Nice one!
Took 10 own losses, but managed to get the important VHs in time..., only just though...
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I sent the RN Lighter with 5 Plt up along the river to land near the Police station, where I figured the hostages would show up. First landed 4 Plt below to advance on district office and residency. 4 Plt took MG fire from the Police station area.
Landed 5 Plt behind some palm trees. Suppressed the HMG and killed off the crew. Then ran into trouble 9 of 10 friendly losses were from 5 Plt. Eventually cleared the Police station.
Took it slower with 4 Plt. By turn 10 I noticed to my horror that I had not covered all parts of the residency...
...hostages show up, with an enemy squad in the next hex...whops...I have only one section able to reach the area, the enemy squad is unsurpressed - still next turn they will slot all the civilians if I don't move - I figure I am toast, charge in with my one section anyway..., with luck I might be able to send those rebles packing..., it succeeds the enemy squad is destroyed..., all is well that ends well...
Regarding rebel unit E0 Insurgent Band - I guess you adjusted the movement speed on purpose - if you want it to fire on the hostages it needs to get some mobility back, be repositioned or be replaced with a static unit (spider hole type) able to swing its weapons around. As it is now it will only fire on the hex to its front. If you meant to cut the player some slack - I understand - I would likely have lost the scenario if unit E0 could have fired on the hostages. Rebel Unit D2, if still alive and in place, will kill the hostages by turn 10.