"Alpha" is the armored player helicopter.
"Bravo" and "Charlie" are the Blue team pepsicopters.
"Delta" and "Echo" are the Red team pepsicopters.
Red/Blue/Yellow lines signify the path of a loaded copter, green lines the path of a retreating empty copter, white lines secondary paths to take if the enemy has no AA, purple areas signify areas being teargassed, orange Xs signify drop points.
Before Alpha enters the battlefield, team Blue (Bravo and Charlie pepsicopters) and team Red (Delta and Echo pepsicopters) will enter the battlefield from the northwest and create two walls of teargas separating the UFO from the rest of the town by dropping grenades off the side of the aircraft. After the walls are deployed, they will each move to drop a squad of troops off on a marked building (B for Blue, D for Red). If
any helicopter has been shot down at this point, any remaining copter will move to deploy on the second marked building (C for both teams), a church that provides overwatch for A. If, on the other hand, no chopper is shot down after the walls have been deployed, one pepsicopter from both teams will move to create another smoke wall, and then deploy their troops at point F. Alpha will also move in from the southeast to deploy at point F as well under this circumstance.
Assuming we do take some loss, after C is captured, the command chopper will enter the battlefield from the northwest (traveling around with a wide berth to come in at the right angle) and move to deploy at point A. Again, the point should be heavily teargassed, and doorgunners should continually fire at any Ayys visible. If C is
not secured, I want you to halt deployment, and let me figure out what to do.
Retreating copters should remain active, though outside weapons range. We'll probably want them to come back and redeploy troops as we close in on the Ayys. And tell the pepsimen not to waste
all their grenades, we'll want more teargas walls.
EDIT: After discussion with Devastator, I expanded the plan to allow for more aggression if it doesn't seem to be a big risk. If we can blitz the saucer early on, we capture an exceptionally valuable craft before it can escape, while simultaneously gaining the strongest defensive position on the map.