The main issue with Invictors is the point cost. They are solid and can do work, but they are a jack of all and a master of none. I own a full unit with CA, but they often don't make the cut because I can get what I'm looking for from another unit.
With the Ghyrrshyld makeover however, they will be making my lists more....until the release of the Dawnguard Trident....
Take a unit with Vyros 2 or Gorshade 4 you wont disappoint.
Vyros 2, they bring a controled range element to his list. Though you will have shooting from heavy warjacks most lights are going to lack a range weapon. In this vein they bring... Base Rat 6 (7 from Vyros2 vetrin leader) Base Range 10 (14 under mini-feat) Base pow 12 gun platform. With both Reposition 3 and CRA they get better damage output and can run and gun if needed. And combined arms push them into broken range.
Not aiming base 2 man cra (no other buffs) they are a rat 8 rng 10 pow 14 gun rerolling attack rolls.
With max buffs (one turn all active at a 2man cra) they are a rat11 (aim, cra, vyros) rng 14 (minifeat), pow 14 gun rerolling attacks. But their gun can escalate to pow 22 max at an 11man cra.
Gorshade 4 has a different combo. With dauntless resolve and the lys healer you can have a wall to wall gunline sitting at arm 20 tough no knockdown shooting unit with p+s 11 melee backup for when you need to chaarge with ghost walk. Hell even ghost walk to disengage from a conflict and shoot
I've been using them in my LoD lists for a while because I don't own a 2nd unit of sentinels and wasn't playing LoD in tournament pairs (had a SotR list due to lots of recursion in my local meta and a DoI list I just enjoy playing a lot) so I never felt the need to get a 2nd unit of sentinels.
being able to reroll CRAs is nice. being able to threat 22" on an assault on their snipe turn is a big deal that your opponent will often overlook, they can reach pretty far on that singular turn. with repo 3" from tactician they're reasonably mobile and allow you to walk into your 10" range, CRA, and then repo back to a better position, and ARM 17 with no supporting spells or other abilities is reasonably durable against most other infantry.
imo their major issue is range when not on their snipe turn. 10" isn't a ton if you want to aim, which while you can leverage CRAs and that reposition sometimes you want that volume of fire more than less shots via CRA. and .5" melee makes your 8.5" melee threat range on the melee part of assaults kinda wonky without other speed buffs, you're generally not going to be in a position where you're close enough to do the full assault and haven't gotten jammed already. they also need a lot of support to be truly durable, support that you're likely giving to sentinels to get them across the board unless you run double artificers to drop force barrier on them. without the range to play keep-away and without the support upkeeps for armor skew or some additional defense, even at ARM 17 they are still vulnerable to things like lightning leaps and AOEs and things like being on fire.