I would send raiders in in phases:
1) Intelligence gathering
Strictly SF personnel and technicians. Maybe at platoon strength, depending on the number of targets. They are to meld in with the native population, have all government-issue papers and ID, even tap into local databases with fake histories. One of the largest holes in Clan government is their intelligence/security capacity, it is even worse when interfacing with occupied worlds.
They are also to recruit locals to participate in low-skilled, low risk tasks, as well as determine the pool of people willing to take active part in partisan operations.
The Clans think nothing of having locals performing menial tasks, such as janitors and food service, so these positions could easily be filled by SF personnel, in order to tap communications and plant remote cameras. The data gathered by these means would be studied for the next phase.
A bolder intel move would have a team posing as a local news crew asking to interview the commander, to stroke their ego and case out the location and feel out the individual and their willingness volunteer information and goals, through subtle interrogation, on and off the record.
2) Infiltration and Sabotage
Phase 1 would be ongoing, with as many SF personnel hiring on as workers, or entering the Clan area of operation a casual workers: ditch diggers, plumbers, electricians, pest control, etc.
Once facilities are mapped, key enemy personnel identified and crucial targets selected, the next phase is activated. One crucial element of the Clan military machine is their technician pool. Without them, nothing runs, gets repaired or even ordered from supply. I would mark as many of them as possible for abduction or termination as possible. Captured techs would be quickly shipped offworld to where they may be interrogated and possibly even turned. Assassinations would be camouflaged as chance accidents or illness. Since Clan techs aren't anywhere as fanatic as the Warriors, the idea is viable.
Leaders would also be targets for abduction or assassination; The more competent, the higher the priority. As with techs, abductees would be sent away for interrogation.
Sabotage would be on a limited scale; Faulty munitions, contaminated food, even raw sewage connected with the drinking water (This happened where I worked and several people were hospitalized, others were ill for months). Rats would be released in warehouse/storage facilities in order to justify infiltration of SF members posing as exterminators.
3) Destruction
Guys, this is the easy part. It is a culmination of the previous steps, marking of targets, getting all the needed maps, knowing what the enemy has and how to counter it. Enemy troops die in their billets, or are gunned down running to their machines; Their frequencies are tapped and can be jammed. The techs are all killed or captured, so nothing has ammo. Strategically placed cameras allow you to keep track of enemy movement at all times, as do transmitters attached to the Omnis that weren't booby trapped. You know what to do, after that.
If the goal in denying supplies, go ahead and destroy them, if you cannot secure them; Supply and Techs are the two bottlenecks that harm the Clans, so destroy/deny both, when able.
Have a plan. Have a structure of interlocking plans that enhance the success of your final goal. Be flexible enough to alter plans, if needed. Play dirty, because the enemy has no concept of a fair fight.
I have utilized all of the above in campaign. They work, even against IS targets. I've had a team drive off with a player's Mobile Command Vehicle. He was furious!