes it easier for you to see the targets you’re aiming at and in reality would make it harder for them to see you. Within the constraints of the sequencing rules described above, save time by shooting at whatever presents itself as a target, or is positioned most conveniently for your next maneuver. Don’t try to hit every vehicle in a convoy in sequence, nor every fixed gun in a line. Alternate on one run, then come back for another to avoid running your plane into the ground going after a target that’s already too close. Lastly, stop shooting before you get too close to a target, or it may explode directly under you, at which point you will have to exit or restart the game.
You will learn over time when attacking fixed positions on the ground to take last-second note of the alignment of any remaining targets as you complete an attack run. This allows you to bank left or right depending on which maneuver will best position you to line up those targets on your next run for maximum clearing efficiency.
Good hunting, good luck, cheerio, pip-pip and all that!
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