1) Group Teleport (ala A2's excellent "Highway" and "Bend"): There's two reasons I didn't go with teleport:
- Through extensive testing, I timed it pretty carefully so that if absolutely everyone goes balls-to-the-walls, FIA reaches good positions about when AAF can be spotted from the hill and about when the AAF chopper can reach the AO - it all depends on who is most on the ball and can get there quickest as to who is at an advantage, but in the end, FIA can entrench themselves well in advance of AAF arrival. Sure, the FIA CO doesn't have absolute flexibility of action, but there's definitely enough to play with.
- Between the sheer number of rocks in the area and the drastic elevation changes, group teleport resembles nothing more than a pretty good recipe for death-by-calcification / ankle-breakage.
3) An actual ambush: Some FIA were lamenting that AAF always knew there would be an ambush and that AAF would never actually be ambushed. That's the point. Though this mission is based on the convoy ambushes from The Bear Went Over the Mountain, it is entirely up to the AAF CO how closely he wants to emulate the Soviet 40th Army - hopefully he doesn't. The ambush site is blatantly obvious even without the hints in the briefing, and the mission is really supposed to be a set-piece battle over that mountain and the pass beneath it. There's no reason for a time limit, because I want the AAF to tackle the problem: How do you actually proceed methodically through a contested mountain pass? I want FIA to tackle the problem: How do you use the terrain and positioning to fight an enemy with far superior equipment?
So, there's my reasoning behind some of my choices. What do you suggest I do to make this mission better?
~ Ferrard