*********SPOILER ALERT*************
I second the suggestions of additional Syrian AT assets (possibly a true ATGM threat) in the tree line opposite the Strykers, and clearer objectives within the town.
I sent the follow snippet in your response form:
I liked the opening "surprise" (for a change of pace), and the AI's aggressivity with its ambush, although it was not very effective in my single play through (although this, of course, varies each game). The Syrian RPG teams only managed to disable two Strykers the entire match, both in the opening minute (before being quickly destroyed). Blue infantry was largely unscathed (I popped smoke and dismounted quickly). The number one problem for the Syrians (which may have been an intentional design choice?) is the long fields of fire. The Blue forces are guaranteed support fire for nearly every avenue of approach due to map layout. With the Strykers (especially 40mm) and MG teams having clear fields of fire throughout the village (even when standing off hundreds of meters), the Syrians had no chance.
I found the scenario to be too easy for Blue, which was reflected in the total victory. Also, I deliberately refrained from equipping or employing any Javelins.
p.s. The air support became available with two minutes left (and a response time of 6 min).
[ August 07, 2007, 09:40 AM: Message edited by: Molloy ]