Q:

How can I manage the deceleration of units so that they arrive on-target?

When I first started trying to set up my air units' movement in my RTS game, I thought it was going to be easy with simple Euler method linear acceleration. This was far from the case as the ship would have to slow to a halt on exactly the target destination, as well as properly compensate after a sharp turn.
How would I decelerate my unit exactly onto the target destination and properly compensate for changed destinations while still factoring in the current velocity in a 2D simulation (Positions and velocity stored in 2D vectors)?
StarCraft 2 does this well, and I'd like to arrive at a similar effect. I want something like shown here. Acceleration can be seen at 0:20. Turning and maintaining momentum can be seen at 1:25. Deceleration can be seen at 1:55. (Find these times in recent comments of the video).
Note: I'm using a lockstep model and frame rate can be either 5 or 10 per second depending on players' computer abilities.

A:

I found the answer thanks to this essay Daniel posted. It's something like this (from page 10):
closing_distance = max_speed * 2;
desired_velocity = normalize (position - target) * max_speed
if (distance < closing_distance)
    desired_velocity *= (distance / closing_distance);
steering = desired_velocity - velocity
ApplyForce(steering)

