Let me add a list on Starfleet Maneuvers and Flight Patterns for newvies:
Basic Maneuvers
Synchronous Orbit
This form is used by a starship to maintain position towards a specific point on a planet's surface. The ship's velocity will be the same as the rotation speed of the planet.
High Orbit
A form of orbit in which the starship maintains a large distance from the planet's surface for safety reasons but is still close enough to use the transporter.
Polar Orbit
A type of spacecraft orbit that passes within 35,888.4 kilometers of the geographic poles of a planet.
Full Stop
The ship cuts all power to its propulsion systems to come to a dead stop.
Hard to Port
A ship performs a sharp turn to port (left).
Hard to Starboard
A ship performs a sharp turn to starboard (right).
Full Reverse
The ships thrusters push the ship backwards.
Come About
The ship turns to make a complete 180 degree turn.
Hard About
The ship makes a sharp 180 degree turn.
Close
The ship closes the distance between it and another ship.
Open
The ship Opens the distance between it and another ship.
Fire
The ship fires a single weapon type (phasers or torpedoes) at its Target.
Lock On
The ships tactical officer locks onto a enemy target and concentrates the ships firing against that target.
Engage
The ship attacks.
Disengage
The ship stops attacking its target and either engages a different target or attempts to retreat.
Match Speed
The ship matches speed with its assigned target.
Navigational Maneuvers
Z-Axis
A ship either climbs or dives, taking advantage of the three dimensional nature of space to gain a better position or maneuver out of danger.
Shallow-Z
This maneuver is a variant of Z-Axis, easier to perform but with lesser advantages. The ship either dives or climbs following a shallow vector, taking advantage of the third dimension of space to orient itself.
Immelmann Turn
The ship performs a a sharp sustained turn. Used when being chased by a enemy ship. The ship will execute the maneuver to get behind the pursuing ships.
Minimal Aspect
The ship performs a a series of pitch and rolls to present as little of the ships profile as possible to the enemy, making it harder to hit.
Maximum Coverage
The ship orients itself toward its Primary Target so as to maximize the impact of its weapons arrays.
Dodge
The ship chooses a vector, begins its movement, but before completing it, changes direction completely in a dodging feint.
Evasion
The ship performs a series of sharp turns and dodges to shake off attackers.
Feint
The ship behaves as if it was attacking its target in a particular manner, but changes its attack vector at the last moment, creating an effect of surprise and increasing the impact of its weapons fire.
Intercede
The acting ship tries to interpose itself between an attacked ship and its attacker, in order to protect it by drawing enemy fire.
Swoop
Like Z-Axis, the ship takes advantage of the third dimension of space, but the objective here is to gain a better aim: the ship swoops on its target, hoping to fire more easily.
Head On Approach
The acting ship approaches its primary target straight-on, then moves out of its way at the last moment in order to pass behind. This is a risky strategy since both ships pass very near one another.
Take Cover
The ship tries to hide behind a large object, such as a large asteroid, a planet or a starbase, in order to suffer less from enemy fire.
Shield Repulsing
The ships reverses the polarity of its shields, then brushes its primary target’s so as to push it through space, sending it tumbling out of the way. The ship may also manage to “bounce” on its target’s shields, increasing the distance separating both ships.
Thruster Knockout
The ship brushes its primary target’s shields in an attempt to knock out its thrusters, therefore hampering its normal helm operations
Tactical Maneuvers
Spread
The ship fires several weapons at once in a screen to better the chance of hitting its target.
Multi Weapon
The ship fires two or more weapons at a target.
Multi Fire
The ship fires one weapon at multiple targets.
Target System
The tactical officer targets a particular system of a enemy ship and attempt to disable it.
Fast Attack
The ship performs a strafing run on a enemy, firing weapons while flying by.
Evasive Attack
The ship performs a evasive maneuver while attacking a enemy ship simultaneously.
Full Attack
The ship lays down a withering hail of fire using all available weapons at a multitude of targets.
Chain Collision
The ship fires at its target, hoping to send it on a collision course with one of its allies, or at least, hoping that good-sized hull fragments will collide with the other ship.
Concentrate Fire
The ship fires one weapon system as a concentrated volley in an attempt to increase the damage in one point.
Exploit Weakness
The ship looks for a flaw in its primary target‘s defensive systems, from a momentary weakness in the shields to a fluctuation in the power grid.
