Another solution is to fight a screening battle . . . you light scout/recon mechs & vehs are either screening your force or you are trying to penetrate the enemy screen. This will have a impact on the NEXT fight since one side either knows or does not know what they will be facing in general terms.
IMO it would be a mix of the breakthrough scenario . . .
Defender's force will be strung out in a line in the middle of the battlefield, the attackers/scouts will enter from a edge. The scouts have to get through the picket line and exit the map side opposite their edge. Each turn they are off board on the edge they get better info . . . then when the scout commander thinks he has enough, they re-enter the map from the enemy edge, anywhere along the edge and run for their own map edge. Get 1 unit off the edge and the scout team gets the recon data with a strategic victory. Get 75% of the scouts off the edge and it is a tactical victory. Get 50% off the edge for a marginal tactical victory.
Each turn a scout is off the enemy edge it has to roll 2d6- 2 or 12 take your pick, kills the unit. Information would be collected in points . . . so each turn a unit is off the edge it picks up that many points (turn 1, 1 point- turn 2, 2 points for a total of 3) or something like that accumulation. Then both sides would have decided on what information is revealed by points taken into consideration for the force sizes involved . . . - 1 point lets the scouts know how many tanks & mechs are in the enemy body total but not broken down by type (12 tanks and 6 mechs yields a result of 18 detected units) BA and infantry does not count at this stage. With 2 points the force is broken down by mass or type . . . 3 points, whichever was not found out at 2 . . . 4 points the enemy commander is determined . . . 5 points you can find out the six mechs are a Warhammer, Archer, Longbow, Battlemaster, TBolt and Panther, but not specific models . . . 6 points you can tell what the tanks are . . . etc, scale as needed like I mentioned earlier.