I think all you can do with the old Dais of Destruction is pull the extra models off and use it as a Ravager. Vect is a standalone IC now, so he can't be stuck in the vehicle. You're first task, then, is to find an HQ. Currently, the best choices for the points are still Baron Sathonyx, then the Succubus and Haemonculus. Baron is awesome because he's quick, pretty good all-around in cc, supports any unit with stealth+hit'n'run, and supports the army a little with the +1 to deployment roll. Succubus is just a solid cc character who is extremely cheap. Haemonculus is a support character that is good for strategically applying pain tokens when you deploy (he also has a teardrop weapon that can be good against Marines & Terminators if it rolls well.
Warriors are a good backbone for an army, so it's good you have a bunch. Squads of 10 in a Raider with night shields and splinter racks is a pretty standard way to take them. Replace one rifle with a blaster if you have points and need the extra anti-tank, or take a dark lance instead if you'd rather stay safely backfield for the first couple turns. It's a personal taste thing. Either way, once the enemy gets around midfield, you want to keep them with only a single enemy model within 24" if you can help it. They shoot at that unit and take out at least one, leaving the enemy unable to shoot back with their 24" or less guns, even with a 6" move.
For added firepower, you can choose to use some of your Warriors as Trueborn elites. They usually take a transport with night shield and 2-4 blasters, depending on how many points you want to spend on them. This is a powerful anti-tank unit, but you need to be careful not to throw them away for a shot that isn't really worth it. Alternatively, they can take a couple of splinter cannons and peck send extra poison shots from long range.
5 Wyches isn't enough to fight most units, but they have good tankhunting grenades. 5 in a transport with haywire grenades can take out any vehicle if they reach it, so hide them out of sight as much as possible so they make it.
Reaver jetbikes are really fast and quite hard to hit. Use them as a distraction, and possibly to tie shooters up on turn 2. They can also take heat lances, making them a big threat to vehicles up close, or they can take blasters, which allows them to jump-shoot-jump away 24" from their target (a little safer). Six is better so you can take an extra gun or caltrops.
Talos is still a cc beast, but susceptible to heavy weapons. So keep him in cover. The stinger pod isn't bad for support fire, or go with the heat lance for when he gets up close. Using a webway portal can help get him close faster, but it slows down some of your other units to place it. Try him out both ways to see how and if you want to take him. I know a lot of players can't justify a Talos when Ravagers and Ravenwings are also competing for the same slot. Talos are best when you can take three and get them out out of portals to overwhelm the opponent.