It's been a while since I've taken my Guard out for a spin, the last time was actually before The Greater Good came out (shameful I know!). I've mainly been playing with my Grey Knights, and when 9th Edition came out along with its new detachment rules my way of running the Militarum took a hit - I based my army on the Gaunt's Ghosts novels and was used to running dual Battalions (one Tanith standard Infantry, one Urdeshi Scions) and a Pardus Armored Spearhead. What with Covid-19 and all my opportunities for gaming have been pretty limited in the past year or so, thus me prioritizing my Grey Knights when I did get a chance to play.
However, re-reading the latest Gaunt novel (Anarch) has given me the "Guardsman's Itch" (not something picked up at a less-than-reputable establishment) so I've taken a look at TGG and what I could throw together with what I own model-wise and without running 3 separate detachments, while keeping to the character of my chosen regiments. The following list isn't meant to be top-tier competitive (not that Guard are quite up there at the moment), but I feel it has some teeth nonetheless - that is the intent any how. Pretty straight-forward, the Infantry Squads and supporting characters move up under their own cover to hold objectives, with a 18" rapid fire threat. Command Squads and Heavy teams are more for fluff than anything else, but do provide a little extra firepower (BS3+ Missile Launchers are always nice to have, and D2 Autocannons could prove useful in the current meta). The Valkyrie isn't superb, but it is cheap(ish) for what it can do, and the combination of Missile Pods and Heavy Bolters can do some nice harassment work on backfield objectives/snipe unscreened characters. The Spearhead also speaks for itself, and aims to do most of the heavy lifting - the Tank Ace is so I can get 4 Tank Orders a turn and have all 4 Russes re-rolling 1s. The combination of doctrines should help the be as efficient as possible while being (hopefully) a little more survivable. The Wyvern isn't great against Marines, but does provide some LoS-ignoring firepower, while fitting into the Spearhead nicely. The idea is that those 4 ObSec T8, 12W tanks can also compete for objectives and maybe rush onto objectives in the end-game thanks to Track Guards. The Sentinels can move onto a mid-board objective early on, and do require some commitment to get rid of. With the +2 to hit Strat they can also take out an armored target on turn 1, using the scout move and their high movement to get a bead on a worthwhile target.
Without further ado, here's the list.