That is exactly what I was looking for. I have a mission that simulates a deployment to a FOL. However, the only way I was able to simulate the delivery and resupply of munitions was to teleport the ammo dump to the base from another location. As for a longer duration mission, I have a few that I am working on that are going on 4-7 days. In building these longer missions, I feel sometimes it is difficult to find things to keep the player interested between major events. It may be my ADHD that is getting the best of me though.
In the real world, there's a lot of "things to keep the player interested between major events" for any mission.
War is a lot of high spikes of activity with a lot of muddling around with the details of planning, maneuver, supply, and repair / retrofit / deploy new equipment to get to those high spikes in activity.
You can read it into the US History of WWII, with the biggest issue being able to establish a supply dump in the United Kingdom for a sword thrust into Hitler's vulnerable Atlantic belly punctuated with actions in Africa, Sicily, and Italy which essentially served as training missions for the big event on D-Day.
Then, following the landings, the issue became maintaining some advancement of troops to secure a base of operations in France that provided fuel, combat supply, and reinforcements for the thrust toward Hitler's center of gravity in "the Homeland."
History likes to relate the events as battles, but really, there is a significant amount of preparation and construction of infrastructure necessary to support those battles.
Longer duration scenarios are interesting, but only if sustainment issues are highlighted as the basis for maintaining that duration between the spikes in conflict.