Interested in thoughts on this list, fly in a diamond for the joust, bomber in the front easy to shoot missiles, use the extra charges to reroll some defense dice, full range, and he keeps a range or so from the alphas on either side to make it easy to keep them outside range 1. Alphas fire nodded by focus, and if in bullseye rerolls. Soontir in the back passes PS6 to everyone, and stays farther back to stay alive and make people really think hard about who to target. Initial joust should really hurt, alpha wings can slam away, bomber and fel both have high maneuvers, regroup and fire again.
Alpha bombers
Looks like a very solid concept, but I think you'd be better served by Concs than Barrages, because you'll need the locks.
One of our local guys flew almost exactly this, except using a Jendon shuttle or whatever Lambda has the charges you can spend that allow your squad to aquire locks at any range.
Also, he used a generic Interceptor instead of Soontir, so he didn't have that Initiative element yours has. But he did really well with it.
It was 1 boat, 1 interceptor, 1 TIE Advanced, and the Lambda.
My Han-Falcon Rebel squad was HATING that TIE Advanced throwing crits everywhere.