Normally people advise fighters as the early game carrier unit. This seems to make sense since fighters are the counter to LRMs and bombers. However, I recently discovered that fielding a bomber fleet in the early game can be decisive in certain cases with the goal of killing or crippling the enemy's cap ship early on.
Basically, few people provide adequate strike craft counter in the early game.. especially if they haven't scouted you properly. If they do see a carrier fleet, they are inclined to build flaks unless they already are building a sizable carrier fleet themselves. If the opponent has a carrier fleet the bomber strategy is less effective since fighters counter bombers effectively. Flaks in early game numbers do not, though, and leave the opportunity to bomb the enemy's cap and kill it rapidly. I found this to be very very effective against eggs. Without the egg, the early vasari rush is pitiful (not that it wasn't before). Someone sent me eggs on easter, and each one cracked open before my bombers to reveal all kinds of goodies inside.
The cap is critical to early game aggressive action so taking it out can be extremely demoralizing and economically painful for an opponent to replace, not to mention it will be several levels below your own cap. Without a cap providing early game fleet support, it should be relatively easy for you to use your cap and assisting units to advance aggressively. Depending on the enemy's fleet, once the cap is dead, you should either advance and bomb infrastructure or retire the bombers and build fighters to kill his LRMs.
Fighters are still essential to early game play, of course. This strategy is effective because of how quickly bombers can kill a low level cap in the early game. Once the cap is gone, proceed as normal! This is probably most effectively played by an Advent player, and you should upgrade lasers as quickly as possible (double benefit since this improves both your bombers and your illums).