There's approximately a bazillion ways to do this, so I'm going to suggest a decent basic approach to get started that will work well enough.
In general, as far as quantities the answer is "more". Invading an NPR homeworld will take multiple million tons, if not tens of millions, of ground units, so you're basically going to have to build them continuously throughout the game once you have good enough techs that your units won't be obsolete two seconds after you build them.
Because of this requirement, you
generally want to use fairly large formations to get the most out of your commanders. If your army is built out of 1,000-ton formations, then for a million tons of ground units you'll need 1,000 generals. That's... a lot. If you use a 10,000-ton base formation size, then you only need 100 generals per million tons - much more achievable (but keep building Academies to pump out new commanders!).
Many players prefer a 5,000-ton battalion standard, because you can make a brigade with a HQ formation + 4 line formations (or 3 line + 1 support, etc. - don't worry about getting too complicated for now, though) that totals 25,000 tons and fits into the standard troop transport bay sizes. However, 5,000 tons is a bit small and can add some extra micromanagement, so I'm going to propose a standard based on 12,500-ton regiments or brigades organized into divisions or 3 line formations + 1 HQ/support formation. This will make it a bit easier for you to get the hang of managing formations, getting enough commanders, etc. and still fits well into a pair of 25,000-ton troop transport bays for easier spaceborne logistics.
(If I wrote a tonnage wrong, just adjust the numbers of other units to get close to/under 12,500 tons total - the precise numbers are not important.)
Infantry Brigade2,085x Rifleman (INF + PW) = 10,425 tons
100x Machine Gun Team (INF + CAP) = 1200 tons
50x Anti-Tank Team (INF + LAV) = 800 tons
1x Brigade HQ (STA, 1 armor + HQ-12500, Non-Combat) = 75 tons
This is your basic, cheap line formation that is idea for garrison duties. Because they are very cheap, build more of these if you have too many ground commanders and not enough formations for them to command. Usually set to Front Line Defense stance.
Armored Brigade160x Medium Tank (VEH, 4 armor + MAV + CAP) = 9,920 tons
55x Anti-Infantry Tank (VEH, 4 armor + 2x CAP) = 2,310 tons
1x Brigade Command Tank (VEH, 4 armor + HQ-12500 + CAP, Non-Combat) = 93 tons
This is your expensive, powerful offensive formation for the first wave of an invasion or counterattack. Because they are more expensive, these are ideal to build when you have fewer ground commanders and too many formations for them to command - more expensive formations take longer to build, so your commander generation rate can catch up while you build pricier units. Usually set to Front Line Attack stance.
Division HQ112x Howitzer (STA, 1 armor + MB) = 5,824 tons
20x Construction Vehicle (VEH, 2 armor + 2x CON, Non-Combat) = 6,360 tons
1x Division HQ (STA, 1 armor + HQ-50000, Non-Combat) = 262 tons
This is a useful general-purpose headquarters formation. The artillery provides heavy fire support to one of your line brigades while the construction vehicles improve the fortification of the artillery and any infantry brigades attached to the HQ formation. Usually set to Support stance, with 3x line brigades (infantry or armored) attached as subordinates in the hierarchy.
Corps HQ197x Supply Vehicles (LVH + LOG, Non-Combat) = 12,214 tons
1x Corps HQ (STA, 1 armor + HQ-200,000, Non-Combat) = 262 tons
A higher-level formation primarily responsible for resupply (and of course providing a high-level commander bonus to subordinate formations). Usually set to Rear Echelon stance. Attach 3 Division HQs to this formation and optionally a few other line or specialized formations (whenever you get around to building such things), and the Supply Vehicles will resupply any units below this formation in the command hierarchy.
You don't need more than 3 levels in your command hierarchy, mechanically, until you start messing around with more advanced units and capabilities - even then, I'm not sure I've ever had a need for more than 5 levels in the hierarchy. Because of this, I usually call my highest rank "NO COMMANDER" and my second-highest rank "---------------------" or something similar, and use that "high" rank to flag formations that shouldn't have a commander assigned - as long as no formation ever uses the second-highest rank, the auto-promotion system will never promote a commander to the highest rank, so in this way you can avoid assigning commanders to formations where their talents are wasted, e.g., supply dumps or replenishment units that are just meant to be shipped to an area of operations to reinforce your combat formations.
Recommended topics for further study:
- Make sure you under stand how to use click+drag in the Ground Forces window to set up the hierarchy and assign artillery support.
- Look into the Unit Series mechanic, which is essential for automated reinforcement and replenishment of your combat units after (or even during) a battle, as well as for resupply with infantry-based (instead of vehicular) logistics.
- Eventually you'll need to use specialized formations like construction, ground survey, xenoarcheology, decontamination, or surface-to-orbit (STO) brigades.
- Ground Force Organizations are a new feature and very helpful for building and managing large command hierarchies.
P.S. You might wonder why I do not use any AA units in the above formations. This is because the NPRs do not use ground attack fighters, so there is no purpose for AA when fighting the NPRs. If you have multiple player races and wish to venture into the thorny woods of ground attack fighter mechanics (and micromanagement), then AA can be useful.