Munitions are difficult to use, because they really want Target locks AND focuses to be used effectively. Combined with the mechanics of low PS target locking, it's difficult to get a shot off without being shot at by your target twice first.
The Concussion Missile, however, mitigates the first point somewhat. Turning a miss into a hit is as good as turning a focus into a hit- better, in fact, because you can still focus as well. And with 4 dice, the "typical roll" is 2 hits, 1 focus and 1 miss, which the concussion missile turns into 3 hits and a focus, better than a heavy laser for as long as the ammo holds out.
As for the second point, we have Airen Cracken with Squad Leader and Expirimental Interface. At PS8 he can give any of his PS2 wingmen a target lock on anyone who enterd range since they moved, and he can do it again after he shoots at PS8. That's two other ships that potentially have a focus and target lock and a missile to spend it on.
The list: (96 points)
Airen Cracken 19 (28)
-Squad Leader 2
-Expirimental Interface 3
-Concussion Missile 4
Bandit Squadron pilot 12 (17)
-Concussion missile 4
-Munition failsafe 1
Bandit Squadron pilot 12 (17)
-Concussion missile 4
-Munition failsafe 1
Bandit Squadron pilot 12 (17)
-Concussion missile 4
-Munition failsafe 1
Bandit Squadron pilot 12 (17)
-Concussion missile 4
-Munition failsafe 1
I ran a bunch of practice dice rolls against a Soontir dummy (long range, autothrusters, stealth device, 2 focuses and an Evade) assuming everyone can get a target lock and arc on the same turn, and without the Emperor backing him up, Soonier is toast, often with a missile or two in reserve.
Against a Commander Kendric with Isard+emperor, it does almost as well in the same situation- Isard doesnt do anything until after shields go down, and the squad drops 16-20 damage in a single salvo. Emperor + Kendric reduces some of that, but unlike heavy lasers these things can crit as well, and direct hits can mean the end for the emperor in a single turn.
After dropping it's salvo, of course, the squad is a Z95 swarm, 2-3 ships lighter than normal, but may still have some Failsafed munitions, and Airen gives his team plenty of focus+TL shots with their regular guns. after burning 20 points of munitions killing 35+ points of ship.
Other approaches:
Tycho can also fill a squad leader role, at higher PS with VI but only for 1 ally. Dutch can chain out target locks, but torpedos arnt quite as nice for TL+Focus unless you pick up deadeye, which takes a unique astromech on dutch. Kyle Katarn also works with Deadeyed missiles, though less useful on torps.