Edit: the "code" part is right there between "code" and "/code". It was supposed to give an URL link to the reveal command in the comref, but apparently it doesn't understand html >_<
Regarding the FSG:
Try this; make yourself the leader of the FSG, and tell them all to Hold Fire while putting them in good positions around the ridge. Then use your "spot" key (default right mouse button) to spot as many enemies as you can that are "clearly visible". After that, assign some targets, especially if they're dangerous, and once everyone has said "ready to fire!" (you might have to make some of them crouch to make sure they can shoot over the ridgeline), give them leave to open fire.
Result: huge volume of fire that rains hell down on enemy troops.
Of course, since you're probably not the leader of this group, you'll have to figure out some way to have the AI simulate roughly the same behaviour. Here's one (untested) idea:
Put down a trigger covering the area the FSG should sort of be able to see (the outskirts of the town, maybe a little bit in between the buildings), and make its activation "opfor detected by blufor" and Repeatedly. After that, write something like this in the On Activation field:
code:{leader FSG
reveal _x} forEach thisList;/code
FSG = name of the group, of course (made by writing FSG = group this in one of the members' init fields).
This way, whenever ONE opfor unit inside the area is detected, ALL opfor units inside the area are revealed. This will make whole groups and the like immediately become revealed, which should increase the level of fire considerably.
Alternatively, make it "OPFOR Present" and then give it a Timeout value (in seconds) : that way if an OPFOR unit spends x amount of time within the "clearly visible" area, they'll all get detected.
Finally, you might want to look at some other commands to make sure the FSG doesn't run off and engage everyone, such as
enableAttack and
disableAI.
Good luck!
Wolfrug out.