I respectfully disagree with it needing to be part of every scenario. IMO, Command works best at the 24 hour ATO cycle scale. At that scale, strategic movement of munitions should already have been done. A bad example of this is the Opening Night scenario of the DS DLC. IIRC you have to move some C-141s to a few air bases in order to finish arming your aircraft. It makes absolutely no sense. By that point in time, all the required munitions where already at the respective bases (or they should have been).
Now there are exceptions. Also from the DS DLC. The first scenario where you have to conduct strategic movement of aircraft to the middle east. In a case like that though, the logistics is the scenario. One day I really want to make REFORGER scenario in the same vein where the player has to move aircraft and supplies from CONUS to Europe, and move dependents and other civilians back. It's somewhere on my ever growing to do list...maybe when/if I ever retire and can make (non-pro) Command scenarios full time

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I see your point here. I may have been off a bit on my love of Cargo and it's potential in the game. Still, I prefer to be able to move ground units (SAMs, Arty... etc) and munitions and do local resupply on a tactical level and for some or even many scenarios it would have been an enhancement. Good point though, big picture.... we're not going to be loading Ships with battalions worth of gear and shipping it to Europe in this sim.
Regards,
John