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you don't actually HAVE to move you can use esc to back out after seeing the range indicator but that's about the best you get.
They best we have to go off is with the cone the dark section is your "optimal" distance?
This will help you find that exact space that is just outside the point where your LRMs and AC2s have to-hit degradation. It can also help you find the perfect spot for the best to-hits.
Don't land on the planet?
As above: use strong stand-off tactics and make hitting those vehicles a priority. Turrets and vehicles don't suffer heat penalties or ammo restrictions, and I'm fairly sure they can also fire consecutive turns without recoil penalties. Ouch, right? So give them hell.
If you absolutely have to approach them, use all the cover and terrain you can. Sometimes a bum rush with all of your mechs at once can do the trick: a tank can only shoot at one target at a time.
Vehicles have facing and their strongest armour is up front. If you can get around that, you give yourself a somewhat better shot. Manoeuvring to set up that shot can leave you open to counter-attack, so I normally find it's best simply to shoot the beggars a lot.
True... but you shouldn't be fielding light mechs by the time you're facing the fully armored 80 ton monster tanks.
As for Mediums, it's relatively easy to get a shadow hawk(does more base damage than other mediums) to do 100+ damage per melee attack. Against a tank, even a fully armored Demolisher, it'll 1 shot kill every single time it hits because of the double damage all focussed onto one location.
At game end, it's fun to turn your Atlas II into a melee monster that does about 300 points of melee damage. It's useless at any kind of range, but fully armored with JJs and it'll destroy EVERYTHING once it gets in melee range.
Also, there are chevrons that appear on either side of your target that indicate if and how many of your weapons are in range.