Fire En Passant
The ship takes the opportunity to fire on a ship at range, that is not its primary target, as it passes near.
Random Fire
Where one doesn’t know where the target is, for example if the ship is blind or the enemy cloaked, a desperate way to fight is to shoot wildly in all directions in a hope to hit something.
Shield Dimple
This technique implies firing a phaser weapon at the opponent’s shields to weaken them in one point, then firing immediately with torpedoes, hoping the torpedo will pass through the shields and that it will detonate directly against the enemy hull.
Lock On System
The tactical officer locks weapons onto an opposing ship system (weapons, life support) in the hopes of greatly damaging it during its next attack. If the attack penetrates the shields, the system power generator is either reduced in power or completely offline.
Antimatter Pod Detonation
A desperate starship equipped by antimatter pods and offline weapon systems can try to eject a pod and detonate it, like a torpedo.
Combine Fire
Several starships combine their fire on their primary target, in an attempt to penetrate the shields more efficiently.
Target Secondary System
The tactical officer chooses a specific secondary system on the attacked ship, and fires on it in an attempt to disable it.
Forge Readings
Using the navigational deflector as an emitter for a certain type of energy, a ship can try to fool its enemies’ sensors. It can try to create an echo of itself, or a shadow of its warp signature, for example, creating the illusion that there are two ships instead of one.
Shield Disruption
The ship reconfigures its navigational deflector to emit a beam of antiprotons, or an interferometric pulse, at very short range against its target. This may disrupt the enemy shields.
Photonic Pulse
Focusing an intense emission of photons in its main deflector dish, a ship can release a high-energy pulse that can blind enemy sensors.
Photonic Shock Wave
A ship fires a spread of photon torpedoes and then fires phasers to detonate the torpedoes just before they hit the enemy target. The wanted result is the shock wave created form the torpedoes disables the enemy ship.
Plasma Field
A ship can attempt to channel warp plasma through its navigational deflector, emitting it as a coherent energy beam to try to knock the enemy propulsion systems out of commission.
Solar Flare
A ship can attempt to generate a solar flare by firing an electromagnetic pulse into the corona of a star. This is a very dangerous maneuver to perform but very efficient.
Tractor Hold
The ship or base tries to disrupt its primary target’s moves by locking a tractor beam on it.
Tractor Disruption
The ship or station modulates its tractor beam emitters against its primary target so as to create an energy surge in its systems, hoping to disrupt them.
Tractor Lock
The ship or base tries to hold its primary target in place, to prevent it from escaping.
Tractor Dodge
The ship or base tries to use its tractor beams in a desperate attempt to deflect enemy weapons’ fire.
Verteron Pulse
A ship can attempt to emit a verteron pulse through its navigational deflector. These particles interfere with subspace, knocking out vital ship systems.
Saucer Separation
Is an emergency maneuver performed on some Federation starships. It involves the complete disconnection of the primary hull and the secondary hull. Both components contained essential systems, allowing each to be independently operable for extended periods.
Multi-Vector Assault Mode (Prometheus-Class only)
By using advanced compartmentalization and automation systems, a ship capable of multi-vector assault mode could split itself into three separate warp-capable crafts, becoming an entire squadron operating semi-independently and in concert, effectively tripling the amount of firepower that could be applied against a target.
Scorpion Evade
The ship performs a evasive maneuver dangerously close to a enemy ship, hoping that another enemy ship will try and fire at the ship and hit its ally instead.
Pentis Maneuver
The ship uses its hull as a "lightning rod" to absorb a discharge from a ion storm and then channel the discharge through the deflector dish as a coherent energy beam.
The Picard Maneuver
a ship does a in system warp jump to move its position from one point to another. When the ships exits warp, there will temporarily be a mirror image of the ships past position thus making it appear to be two ships.
The Riker Maneuver
A ship uses the Bussard collectors of the to collect unstable gases from a nebula or space cloud, using the ship's ram scoop, then venting the collectors, leaving a cloud of the gas in the ship's wake. When the pursuing vessels opened fire on the ship, the gas reacted explosively with the weapons fire, resulting in the hopeful destruction of the enemy vessel.
The Cochrane Deceleration Maneuver
The ship needs to cease all forward tactical movement. As the attacking ship comes about and passes by at close range, the ship will make a 120 degree pivoting stress turn. While doing this, the forward shields remaining at the highest state of readiness and all possible forward weapon systems would engage the target which is now hopefully presenting its rear arc.
