Don't think I do, there might be some short reports of tournaments.
I usually have 3 formations of tetras, as yes markerlights are key. I tend to play quite carefully and defensively on turn 1 and often 2. This can even mean keeping most things back behind cover and just using the guided missiles. Tetra placement can be absolutely critical, you have to balance the risks but essentially I find a good rule of thumb is to make your opponent make difficult decisions about killing the tetras. That includes moving them at the right time, both in terms of what you move them near to and whether they have activated, and how long they stay on overwatch. But as important is how many tetras you leave visible. You only need one tetra to be able to mark one or more formations, they are scouts so usually you can make it so that only one or two are visible to the enemy. So long as fewer than 3 are visible, your opponent cannot break them in a single shooting activation and they usually would have to come forward into range of other more powerful units to be able to target the ones they cannot see (to place the last place marker or kill more). Likewise if only 1 is within assault range they can only kill one. Either they assault with an expensive formation that has inspiring and numbers bonuses, which leaves them open to counterattack, or they use another formation to plink and prep. That uses 2 activations on a tetra, and if the tetra dies to the plink then nothing will be in range to assault. This is so frustrating for opponents that I find they quite often just leave the tetra sitting there for several activations, marking.
Then of course you have a few cheeky tricks up your sleeve. One is to deploy your recon garrisons such that one tetra hangs back near the deployment zone, giving you coordinated fire options. This means you can move a tetra forward to markerlight, and follow up with another formation to break it before they can kill the tetra. Another favourite of mine is to put formations with guided missiles on overwatch behind some terrain, then if any formation comes within 30 of a unit with markerlights you can fire the overwatch at it. This can deter assaults on recons, but frankly is worth doing for the fun and surprise factor alone
Garrisons can often be dealt with (or enough BMs placed on them to blunt their overwatch) by deploying a recon within 30 of them and then sustaining with a other formation in the deployment zone. I like taking a formation of 5x piranha and 1x tetra for this role, they can't garrison but are a cheap source of missiles. You can also just sustain with firewarriors and skyray (5x4+) but then you give up their threat radius, which your opponent would otherwise be a little wary of. Obviously the utility of missiles depends on the type of garrison unit, things in transports and light vehicles being ideal targets.
Overall I tend not to do an awful lot in the first turn, but i will often take an opportunity to take out something like a Warhound or infantry in transports using broadsides in an orca, if it is at the end of the turn and most things on that flank have activated or the formation is isolated. It can also help to keep some of your opponent's formations back away from the rest of your army to lessen the chances of being overwhelmed in turn 2. By turn 3 you should be right in the thick of it using crossfire, coordinated fire etc to take down hard formations.