Mobile targets are the next task. Older JDAMs, many guided weapons and certainly dumb bombs have a hard time striking these targets. Fortunately, the F-16 has the ability to use AGM-65 (Air Ground Munition), the Maverick missile. This is based on a 1970's design but has gone through significant improvement, details here, it is good for much more than moving targets but it is one of the few pre 2000 weapons that can reliably hit movers.
You have two moving cars to strike and 2 missiles to do it with. Engage.
Now might be a good time to check how you're doing. Don't worry, this is a basic tutorial, and you will win, but it is always nice to know how the fight is going. In COMMAND, scenario designers have complete latitude in how they score a scenario, which is fantastic, but it does take a while for a player to get used to. In some of my scenarios the player is likely to get his/her butt kicked, so I adjust the scores so you can measure how well you are losing, if that makes any sense at all.
In this scenario you get 10 Victory Points (VP) for every target you destroy, and you achieve a Triumph by destroying 15 of them. Sometimes you get points for achieving missions, preventing the opposing force from doing something or preserving your assets. Totally up to the designer. Some players don't really pay attention to point scores, neither do some designers, in this case if it feels good you've won.
To check how you're doing as measured against the designer's idea of how the scenario should unfold, go to "Game Menu" and then select "Scoring":