Just used this list today, and have to say I loved it, thought I share it on here in my recent return to WH40k.
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List:
Archon
Combat Drugs; Shadow Field; Soul-Trap; Huskblade; Blaster
Incubi (x9)
- Raider| Flickerfield
Haemonculus
Scissorhand; Shattershard; Agoniser ; Splinter Pistol
Wracks x9
Liquifier
- Raider|Flickerfield; Grisly Trophies;
Kabalite Warriors x10 Blaster (x1)
- Raider|Flickerfield; Splinter Racks; Dark Lance
Kabalite Warriors x10 Blaster (x1)
- Raider|Flickerfield; Splinter Racks; Dark Lance
Kabalite Warriors x10 Blaster (x1)
- Raider|Flickerfield; Splinter Racks; Dark Lance
Kabalite Warriors x10 Blaster (x1)
- Raider|Flickerfield; Splinter Racks; Dark Lance
Reavers x9
Cluster Caltrops (x3); Heat Lance (x3)
Ravager
Flickerfield; Dark Lance(x3)
Ravager
Flickerfield; Dark Lance(x3)
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Tactics:
Everything is mobilized in a Raider, giving the unit an easy time moving, the Archon and Haem with their entourage (Incubi and Wracks respectively) act as the assault teams. Archon is supposed to challenge any independent characters in order to make use of the soul-trap, if there is anything big or bad, or deadly the Haem should use the shattershard to kill it. The 4 Gunboats act as the core of our army, the blaster should help hit anything tough, and then the 14-22 shots should cleanup anything that moves. The Reavers operate as tank hunters and objective contesters, and if the time is right, assaulting can work out pretty well. If your assaulting with them I highly recommend running them over with bladevanes, turning firing upon them and charging to give them the best chance possible. The Ravagers will usually sit back on the board and hit any vehicles or any tough targets that need to be put down.
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So far I'm loving this list, just tied a game with a Dark Angel's player, and that is only because the turn ended, forcing a tie on the tactical objectives. In the end, don't worry about the objectives, as they can't hold the objectives if they aren't breathing.