Is there a situation or way that a sabotage run is a good idea in TI:3?
Situation:

Hostile force:  1 carrier, 10 fighters, 4 cruisers, 1 war sun, 1 ground force

Defending force:  1 carrier, 6 fighters, 1 cruiser, with 3 ground forces defending the planet.

The planet in question is highly valuable, and this is the final turn (or losing it will cost you the ability to gain VPs this turn).

In this situation, you are unable to destroy the war sun in straight combat, and if it lives to the end of the battle, it will single-handedly destroy all defending ground forces while keeping the lone ground force secure for the invasion.  On the flip side, should the war sun be destroyed, then the invasion will be unsuccessful this turn (1v3 odds) excepting extreme luck bias.  Therefore, the #1 priority for this battle is the destruction of the war sun - the other massive segment of the fleet is irrelevant.

Strafing run, GO!