@doriii - thanks for replying!
First off, I like the necro missiles because there's a lot of T5+ stuff around in my meta (nurgle marines, Adeptus mechanicus to name a couple) and I'd never shoot any of the razorwing missiles at tanks. I guess I prefer the guaranteed wounds on a 2+ to AP5 (at the moment).
I like both the upgrades on the Talos for redundancy - sure they're not quick, but I take them mainly for a rock solid board presence on turn 1, and some fire to supplement my anti tank efforts in the same situation (nothing more annoying than leaving a tank on one hull point - especially if it's something like a punisher).
I completely get what you're saying about the raider upgrades though - the torment launchers were something I wanted to try but I didn't even get to use them as the lances were more concerned with shooting tanks, and by the time those were dealt with there weren't really any targets left.
I'm definitely chopping the grots down to 3 (for now, since the crypt horrors I'm going to use for conversions come in a box of 3...) and seeing what extra I can fit into the list (revision to follow)
I'm surprised you think venoms are less fragile than raiders though - I'd have said the 5++ is compensated for by the extra hull point.
So here's the revised list...
HQ
Succubus with Armour of Misery, Archite Glaive, Haywire grenades (spare points)
Elites
3 Grotesques in Raider with Dark Lance - Succubus rides with this unit
Troops
10 Warriors in Raider with Dark Lance, Splinter Racks
10 Warriors in Raider with Dark Lance, Splinter Racks
Fast Attack
Razorwing with 4 necrotoxin missiles, 2 Dark Lances and twin Splinter Rifle
5 Scourges with 4 Haywire Blasters
5 Scourges with 4 Heat Lances
Heavy Support
Ravager with Triple Dark Lances
Ravager with triple Dark Lances
2 Talos with twin Haywire Blasters and Ichor Injectors
So in terms of fire, that's:
AT
6-9 Dark Lances on the board turn 1
2-6 Haywire Blasters on the board turn 1
4 Heat Lances deep striking
2 Dark Lances reserved
AI
4 Heat Lances (TEQ!) deep striking
20-40 twin linked poison shots either deep striking or on board turn 1
4 necrotoxin missiles reserved
AA
Razorwing twin dark lances
Combat
Talos
Grotesques & Succubus
So tactics are to hit armour in the first two turns with the haywire blasters and lances, focusing fire where necessary to ensure vehicles can't fire back.
Depending on mission and deployment, I may start the raiders on the board or I may reserve them. Heat lances will almost certainly start in reserve, HWB scourges will again be opponent and deployment dependant.
The razorwing will come in turn 2 more often than not (statistically speaking of course) and will either use lances or missiles depending on target priority, primary purpose is nullifying other flyers if they're on the board.