You could have a briefing that says no town names, just unit objectives, like: the enemy has a base "here", there is armor in "this area". The communcations is "here" etc. Then each of the "here" or "at this location" points would be linked to markers that you would move with the random placement of certain key units. So if one of the key objectives is to take out some AA units to open up for air support, you have a marker called "AAunits". When the AA units are set to a random region, you move the marker to that same general area, so that when the briefing says "take out the AA units" that will be linked to the "AAunits" marker, when the player clicks on the blue text, the map will scroll to that area. YOu might also have some hidden objectives that are revealed during the mission that will also be randomly place with markers that follow. To help you with getting random posistions I am attaching a function I made called "RandPos.sqf". You can use this function to help place the markers randomly in reference to the key element they represent. The distance and direction parameters can be controlled so that the marker will be near the unit, but not right on the unit and always in a different direction from the unit. You can also use this function to keep units that are associated with each other scattered in random patterns, but still near enough to be be "marked" by the same marker (ie, randomly place the marker, then place the units it represents, randomly around that marker).