Some tips I would add
</font> Know your pilots skills and those of your teammate and enemies. Draw cards, starting cards, check six, distract wingman, power dive, shake 'em off, etc. can make a seemingly easy target a very nasty opponent.</font>Know the planes. American planes are tough; Zeroes are agile. Spitfires balance the two.</font>Support your teammate. I see too many 2v2 battles become 2 @ 1v1. Forget who is shooting at you - revenge comes with winning. Support your teammate and gang up on a target.</font>Be very careful killing a leader before his wingman, especially if the wingman isnt' smoking. A healthy wingman gets a full hand of 6 cards regardless of altitude (very nasty at high+ when you just drained your own hand). Even a smoking wingman gets 4 cards.</font>When in doubt, change altitude. If nothing else, it can keep you from eating enemy wingmen flak. It also forces your opponent to throw away some of his/her cards or worry about cards you might have drawn. Even if you have good cards that can't immediately do damage, it may sucker your opponent into thinking you have nothing.</font>Your opponent's teammate can't shoot at your leader plane if it is disadvantaged or tailed. Sometimes the safest position is disadvantaged - and if you have a wingman you can dive/climb and try to split up your opponent's altitudes.</font>Similarly, your teammate can't shoot at a plane that you are tailing or have advantaged. If you can't do damage, consider letting the enemy maneuver back to neutral or even changing altitude to reset the enemy position so that your teammate can shoot.</font>Talk to your teammate! WWII era planes had radios and were in constant communication with each other. If you need help, can't maneuver, etc it may be better to say it when he can help rather than have him learn it by watching you eat 20mm rounds.</font>Watch the turn counter. The last turn or two of the game you should figure out if you have a legitimate opportunity to kill or not. If not, start to think about survival. Remember that the guys in seats #3 and 4 don't have much to lose by dumping every card in their hand to try to bring you down. Better to live to fight another day ....
(note to developers: Why use fixed # of turns? Perhaps a future enhancement might be that there is an x% chance of a game ending at the end of every full turn starting on turn #y. This would help prevent some gamey mechanics)</font>Use discard effectively. You can draw as many cards as you have horsepower, up to your performance limit. When in doubt, click on yellow cards to turn them red and see if a new draw slot opens up. If it does, then discarding that card buys you another draw. If not, just click on it again to turn it yellow.</font>It is a game of attrition. Attacking wingmen simply because they only have two cards isn't always the best strategy. Unless you are pretty sure you can do meaningful damage, you are probably better off using your cards against an enemy leader in an attempt to gain advantage and reduce his cards. This doesn't make much difference in one turn, but over two or three it really adds up, especially after he is smoking and/or at higher altitudes (both reduce horsepower). Remember, you get to redraw at the end of your turn and he is stuck with the cards in his hand until the end of his turn.</font>Beware the enemy wingman that draws 2:D/Ace Pilot on you ....</font>