I am setting up a map based battle using Campaign Ops (as one specific part of the whole merc's contract/campaign) though for the purposes of the discussion it might be considered a mini-campaign. Using a map grid 5 wide by 8 deep and each single grid is 10x10 of BT maps, roughly the equivalent to 5 square klicks. Attackers start on the N edge, defenders on the S edge with the attackers having a advantage in weight and experience while the defenders might have more numbers but are individually weaker & less experienced. This will be using MegaMek, and in battles the most significant rule in use is double blind- while I have not set a visual range limitation I am thinking of doing 30-45 hexes and I am considering more advanced LOS rules. Basically I want to prevent the cheat of lifting a VTOL to 20 levels up and being able to see everything. I prefer a wargaming approach to this campaign rather than 'balanced' force scenarios- where a outnumbered force can still achieve their victory conditions.
I also want the strategic game to reflect the 'fog of war' which is DB writ larger. Both sides will have the option of scout/recon and skirmishers to keep the other side at bay to hide their movements & positions. Fiction seems to give mechs/vehs with Beagle or other advanced sensor systems a larger range than what we get for tactical scale- able to detect enemy units at a further distance even if they cannot identify the specifics. Basically sensors say there is a group of enemies to the west but not to the east, and they are about 2 klicks away.
But how to get that advantage? For a recon run, perhaps the mechs or vehicles have to get within 10-20 hexes of the map edge for the grid they want to scan and stand still for 1 turn? 2 turns? on higher terrain (IE, L3 on rolling hills that are flat w/ mostly L1 & L2 hills) to get a good image. The number of sensor image locations gives you X number of roll attempts to learn if anything was spotted in the neighboring grid? This gives other lights, light mediums, VTOL and cavalry armor the ability to hunt recon assets (if the opposing player has a screen) as well as putting a cost on getting that data- do you want your old Locust 1E to stand on that hill without moving for two turns when you know a Kit Fox is roaming around looking for scouts? Or do you need to put more distance between you and any pursuit before you stand in the open on top of a hill?
Then you get recon in force efforts, which basically can be summed up as penetrating a screen and maybe drawing fire/response from the main body of troops before escaping back through the screen. This can IMO be carried out by running two 'breakthrough' type scenarios- one to get in and the other to get out past the picket line.
Finally, recon elements and skirmishers would also be involved with another type of action . . . the ambush. IMO light & medium mechs/vehs and Inf/BA are more likely to be involved in ambushes than heavier units as part of a force movement. Heavy & assault mechs should be in the main body of troops moving which leaves point, screen and flank patrols who have to faster than the main body to be the target of ambushes . . . which are good ways to get intel. Screening forces that detect a recon element's effort to penetrate the picket lines can set up a ambush- or recon elements trying to break out back past the picket line- that could stop the information from getting back to the enemy's side. IF mechs, armor or infantry are taken down in the kill zone, the attacking unit can search the fallen for information- heck even a close look at the uniforms can give you information- before having to get out before a enemy response (like artillery) arrives.
Which after the skirmishes you get to results . . . obviously if you can stand still the required amount its good . . . if you can stand there longer your sensors get a better look and should record any differences moment to moment. I am not familiar with any of the RPG rules, but are there any opposing rolls systems for recon on a more strategic scale? Both sides will have infantry, so there is also a chance they may post LPOPs for low-detection monitoring of specific areas.
Everyone always talks about wanting to get lighter forces involved and find ways to give light mechs & recon assets a place in the game- a strategic map campaign game is IMO where they can come into their own.