Traditionally as people have said before you have an action point system and the player has makes a combination of move and attack orders each turn. Move, shoot, move. or Move, Shoot, Shoot.
Maybe what you want to do is simplify that and have an easier interface.
So what about this you have two move radices the green one is move the range and red is the move and attack range. The player first chooses where to move, or to skip moving and stay where they are. If they stayed where they are or end their move in a red square then they enter attack mode. In attack mode every target they can attack at any point in their turn is highlighted with a cross hair. They then have a have a number attacks that they can divide between targets by clicking on them. After all attacks orders are given then the resolution phase happens and all orders are played out simultaneously.
This might mean that during the resolution targets are destroyed on route to their destination or targets move out of range before they can be attacked etc... This system assumes you have attacks and moves per turn rather then a common action point pool.
You expand on it by giving attack orders rather then specific attacks like:
- Concentrate Fire - Use all attacks on the first target seen
- Spread - Divide attacks around all visible targets.