What he said!
Park vehicle untill last turn, move infantry and mechs first, surround area with rest of unit, move tanks... repeatedly!
TT
actually, I found that not trying to treat vehicles like 'mechs works pretty well. 'mechs, (particularly assault 'mechs) benefit more from parking than anything else. With vehicles, you want to be moving a LOT (except for 3/5 and slower. those are just pillboxes.)
but you also want to know where you're taking it before you get there. in general, move your 'mechs first in the turn, followed by your BA, because most opponents focus on those. Move your vees and other conventional assets at the end of the initiative cycle to take advantage of your opponent's responses to your 'more threatening' units.
it's kind of the inverse of how most players handle initiative with mixed forces, but it gives you the ability to make best use of tank/ifv/infantry and VTOL assets and their rather unique 'graces'. (High firepower for the tonnage/BV, thick plating, etc.)
nothing works quite so well as letting the other guy commit to a course of action, then folding it up sideways on him.
except...
being able to zoom that TRO 3026 warrior around to ping his rear plates at medium while he's got to torso-twist at long, or catching his 'mech in a cross-fire between two TRO 3025 Pattons on his Loki's rear and side arc because h e was a-gonna kill dat little light 'mech with his overwhelming powah.
I've actually had Clantech players throw the game table over when my dirty little militia's out manuevered their big, badass binary nova, at several thousand less BV and two tech levels lower.
and that's WITH front-loading the initiative to give him an advantage, and using the maximum deadly vehicle rules from BMR days where a single medium laser would drop a vTOL, a single inferno would kill a tank, and most any hit could put it out of action off the main chart.
The key then (and the tactics still work now) was to be less predictable and make USE of your 'disadvantages'-more of a psychological match than a purely dice-rolling affair, but in that period, slow assault tanks were what you took to give th e OTHER guy the advantage, because flanking means less accuracy and hits that don't hit don't do damage.
(you can probably tell; I'm no fan of 3/5 movement curves, esp. since it takes more MP to climb a hill for a tank, and in the era I first learned in, pillboxing was a fail, all it got was your expensive tank destroyed in place by cheap light units with SRM racks.)