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Pragma: I'm afraid I'll have to say no, the Stormcloud wouldn't make it to the top of the tower quick enough, the thing is really slow for an aircraft. It'd just get spotted by the landing plane anyway. There are certainly bushes behind the hangar, but in order to use the laser mic you'd have to go back to the roof and beam at the skylights again, though thankfully you can keep it low to the roof so as to avoid getting spotted by the ground crews.
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Yoippari: Sure, you can buy hits, but ONLY during calm situations when there's nothing at stake. So yes, you could buy hits with that spell, but you cannot buy hits in combat, or while sneaking, or healing wounded, etc as the situation is not calm or there is something at stake.
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Everyone reading Abs' plan: Anyone who volunteers to tandem snipe with Lynx should remember the ranges of their weapon. Sniper rifles have a max range of 1500m(which means Lynx can shoot anyone in view from the trench), Battle and Sporting rifles have a max range of 750m, and assault rifles have a max range of 550m, so ya'll need to be in range to do the deed. And for the record, distance can make an unsilenced gunshot harder to notice, so think about that.
Also, because I've held off explanation long enough, a little exposition on your Redshirts.
The reason you have redshirts is to allow for big battles without making them too lengthy. I admit that I should of chose a better name, but they do die with little fanfare on bad rolls so you don't have too. Redshirts have their own little mechanic when facing off against groups of regular mooks, and thus follow different rules in those situations. I won't tell you the specifics of how they work so as to keep it mysterious, but rest assured this is all done with a roll or two, so it's not just me being mean if you lose a squad in one combat turn

. Rule of thumb is that numbers and/or experiance count as much as luck in winning battles.
So in short, if you want to whittle down a huge group to manageable size, redshirts are a good way if you don't got airstrikes to spare. They also do other stuff, but I'll get to that when it's relevant.
The easy way to make your redshirts more effective is to guide them into a situation that is more advantagous, such as having them spring ambushes. Conversely, if they get into a bad situation(such as facing tanks without AT weapons), they'll be less effective.
The more reliable way to make redshirts something to be feared is through use of the Leadership skill. As of the War! suppliment, Leadership can be used in four ways to help out your allies, and it's shockingly the only skill I've seen that makes use of different stats for different tests. These four ways have similar, but more profound effects on redshirts. They are:
Command(Strategy spec.)
With a Leadership + Logic test at a threshold equal to half the men you are commanding(rounded up), you anticipate the flow of battle, giving everyone a +2 to their Init score on a successful test. This bonus stacks with any other.
w/Redshirts?: Instead of affecting their initiative, this allows a group of redshirts to make their key roll in a Redshirt vs. Mook fight twice, keeping the higher result.
Direct Fire(Tactics spec.)
With a Leadership + Intuition test at a threshold equal to half the men you are commanding(rounded up), you can give advice for more effective ways to hit the target, giving everyone a +1(+2 under my rule, otherwise it's too lame) to their attack roll on a successful test against the designated target.
w/Redshirts?: When used on redshirts, this temporarily causes their experiance level to increase one tier(such as Green to Regular), consequentially making their attack much more effective vs Mooks. This is not limited to one target, but whichever group they are engaged with at the time.
Inspire(Morale spec.)
With a Leadership + Charisma(1) test, you can give your allies a +2 to bonus to Composure tests. Since I don't expect to be throwing these at you every ten seconds, this isn't too terribly helpful for fellow PC's.
/w Redshirts?: This causes redshirts to be much harder to spook, which can happen if they face overwhelming odds or end up having a good number of their squad killed in one go. Goes without saying that panicking redshirts are ineffective ones.
Rally(Gut Check spec.)
Leadership + Charisma(2) test. A successful use of this allows NPC's and PC's alike to retake a failed Morale or Composure test.
/w Redshirts?: Pretty much the same as the standard. If they freak out, just use this test to bring them back into line.
Who says social skills are out of place in war? One thing to keep in mind, though, is that all these uses take one Complex Action to use(it counts as a Use Skill (pg. 148, SR4A) action), while the Command and Direct Fire actions only work for the same combat turn they are used. Once that turn is up, you have to do it again.
A little GM hint for ya'll: Your redshirts are Green, which means they aren't terribly effective in small groups. Use of the Direct Fire order can allieviate that easy

. Oh and don't feel cheated if you want to use these bonuses but lack the Leadership skill; I'm to blame for not warning you about it's potential usefulness. However, I am giving out a good amount of karma after this little 'tutorial mission' is over, so you can fix that if you want.