We are at a crucial point in the scenario: How to get both Crew and EVAC helo safely to the LZ?
With the Crew (turquoise circle, screenshot following), I have toggled ON the Reac[H]able hexes display (hotkey 'h', else the indicated Toolbar button).

Ideally, we move the Crew through covered terrain. I have also toggled ON the on-map TEM (Terrain Effects Modifier) numbers. The first hex move, to a Meadow hex with a TEM advantage of just 0.95 (where direct fire on that hex is 95% effective compared to uncovered, clear terrain) is dicey. If the Crew is to be shot up, killed, the risk is greatest there. If they survive that hex move, the next hex move, to a Village hex with a TEM of 0.65, is much less risky. The final hex move, to the LZ should be fine.
But this begs the question: In a single turn, can the Crew even make it that far? Yes, evidently they can, if the Reac[H]able hexes highlights are to be believed. (Due to path finding limitations, the Reac[H]able hexes highlights are not always 100% accurate.) Fortunately, there is a path along the way that will help to speed up movement. Fortunate too that despite their Fatigued status, the Crew can still reach the LZ in one go. In the previous turn, after failing to Double-Time the Crew at the outset, I made a second mistake of Double-Timing them after their first hex move. That accomplished nothing; their Reac[H]able hexes were unchanged, but now they were Fatigued. D'oh!
(Incidentally, my invented narrative says that the Crew consists of 1 KIA, two seriously wounded, and two badly shaken. How can they move about so quickly like that? Maybe they shouldn't be able to. Which is why we are considering implementation of a new counter flag, XIncapacitated. Incapacitated units, applicable to leaders only most probably, will be permanently Disrupted, permanently Fatigued, will have their movement limited to one hex per turn (unless a passenger), and whatever else we can think of. Available in future game patches and releases.)
What about the EVAC helo (turquoise circle, screenshot following)?

(I have toggled ON the Visibility highlight, with the hot spot at the Village hex. The visibility extends just one or two hexes to the south and east. I infer from this that the Orchard (and Village) hexes block LOS from further away.)
Currently at High flight zone, I plan to fly the EVAC helo to the hex two hexes north of the village, there to descend to Low flight zone. That is their point of greatest vulnerability, maybe. At High flight zone, they are impervious to most or all ground AA fire. When dropping to Low, they become vulnerable.
The next hex after that, I will descend the helo to Nap of Earth flying. At NOE, they are even more vulnerable. With the on-map elevation #s toggled ON, note where at that hex, the higher elevations surrounding should shield them from any AA fire coming from the north and east, where VC are known to be operating. (I know this, because that is where enemy arty fire is coming from.)
The hex after that, the LZ, is where the EVAC helo will land. The Orchard hexes surrounding should block any LOS firing from any VC lurking nearby.
I can't just have the Crew and the EVAC helo at the LZ, of course. VC could emerge from the Orchard, assault, and capture them. I would need also to move Marines into that LZ hex to defend both helo and Crew.
But wait! Should we not fire at the surrounding VC first? For likely they will opfire at the Crew as they move. Bad idea, our firing initially at those VC. Because what if they were to retreat into that first Path hex? That would spoil everything. The Crew would then have no hope of reaching the LZ in a single dash. No, better to do the movements first, then fire later.
Fingers crossed, here goes...