Stormcasts, Magore's and Ironjawz are extremely forgiving. They have high wound and hard hitting models, plus very easy to achieve inspire requirements (or are good enough as to not need them like the liberators). These decks will generally favour agressive playstyles and pushing hard for kills, thus giving you more mileage with cards (both objectives and ploys) focused on damaging and killing. Liberators like going solo and smashing enemies. Magore is all about bullying an enemy for a 2-hit-kill (that way you could inspire 2) and the Ironjawz have plenty of tricks with their specific cards, allowing for a force that can have single fighters putting pressure either multiple times (cards that grant extra attacks) or on multiple enemies. Farstriders, I haven't played them, but they strike me more as harrasment strategy, getting all enemies wounded and finishing them at last moment.
Skaven and Guard require more fine tuning. They have weak fighters but reasonable inspire conditions and numbers/ways to bring those numbers to bear, as well as recover from loses (outside key models). Bosses are strong too. Guard will do better focusing on objectives and being defensive, while skaven are a hybrid deck: they will do quite well at any job.
Reavers and Fyreslayers require more planning. Reavers are fragile and low damaging until inspired. Fyreslayers are as slow as skelletons but they want a more agressive doctrine, which make that a hindrance. They also have a fairly problematic requirement for inspiring and thus be better: 3 deaths (which usually means at least 2 of your guys) for the reavers and having held an objective for a turn (which can mean you don't get to fight) for fyreslayers. Nevertheless, the key elements of these warbands can be brutal when inspired (specially fjul, the slayer boss). Both can do hybrid decks, though the slayers do so out of necessity, not proficiency, while the reavers can be quite good at it with their superior speed.
|