Everything. Everything could go wrong. Indeed, it'll probably result in rolling some sorta "nega-evades" that give me double crits. But hey, I'm always one for experimental, unlikely to ever get-many-wins squads! And thus, I came up with this:
Colonel Jendon:
ST-321
Weapons Engineer
Anti-Pursuit Lasers
Scimitar Squadron Pilot:
Concussion Missiles
Seismic Charges
Scimitar Squadron Pilot:
Concussion Missiles
Seismic Charges
Scimitar Squadron Pilot:
Concussion Missiles
Seismic Charges
Because I'd like to finally give Bombers a fair shakedown before the Extra Munitions hit, at least so I can personally experience the difference.
Pretty basic idea: slow roll out and let Jendon pass some targets off to the Bombers nice and early, hopefully allowing them to get Conc+Focus shots off in an early alpha strike, using Jendon and ST-321 to help the Bombers work around their low PS and regular difficulty locking on (with Jendon adapting those TLs accordingly at the start of combat). APL mostly because I had two points left over, and hey, maybe he'll actually catch someone with em' once a blue moon. Could drop them to give two of the Bombers Homing Missiles instead and help them counter those evade-happy types.
Charges because, again, had the points leftover (and Extra Munitions isn't out yet), figured it'd help the Bombers defend their rear.
And who knows what the heck I'll do when EM hit. Could either gut Jendon for all his upgrades to add EM to all the bombers (along with, possibly, Homing to two Bombers) to give the Bombers each two missiles and two bombs, or could leave Jendon mostly beefy and drop the bombs from the Bombers. If I went straight Conc missiles then, one of the Bombers could still carry a pair of Seismic Charges then...