Gal-durn it, Funked, but that's so obvious I missed it! So long as there's a system message warning in the text buffer telling you your mission begins in 5 minutes (or 10, or 3...whatever), gunning is the obvious way to use your time between missions. By the way, here's an initial list of mission types I can think of off hand, and many are not strictly bomber missions though bombers could attempt many of them...
- Strategic Bombing Strike: cities, refineries, ammo factories, radar factories, troop training facilities
- Escort (loose or close): defend strategic, operational, or tactical strike packages
- Operational Level Strike: airfields, vehicle bases, rail yards (got to have these), bridges, damns, depots, ports
- Deep Interdiction: truck convoys, barge convoys, trains, armored columns (like truck convoys, only composed of armored vehicles; represents operational maneuvering of ground forces behind the FEBA)
- Close Air Support: deployed and/or engaged enemy ground forces
- Combat Air Patrol (CAP): Point defense of bases, strategic targets, or operational targets against enemy air attacks
- BARCAP: CAP of an area, forward deployed versus directly over a target to be defended
- Maritime Strike: Task groups and merchant convoys
- Reconnaissance: Locate specific targets, or just general assessment of enemy positions and dispositions
- Suppression of Enemy Air Defenses (SEAD): Anti-aircraft guns, radar antennas, Air Defense Centers (HQ)
- Amphibias Assault: Destroy shore defenses and land X-number of troops within Y-miles of objective
- Air Assault: Drop X-number of paratroops within Y-miles/yards of an objective
- Armored Assault: Ground attack against a target to destroy or occupy it
- Supply Mission (air or ground): Drop X-tons of supplies within Y-miles/yards of friendly target