The exact procedure is not in the rules. I may add this on Combat Board Table 1: If you are Deputy Flight Lead (#4) when Bombing by Flights and on the Bomb Run, Break Away and Go Around.
Here's where I am now:
* I am Deputy Flight Lead, Box 1, Low
* IP 5
* We are on the Bomb Run, Flak hit Flight Lead and #1 leaves. (Strong, inaccurate. I rolled once on TZ-2, Formation Casualties, and then on CB-1.)
Suggestion 1: Break Away and Go Around so that I can move to the Lead.
Suggestion 2: Move to Lead, roll again for FLAK, and use IP 1 modifications on the AP and Bomb Run?
Suggestion 3: Move to Lead, roll again for FLAK. Roll D6: IP 5 minus D6 = new IP (this is to reflect where on the Bomb Run #1 left and I take over.) If 0 or less, I have passed the Release Point and must break away and Go Around.
Suggestion 4: The easy way out - just hop to Lead and continue the bomb run, using IP 5.
I will improvise. I think I'll follow Suggestion 2 and if the AP is not found (Good Weather) I'll go Around, or Go Around even if I identify the AP to have the IP 5 modifications on the Bomb Run. Do you know what that means? More FLAK! Fighters may also attack...
Before I decide now, I'll roll twice on TZ-5b for Lead and High Flight. If they hit this small No Ball target and score superior or excellent, I could bomb on IP 1 and then return to base...