Probably n ot - Raiders die too easily to mass bolter fire as well! Your best bet is to use cover and speed. Hide behind area terrain like forests and dense ruins. If you arent using at least 25% terrain then you're depriving yuourself much chance.
Attack up a single flank, thus limiting half his army who are out of range. Hide in cover, then when he gets too close (ie, about 19" for Warp Beasts and Drugged lords, and Wyches who get lucky) pounce with the fast stuff! When he's within 18" you can get your reavers and Hellions in. Remember fast troops tieing up combat both stops the participants from shooting bolters but blocks LOS for any behind as well.
Wyches and Warp Beasts need to get into assault asap. If your wyches have no Raider and didn't getthe 12" charge, will need to start in cover and walk through difficult terrain. remember fleet ignores difficult terrain and that the Wyches have an average charge distance of 15.5" so only need to cover 8 1/2 inches in their first turn to close a 24" gap. Remember if the marine player moves forward, this closes the gap further. You shuld ALWAYS try to charge your wyches in if an opponent is 16" away in open ground, or 12" if you need to cover a few inches of difficult terrain. For warp Beasts and Wyches with 12" assault this becomes 22" for open ground or 18" with a few inches (<6) of difficult terrain at the start, shorten another 2" if theres difficult terrain at the end (as the 12" charge is quite suceptible to losing distance in difficult ground). That's still 18"! Remember too, a foot Archon can also do this. He can also hop on a raider (say you can deploy it cpompletely hidden, and the squad is <10. He joins them in deployment, then they move 12" forward, the lord seperating from the squad and disembarking 2" He can still FoF and use the 12" assault drug - making a first turn assault absolute childs play!
SImilarly Hellions and Reavers can assault 18" and always should (Reavers only NEED charge if equipped with a PW/TH Succubus.)
Speed is you friend - use it. Keep to the flanks asa much as possible, limit his LOS wherever you can. When taking a DL shot with an empty raider, see if you can find aposition where the ONLY thing to see the raider isit's target! Thus if you blow it up you can preserve the raider! Use area terrain to hide behind by staying behind the piece, or at least >6" within it. Remember grab cover saves wherever possible. A ruin or Bunker offers much better protection than our puny mesh armour. Even a forest does better cause it still saves vs Bolters!
If you have an opponent who likes to move forward, it might be worth holding back a turn then just charge him - he wont expect that. You can deploy deep, and so long as your well hidden he might nort do a lot of damages, particularly with marcing marines. Then you surprise him by charging hi from 15" away!
Alternatley, this can workwell if you get turn one and using a flank approach. Move your fast tuff up the front, boosting Reavers are great for this (although dont bother with a Succubus u/g for this squad) while Hellions, Warp Beasts, Foot Archon, and Raider squads make up the fast element, with wyches and foot warriors bring up the second wave, and finally the Talos and maybe deeply deployed units make up the backup wave/counter assault element, mop up crew.
I hope thats a help...