Thanks all for the feedback. I tweaked the list a bit, took on a combined Black Templar/Imperial Guard force and won 12-3! Damn game went the full seven turns. Here's the list I ended up fielding:
Psychorks 998 points
CAD
Weirdboy ML2, Power of the Waagh
Weirdboy ML2, Daemonology
Slugga boyz x15
Slugga boyz x15
Lobba w/2 grots
CAD
Painboy
Warboss w/Lucky Stikk, mega armour
Shoota boyz x15
Shoota boyz x15
Tankbustas x10
Battlewagon, kannon, reinforced ram, 4x Rokkits
Opponent got first turn, my roll to seize was a 5. He brought in a drop pod and tried to drop it a few inches off my table edge, but he scattered off the table. Mishap table let my stick it in a far corner, so his dreadnought spent 5 turns footslogging.
Daemon summoning succeeded easily with bloodletters hopping into the game. Rolled a 1 for the auto-peril

but made the
Ld check. Tankbustas mulched a chimera for first blood and glory hound. Bloodletters killed another chimera on turn 2 and got wiped out. Resummoned them on turn 3, rolled a 1 again for the auto-peril but again made a nice
Ld check so only his head exploded to the massed laughter of the nearby shoota boyz.
The other weirdboy didn't do much, every frazzle cast either scattered or failed to damage a chimera. Turn 4 he cast da jump and his mob wrecked the last chimera on 5, then promptly got shot to pieces on 6. Meanwhile Boss Skulkrak and his painboy buddy were taking on a lord commissar and a squad of vets while tankbustas died around them. The Boss emerged with one wound (2+ saves are hard to make even with lucky stikk, who knew?) and spent the next couple of turns strolling over to a leman russ and slicing it into recyclables.
His dreadnought finally got into the game on 5 and carved up a group of slugga boyz. On 7 he needed to grab the 4 point objective to give himself a few more points for overall league score. He needed a 6 for his run move and got a 5 on two dice (crusader
USR). I got lucky there as he could have charged my other slugga boyz, killed at least one so I'd have to roll a terrible
Ld check and probably fail, and then hope for his consolidate roll to put him in objective range. Instead they made it to the objective to give us the final tally.
The bloodletters did what I hoped they would do - kill something and draw fire away from my boyz in their "Dis is armour" t-shirts.
Orks can get enough dice to make the WC3 summoning without much problem. I'm thinking of grabbing a box of daemonettes for their lovely I5 and Rending. I think the danger of the perils table kind of fits the overall ork craziness. The best part about summoning is no one who's played me before knew I'd be trying them out since I'd never run weirdboyz, ever. "Why yes bloodletters are S5 on the charge with AP3 weapons. Problem, squishie?"