Yes, snap shot is only range 1, and Tactician only range 2, but here's the thing:
Major Rhymer (33)
Rebel Captive
Tactician
Snap Shot
TIE Shuttle
2 x Glaive Squadron Pilots (33)
Veteran Instincts
TIE/x7
Total:
99 points.
I flew this three times today, twice to victory, and once to a close loss. The idea is that Major Rhymer extends the range of snap shot out to range two (as it is a secondary weapon), then uses Tactician on the Snap Shot to stress an enemy ship before the perform action step, leaving them stressed and unable to perform actions. Then, during the combat phase, Rhymer attacks the same ship, stressing them again via tactician. Finally, Rebel Captive does double duty - discouraging shots from PTL aces and possible triple stressing the same ship.
During the first game I flew against two ARCs with shield regen and a support U-wing. My mistake was in going for the U-wing first, as the regen was very powerful endgame and cost me the win. However, Rhymer (despite being focus-fired) managed to dish out 8-10 stress before hitting the bucket, leaving Norra with 4 stress, Thane with 2 and a U-wing unable to turn around on a crucial turn.
The second two games were against Vader and the Dutchess (those poor, poor aces), and were won quickly without me losing a ship. Its just not fair to Vader to have him lose his actions - forever.
While the bomber was very effective, would swap out Rebel captive for an Intelligence agent, and add TIE mk II to the defenders, plus lightweight frame to the Bomber in order to really capitalise on the power.
What do you think?