Combat area
The combat area is where you have been deployed, for a mission, training, or some type of combat scenario. The combat area is a 20 x 20 grid which shows the location of you can enemy units. Depending on the situation one must roll 2 dice for each enemy unit deployed, those two dice determine where that enemy unit is located some times this is necessary to be done for your pilot/mobile suit. Some times there are objects blocking the way of some squares and one cannot travel threw these squares, some squares are "traps" and the player unit cannot leave this area until all enemy units within are defeated or special conditions are met.
Deployment: At times you will be launched in to a enemy field, and to determine where you will end up within this area roll 2d20's. The first 20 will be for X-axis (left to right), the second for the Y-axis (Top to bottom). The axis starts at the top left corner being 1, 1. Enemy units can also be deployed in same manner, is situations such as defending a target. Enemy units can be deployed 10 at a time, every ten in considered a wave. There can be nearly unending amount of waves but the enemy units always appear in multiple of 10, every 10 being known as a wave.
Movement: Is very simple, first to determine how many squares you can move every turn use the calculation. [Mobility mod /2] That is the max amount of squares you can move every turn, *note* you do not have to move then max amount of squares every turn. If the boosters are not activated then in most cases units cannot move a great deal of spaces, yet at same time saves a great amount of there EN supply.
Movement is very simple the square you are in you can move to any of the surrounding 8 squares, if you move in to one of those squares then you have used 1/x of your movement possibilities.

He starts in square 2,2 and must make it to square 8, 8. but enemy unit block a straight line to the evacuation point and since he dossent want to engage he must go around them. It step two he moves from 2,2 to square 3,3. In stage 4 because a enemy in is square 4,4 he instead moves to square 3,4 then down to 3,5, then diagonal down-right to 4,6. Then down to 4,7 From there point 5,8 with enemies no longer in his path he then goes straight right there 6,8 then 7,8, and finally to 8,8. He had successfully made it to the extraction point with out coming in contact with the enemy unit.
Enemy units: Usually whom ever sets up the field picks the basic unit which will show up, and make the profile for each of the basic units to appear. Usually enemy units always come with a commander, usually being in a similar unit to those that appeared but more adept at combat then the average unit.
Example: You enter a feild on earth where the main enemy is lvl 5 Gunner rank pilots, in the lvl 5 high production class mobile suit "Gouf". After defeating the main force of the enemy, the commanding officer appears. The commanding officer could be a lvl 10 shooter, in a lvl 10 special high production class mobile suit "Gouf custom". They enemy commander could appear during first wave, near the middle of the units, or wait till all his subordinates have been destroyed to appear in hopes they wore the attacker down.
It is simply decided by the creator of the field, who the enemy units act, appear, fight. If they do not which to they do not need to rp out the actions of the enemy units and can simply use the system to show where they move to, and what they do using the system. NPC's enemy units usually stay in place untill there sensors pick up the enemy unit, in which they being to move towards it to engage it.