The Decker Maneuver
When trying to escape a enemy in a shuttle or small starship, give the enemy a attack of opportunity, just before the attack hits the ship (3 seconds before impact) transport cargo containers or any other metallic objects in the wake of your ship and jump to warp as the enemy weapon fire hits the debris you transported out. This maneuver acts as a short term distraction deception that will temporarily make the enemy believe they have destroyed you. It wont last long, once they scan the debris and realize what has happened, the hope of your ship is to get enough of a head start so that a pursuit will either be impossible, or difficult.
Wing Maneuvers
Flank
The wing positions itself to encircle its enemy to hamper its movements and increase offensive pressure.
Harass
The wing engages a target, then disengages the target. The goal is to weaken it through the use of several runs and keeping allied damages and casualties to a minimal.
Scatter
The individual ships of the wing all fly off on different course to avoid important damage.
Diamond Slot Formation
Four separate ships fly in a diamond formation is one in the lead, two a few meters behind off the port and starboard of the lead ship, and one a few meters behind the two ship formation following directly behind the lead ship.
Kolvoord Starburst Maneuver
A dangerously complex aerobatic flight maneuver performed by light spacecraft. A wrong move, even a slight one, done during this maneuver can lead to a catastrophic and potentially fatal collision. The maneuver is performed by five light spacecraft flying in a circular formation, following with them crossing within ten meters of each other and flying off in the opposite direction, igniting their plasma trails as they make the crossover. When done successfully, the maneuver creates a spectacular light pattern resembling a star. This maneuver was banned for exhibition flight by Starfleet Command.
Yeager loop
Is a starship maneuver that is typically performed by five ships. The ships performing the maneuver begin in a diamond slot formation. They climb and loop backwards at a steep angle, at the peak of the loop, all five ships flip over and accelerate in a new direction.
Patterns: Defensive
Alpha Come About, Shallow-Z
Alpha-2 Z-Axis, Minimal Aspect
Beta Shallow-Z, Z-Axis
Beta 1-4-0 single Come About, Hard About
Beta 1-4-0 dual Minimal Aspect, Evasion
Beta-2 Shallow-Z, Hard About
Beta-3 Come About, Open
Beta-4 Z-Axis, Hard About, Shallow-Z
Beta 9-3 Z-Axis, Evasion
Delta Close, Minimal Aspect
Delta-2 Z-Axis, Swoop
Delta-3 Hard About, Open
Delta-4 Hard About, Shallow-Z
Delta-5 Hard About, Z-Axis
Gamma Shallow-Z, Open, Hard About
Gamma-2 Come About, Z-Axis
Gamma-3 Shallow-Z, Open, Z-Axis
Gamma-4 Hard About, Z-Axis, Open
Gamma-5 Z-Axis, Dodge
Lambda-1 Minimal Aspect, Minimal Aspect
Lambda-2 Minimal Aspect, Z-Axis
Omega Evasion, Evasion
Omega-1 Come About, Z-Axis, Hard About
Omega-2 Come About, Open, Come About
Omega-3 Dodge, Open
Omega-4 Hard About, Immelmann Turn
Omega-6 Dodge, Z-Axis
Theta Come About, Z-Axis, Close
Theta-1 Come About, Z-Axis, Hard About
Theta-2 Dodge, Z-Axis
Theta-3 Come About, Shallow-Z, Dodge
Patterns: Attack
Alpha Close, Fire
Beta Scorpion Evasive, Multifire, Open
Beta-2 Hard About, Fire
Beta-3 Hard About, Multifire
Beta-4 Minimal Aspect, Swoop, Fire
Delta Maximum Coverage, Fire
Delta-2 Swoop, Fire
Delta-3 Swoop, Multiweapon
Delta-4 Mutliweapon, Close, Multiweapon
Delta-5 Shallow-Z, Fire
Kappa 0-1-0 Maximum Coverage, Swoop, Fire
Kappa 0-2-0 Full Attack, Open
Omega Minimal Aspect, Evasive Attack
Omega-2 Maximum Coverage, Multifire
Omega-3 Evasive Attack, Evasion
Omega-4 Close, Multiweapon
Sierra Swoop, Exploit Weakness
Sierra-2 Come About, Feint
Sierra-3 Minimal Aspect, Multifire
Sierra-4 Swoop, Feint
Theta Full Attack, Full Attack