you don't get the WTFhax combo of rerolled hits and rending anymore either, so this would be a very tough list to get the job done with. excluding skarbrand, everything in your army is 4 or 3 toughness, all with 5+ invulns, but lacking the rediculous numbers to not just get cut down by plain jane infantry fire.
I've been trying so hard to make fiends work lately, I just can't seem to get past my questions of "what if I'd spent these points on bloodcrushers?" 12" charges with hit and run can make for some rediculous objective contesting though, I'll give you an example.
bottom of turn 6, my turn. fiends move 6", fleet
d6, charge 12, hit and run
3d6, to end up on an objective to contest, hoping the game ends there.
that's..... 6+
d6+12+
3d6, or 22-42 inch move in a single turn, averaging 30" (12 of which ignore difficult terrain). Take that, turboboosting