Pretty much very similar to modern day tactics, but with much faster vehicle speeds for the armor (just under Mach 1 in level flight, and Mach 3 when dropping in from orbit on their own), more powerful weapons, orbital bombardment naval gunfire support in many cases, spacefighters with atmospheric attack capabilities to provide close-in air support, etc.
You can use troops in squads, mounted either individually, or on fire-team, or squad bases, for easier movement on the tabletop.
moonhippie3 used to be correct, since that was the general concensus in ancient times, many centuries or millenia ago, e.g. Earth's 20th and 21st Centuries, Alpha Cenauri's 35th Century, etc.
However, now, with the advent of the faster, and much more powerful Grav Armor, and other weapons systems, depending upon the tech level, a single Grav Tank or Infantry Fighting Vehicle can take on a platoon or even a whole company of Planetary Defense Force troops or other enemy forces, and win, if they don't have comparable Grav Armor support.
The Topgun, Type 13 Heavy Grav Tank show below has a very powerful plasma cannon, and and Active Armor Defense System (AADS). The latter can fire both offensive and defensive charges, for self-protection, and attacks on infantry, fortifications, and other soft (non-armored) targets. The AADS launchers installed on board the vehicle are a mix of weaponry and defensive systems, and include the following: anti-laser aerosols for defeating beam weapons, beehive rounds for knocking out inbound projectiles and missiles, mortar rounds for attacking targets at range, flechette projectiles for shredding soft targets, smoke, white phosphorous, plasma charges, chem, bio, radiological, and even nuke rounds. Neither the government, nor the vehicle's manufacturer will acknowledge the production of all of the above, but combat reports from the few survivors of attacks on different worlds strongly suggest all of the above are available.
The APCs and IFVs with AADS are also quite powerful in their own right, but don't have the heavy anti-tank weaponry of the tanks' main cannons. They do however mount anti-armor missiles for self-protection, and the occasional opportunity to take out enemy tanks, when it presents itself. See the Topgun, Type 21 Grav APC below:
If you are interested in a free set of rules mods for the above, using the FUBAR system, see the Forge of War Yahoo Group, in the files section, Under Grav Armor Rules. There is a separate sheet for vehicle stats for a number of types of armor as well, e.g. tanks, APCs/IFVs, scouts, tank hunters, etc.
I've created them to go with our Grav Armor, and those of a few other companies as well, e.g. GZG, and Critical Mass, so you can play quick, fun games at the local club, or convention, pitting a platoon or company level force on the tabletop, against another.
The rules and stats are currently geared to tank on tank, and IFV/APC/Scout vehicles, but I will be adding in the offensive AADS rules for other targets, as time permits.
In the interim, you can treat each AADS charge as a medium, or heavy mortar attack on the enemy troops (4FP, 5FP, or even 6FP ratings for the attacks), with a 36" range for 15mm scale battles, when using conventional HE charges. Three attacks are permitted per turn against enemy forces, per vehicle, and these are automatically controlled by the vehicles' computer, to attack any enemy targets in range, if the tank/IFV has a working computer and fire control system.
Somewhere, I've got stats for chem, bio, and nuke warhead attacks too, but just need to find those and get them posted.
Friendly troops are immune from automatic attacks by the AADS, since they wear IFF badges, in order to preclude their coming under fire from their own forces.