Just getting into the game,
and we've had a couple of issues already with how we interpret the game...
Turn/Round order:
what we thought it was:
1. Wounded Pilots resolve their "maneuver" (2 cards), and chooses next maneuver (2 cards)
2. Normal Pilots resolve their "maneuver" (2 cards)
3. Everyone shoots (1 target max)
the alternate read we can see:
1. Wounded pilot resolves 1 card and replaces
2. Normal pilots resolve 1 card and replace
3. Shooting
problems with method 2...
Tailing says you can look at their first card and replace yours if you want to, if it's resolved after each shooting phase at 1 card, then a engine damaged pilot has no way to shake a tail, and most other pilots are unlikely to shake it off(combined with AIM it makes getting one turn of Tailing to work basically ends someone.)
Exceptional Pilot ... I don't see planning or movement mention the inability to play the same card twice in a row (aside from in the "flying patrols" rules). Exceptional Pilot says you can't break the Immalman rule, nor is it Daredevil Pilot. I only have a decks for Spitfire, Gumman, and the Messerschmitt... but out of that lot, only the Spitfire seems to have cards which don't come in pairs... which makes the skill fairly useless for most planes... Using the 2-cards method, it means you could read it as the right to simply ignore your second maneuver card to repeat the first one...
am I missing something here?
similarly Acceleration seems to not make a whole lot of sense... Without it it seems you're forced to make a High Speed and a Lowe speed each turn... (this is what led us to think it was the 2-card method since only Immelman/Split S maneuvers require changing speed mid-maneuver)
Is Acceleration basically "Take 2 extra blank speed counters, these mean you don't change speed" in which case, it might as well just be an extra High Speed and an extra Low Speed counter... but then, what's the point of Golden Touch? (again, unless the Ace Skill lets you instantly swap in the speed you want twice per game...)