Well, three big bandits for you alone...

BTW they are Ryckurns, not Merikons.
1) I think you were right to make it sharp on the left (one more bandit at 4.00...). That should have you avoid most of the plectrons (not the daycorn though), leaving them for... your follower. The Warriors in front of your ship will have a hard time following you (one may succeed, not both IMO); they will have to face some fellow missils from the third Warrior) and they're left each with only one missil to fire next turn (there are only four launchers on Warriors). Of course the third one will go on firing... as there is no doubt it will cling to your tail (it is better than you as both turn and thrust are concerned).
2) OMJ is right on this: much too many daycorns on such a ship... Never go out without a minimum 10 plectrons (at the very least geenees or olriks). All daycorns can do is give Warriors a good laugh ("Come on, guys, it's only a scratch... Let's get him! ")
3) Ctrl+H was of course the second thing to do (just after selecting "Attack at will")
Did I tell you I hate Zyans anyway?
Fuzzy