I only need to send my own scouts to attack your Lance of Locusts and they'll fold, your explanation says they'll run, which works out.
Then you may have fallen into my trap. A lance of Locusts could walk backwards from most pursuers and pelt them with volleys of LRMs, often without reply. By the time you decide to run, you may escape if I allow it.
My usual strategy is to place a priority in destroying enemy scout assets, as I consider recon the most vital units of any military force. Many campaigns devolve into regiments stomping around like so many thousand pound gorillas and taking out their recon elements renders one of those gorillas blind. Many players say: "I'll just beeline for my target." That's fine, because if I know that, I can prepare mines, ambushes, pre-plotted artillery points, and all manners of obstacles to buy time for my defenders to turn the target into a death trap. Send out a lance of fast mediums to act as ersatz scouts, and they will be jumped by a company of Lights. Send out a company and a battalion will ambush them.
Campaign operations are never set scenarios, balanced for fairness -the players determine the forces that fight and the player who possesses the most accurate intel often has the initiative and the ability to choose when, where and what forces fight.
Some wargamers make a point to
never fight a battle that wasn't already won, so take great pains to stack the deck in their favor. If the fight is fair, somebody screwed up.
The tactic of harassing an opponent is to goad them into making a predictable and often irrational action.