Tried this one a couple years back. Even did a quick feedback (it's post #5):
http://forum.shrapnelgames.com/showthread.php?t=43413
Finally hit the jackpot on the third or fourth try. Memory's a bit fuzzy but IIRC there's a few useful tips:
1) Don't move too fast along the main road. Use your "smoke tanks" and artillery to block likely LOS before dismounting engineers (I brought along the SPA for this purpose). Instead of spending valuable time removing mines use the engineers to find paths around them. Try to "leapfrog" the engineers; after one has found a path remount him while bypassing him with the other who goes a couple hundred meters forward. (Too bad if one or both gets greased but it happens.)
Sooner or later you'll probably have to risk it and go for the town with its juicy VH's. Blow the piss out of it with arty before going in. Stay offroad as much as possible; you won't have time for mine detection. Bring a couple infantry along in BMP's to spot mujis who are already in town or show up after you arrive. (Forget whether they also go for VH's along the road behind you; I left some grunts and armor behind just in case.)
2) Them thar hills are fraught with danger and uncertainty. Start with concentrated airstrikes on likely targets to sucker anti-air units to reveal their positions. They probably won't shoot down, just damage, your jets but they can kill your helos. After a couple turns you should be able to carefully bring in the Spetznaz and Para guys. Stay near the sides of the map at low altitude over lower-lying terrain, playing follow-the-leader until you head inland for objectives (of course if the leader gets fired on find another path to the objective). Go for each VH with a full platoon, and don't split them up until it's secured; leave a squad (or two) behind to beat off counterattacks.
Use your Hind attack and (more carefully) troop-carrying helos for fire support. They have limited ammo so fire sparingly and make every burst count. Keep them out of harm's way as much as possible; remember if they're damaged they return to base automatically the next turn.
3) Caves are a rhymes-with-witch. Never was very successful against them. Suhir's advice is sound; you can also get lucky with a tank shell into the mouth. But by and large there isn't enough time to fool with them, so if they give you trouble just smoke off their LOS or avoid their LOF.
One more thing. Be careful with your jets' approach paths once your helos and paras have gone into the wilderness. Wouldn't want your guys to get blown up accidentally now, would we
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A save has been preserved for posterity: