This is something that has bothered me a lot: how do you use scout 'mechs to better achieve the meta of the universe beyond the standard game? And even in Campaign Operations I don't think I saw anything that really achieved what I wanted. So far what I have is probably best used in a campaign setting with a GM. I don't know if this is the best answer, but this is what I have been working on:
Borrowing from A Time of War, the die roll is a Target Number of 8 on a 2D6 with various modifiers increasing or decreasing that roll.
Average piloting skill of the formation (most commonly a lance) have the following effets:
Green: -1
Regular: +0
Veteran: +1
Elite: +2
Speed of the slowest unit in the formation determines the speed modifier, which is the movement modifier for walking speed -1. Eg: an Urbanmech would generate -1, an Atlas +0, a Phoenix Hawk +1
Extras: Active Probe +1, ECM +1, etc.
But then this is where I get stuck. Should there just be the scouting player rolling or should the opposing force get a roll (compare to something similar with AToW's melee combat). What about margins of success and margins of failure? What is percolating in my brain are ideas like this:
Scouting party loses:
1. Runs into pickets place by opposing force (eg. vehicles, infantry, 'mechs); must breakthrough or retreat.
2. Pickets plus reinforcements inbound in X turns; advised to retreat.
3. Stumbled into heavy force on patrol; must escape.
Scouting party wins:
1. Basic information on force dispositions or main target
2. Able to advise main body of where to best strike; gains +1 initiative bonus for the next battle.
3. Able to pinpoint a weakness in the enemy deployment and strike at a vulnerable location. Opponent is only able to deploy a fraction of the intended force, which may or may not be able to show up in time for the battle.
So something along those lines. Just the fineries escape me.