There you go
Scenario 1: The Hammer Falls
The Davions are luring Capellans out of Jerome using a Recon Lance as a bait. As the two Capellan lances move out, the AFFS counterattacks with two more lances (Command in T6 and Assault in T9). The game maps are BattleTech and Woodland, originally published with the FSW scenario pack (not mine, but I have it from Map Set Compilation 2). No special rules.
The defender has only the Recon Lance and a Command Lance entering on Turn 1.
In particular, my son wanted to replace the Firestarter with a Wolfhound, but in 3028 only Kell Hounds and Wolf's Dragoons in service of house Steiner had those; therefore, he settled for a Phoenix Hawk (wisely choosing the 1D variant, gamewise identical but for the ENE special - no dangerous MG ammo bins around). This is what he starts with:
Recon Lance Role PV Tons Skill PVmod
PXH-1D Phoenix Hawk Skirmisher 26 45 3 31
ASN-21 Assassin Scout 22 40 4 22
JR7-D Jenner Striker 26 35 4 26
SDR-5V Spider Scout 21 30 4 21
We opted for a single lance entering on T6, which is the listed Command Lance reinforced by the Stalker:
Reinforced Command Lance Role PV Tons Skill PVmod
CPLT-C1 Catapult Missile Boat 32 65 3 38
JM6-S JagerMech Sniper 26 65 4 26
GHR-5H Grasshopper Skirmisher 37 70 4 37
ENF-4R Enforcer Skirmisher 32 50 4 32
STK-3F Stalker Juggernaut 42 85 4 42
In the original CBT scenario, the Defender started with a force equal to 27% of the Attacker's BV; the Command Lance entering on T6 increased the ratio up to 70%, which went all the way up to 120% with the entrance of the Assault Lance. If you take the product of BV ratio times turns as a balancing criterion, you have to consider an effective game duration of 26 turns (not that anybody expects the game to last that much).
I wanted to balance the game with the current Defender roster (100PV for the Recon and 175PV for the Command Lance, respectively).
Doing some math and trying to keep the same proportions in terms of PV ratios / turns (since we play Alpha Strike), I set a 243PV value for the Attacker forces which will hunt down the Recon lance until T6, when new guests will join the party.
I find victory conditions in old CBT scenarios (before the BV system) a bit messy and unfair. For example, the attacker must eliminate the Recon lance to win a decisive victory (irrespective of the losses); if that's not the case but at least 6 enemy 'Mechs are eliminated, it is a marginal victory. I wouldn't say that having all enemy 'Mechs taken out but a single scout is just a Marginal victory; the same goes for wiping out the recon lance but then losing two full lances to do it, which hardly looks like a victory. Then there's the (independent) victory conditions of the defender
My solution is quite simple: we use the PV system, with the standard scoring system (2xPV points gained for each enemy unit destroyed, the enemy loses also PV points). The only change is that the Attacker scores 3xPV points for each 'Mech of the Recon lance, and only 1xPV for the other 'Mechs. The Defender scores normally. This way, the Attacker is encouraged to actively hunt the scouts, trying to score big before the Davion reinforcements force them to retreat.
Finally, you might be wondering why I haven't included a roster for the Capellans, too. The reason is that playing with my son we are currently using a strong balancing in his favor. By applying it to my side (the Capellans), the Attacker PV total decreases from 243PV to 138PV. Below is the composition of my Command Lance, but to have a fair fight I recommend beefing up CCAF forces with extra points up to 243:
Command Lance Role PV Tons Skill PVmod
GHR-5H Grasshopper Skirmisher 37 70 3 44
VND-1R Vindicator Brawler 27 45 4 27
CPLT-C1 Catapult Missile Boat 32 65 3 38
TBT-5N Trebuchet Missile Boat 29 50 4 29