Yes, your problem was in Firekka 3. Missions in WC1 and WC2 are grouped into series of 2 to 4. Each time you change wingman, your missions in the entire previous series are evaluated to determine where you go next. So, both your missions with Knight determine where you go after Firekka 4.
As a general principle, you want to survive, land and get the "good" debriefing music in
every mission in a series for that series to be victorious. However, it's a little more complicated than that. Sometimes this isn't enough, and sometimes you can get away with failing one mission in a series.
If you download
WCSAV, you'll find a file called MISSIONS.WC. Open this in a text editor, and you'll find a lot of calculations involving "Victory Points". I don't know of any other source that confirms the numbers given in MISSIONS.WC, but I have always found it accurately predicts whether I win or lose a mission. For the series containing Firekka 3 and 4, it says you need 50 Victory Points, and here's where you earn them:
Firekka 3
Patrol: 3 Nav Points
N1: 3 Krant (Drakhai); N2: 3 Hhriss & Snakeir;
N3: 3 Gratha, 3 Krant (Drakhai)
VP: Nav 1 (5), Nav 2 (5), Nav 3 (5), Fralthi (10)
Total VP: 25, Winning VP: 25
Firekka 4
Defend two Exeters preparing to jump
N1: 3 Jalthi; N2: 4 Krant * Exeter; N3: 4 Dralthi * Exeter, 4 Salthi
VP: Nav 2 Exeter (12), Nav 3 Exeter (13)
Total VP: 25, Winning VP: 25
So, to "win" Firekka 3 you need to get in range of all the nav points and destroy the Fralthi. However, you can afterburn past the Hhriss and Snakeir if you want, as long as you still hit Nav 2.
That said, you want to learn to fight Hhriss and Snakeirs, since there are plenty more to come. Here's how I survive missiles in WC1 (and
I've survived a lot of WC1).
- It's easier to evade shots than evade missiles. Even if I'm on full shields, I try to evade every single shot fired at me.
- I don't go out of my way to dodge missiles, but if I'm not currently drawing a bead on something and get the missile lock warning, I take a sharp turn on a random axis and afterburn. Actually, this is good evasive practice at any time you're not lined up on someone.
- If I'm doing everything else right, a single missile hit won't fully wipe out my shields.
- Where are those missiles coming from? They're probably coming from the Snakeir - it carries a massive load of them but it can only fire them if it has its nose towards you. Try to keep out of range while you fight the Hhriss, then stay behind the Snakeir as you attack its engines. The Snakeir has a high rate of turn, so don't get complacent here.
- Ignore the advice about using your own missiles on capital ships. Use them on the heaviest fighters in a mission (in this case, the Hhriss), and whittle down the capital ships with your guns.
You still need good shooting and evasive skills to shoot the Hhriss before they shoot you.
- While the Rapier can do 450 KPS, most of the time I find that's too fast, and stay at 400 KPS. It's still easy to evade at that speed, and aiming is much easier.
- Their shields regenerate quickly, so try to use volleys: line up well, shoot until you run out of energy, then evade until your blaster is fully recharged.
- Stay aware of which fighters are damaged, and attack the weakest.
- If you can destroy the first without taking any damage, you should find that you and your wingman can keep the remaining two on the run.