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Seems like every time I buy two boxes of Sinister, I get a unique in one box (pulled a Striker yesterday :D) and a Detonating Zombie in the other...
1. Technomancer (*) - 25
2. Technomancer (**) - 27
3. 2x Detonating Zombie (**) - 42
4. 2x Detonating Zombie (***) - 50
5. Nightwitch (***) - 43 (Rest assured, if I had any Grave Robbers, I'd be using them... X_X)
6. Leech Medic (**) - 12 (The Nightwitch only has two Necromancy clicks, so the Medic is there to keep her at full health...)
Interesting army, this is basically the Grenade type armies we have seen for a little time now, (Detonating zombies + lotsa technos) but with a few changes. The inclusion of the nightfiend will give you opponent fits because he cannot simply blast the Necromancy figure into obscurity.
What i would do to increase the effectiveness of this army would be, (and i realize you may not have some of the figures) to remove the ** Technomancer and replace it with its * counterpart, drop the two *** detonating zombies for **s, downgrade the *** Nightwitch for a ** (same necro and LI, one less slot of vamperism but hey, you got the leech medic in there for a reason) and add a * shade.
This will give your army a harraser which is useful in almost every army. It will allow you to tye up crucial figures at key moments so you can ML your detnos into position.
The only thing i have to caution you about is the number of movements you have. This army will burn movements faster than you can use them, so watch out.
Tetsuki is right:
Downgrade the Technomancer to * and the Nightwitch to ** and replace a ***Det. Zombie for another *Techno. Replace the other ***Det. Zombie with 2 *Det. Zombies.
So you have
3*Technomancer
2*Det. Zombie
2**Det.Zombie
1**Nightwitch
1**Leech Medic
1*Imp
Interesting army. But your problem is that you dont have a solid attacker. You will most likely be depending on your Zombies and the Nightwitch. But once your Nightwitch gets taken out, you will be in trouble.