That is basically it.
However, I’m not looking to change the way they play. At the end of the day, they are happy playing their way and I’m happy playing the way I play, I don’t feel I should be telling them to change the way they have fun. (I don’t mean to dismiss any of the above suggestions, they are all things that I have used in the past and they work well, but not everyone wants to play with objectives etc)
What interests me is solutions to the tactical problem of destroying an enemy who must be engaged, but who has no intention of allowing a decisive engagement to happen. They don’t necessary need to be passive, they might just go out of their way to keep the range open and the TMM high preventing either side from doing much damage before they run out of ammo. But, they are not going to break cover and come at you.
Artillery is effective, particularly against an enemy who prefers to camps rather than be illusive. But, it is advanced tech. If you don’t mind me moving the goal posts a little, how would you approach the problem if you only had access to tournament legal tech?
Challenger
LRM indirect fire, fast moving spotters, or air strikes. (ASF aren't advanced, they're basic rules now.)
others are 'harassment' units like
good VTOLs (don't waste the ink on anything slower than 8/12) to keep them running away or off-balance...
those are all ways. Other ways include vise-pressure. Keep advancing, with overlapping fields of fire, don't
stand there at medium playing their game-if he won't engage, then engage in terrain control and push him off the mapsheet by reducing the room he has to manuever. (one of the very few times I'll advocate for 'wall of steel' tactics.)
Basically, even with the guys who want to be 'illusive' your best move to force engagement is to
force the engagement. plan your moves ahead of the initiative roll, decide "this unit will be in X hex/at x location by turn y" this takes a lot of the initiative away from your 'refuses to engage' opponent, because you're not
letting him refuse to engage.
one of the things about doing a lot of old-school vehicle tactics using the less cheesy units, was learning how to eat damage in exchange for working the nerves of my opponents. (this was back in the dark days of the BMR hit locations on tanks) the basic thrust, was
keep moving forward.
back then, it was because a stationary tank was a dead tank very very quickly. In modern Battletech, the 'shield' side has gotten so predominant that you don't have to worry about parking-except that parking gives over the initiative (the REAL initiative) to the other side even when you've won the die roll.
so
press him into reacting instead of acting. Ideally, what you want to do, is create a mental situation where even when he wins initiative rolls, he's still trying to
react to you. If his typical reaction is to avoid confrontation, then forcing confrontation will throw him off, which can let you win a tabletop scenario even while taking more damage. (if you push him off the edge of the map, you've effectively won, if you are using scenario rules with missions, you've prevented him from achieving his mission. in a king-of-the-hill, you've taken the hill and so on.)
Might suggest as a warmup, taking an equal BV in tanks, nothing below 4/6 (tracked), and expect to lose several before you even begin. *don't take anything without a decent main gun, either. no Scorpions for this.*
and practice 'pushing' your opponent into a corner, or across the map. he wants to avoid confrontation, then put him in a position where he is facing nothing BUT confrontation. Push forward, don't stop, use lost initiative to position units to channel his retreat, use won initiative to push more force into his weakest elements.