I'll probably go with Beastmen, just for this reason, maybe because it's the complete opposite of my Tau, but also I just like the idea of having hordes (or should I say herds?) of Beastmen rushing across the field.
Some more questions :D
1.) I thought there only possible range units were magic users and the cygor? what else do they have?
Ungor with bows, and one monster.
2.) How does the force organisation chart (or equivalent) work for WHFB? I'm assuming I have a limit on how many special units I can have.
You get to spend up to 25% of your points on Lords, up to 25% on Heroes. At least 25% on Core. Up to 50% on Special and up to 25% on Rare.
There are limits on duplicates too, and certain other requirements but I'll spare you minutia since posting full rules is no-no.
3.) I'm assuming lores are the selection of spells your magic users can use? (I know nearly nothing about WHFB), what makes lore of shadow so great?
There are eight Lores in the core book. Each army has access to 0-8 of them. Some armies also have access to their own unique lore(s)
Beastmen get the Lores of Beasts, Shadow and Death from the core and their own Lore of the Wild (which is pretty crappy).
Each Lore has six spells plus one Signature spell. You get 1-4 spells rolled randomly and can swap any one for the sig spell.
Shadow has the flat-out best debuffs in the game, and the perhaps second best nuke in the game. Most of which are long ranged. Lore of Shadow turns elite supersoldiers into mewling kittens, and it does it well.
It also has a brilliant sig spell, Mystifying Miasma that reduces an enemy unit's WS, BS, Init, or Movement by d3 (or if you cast with extra power, all four at once!) There's never a situation where that spell isn't awesome.
Other Shadow spells reduce Toughness or Strength, and one lets you use your Leadership in place of Strength to wound and pierce armour (not so hot for Beastmen, admittedly, but still nice).
Lore of Beasts is a buff-centric Lore which honestly, does nothing that Shadow doesn't do better, but is slightly easier to cast. One of the spells lets your wizard turn into a dragon (or other monster of your choice).
Lore of Death is mostly about sniping characters and single models.
Most Beastmen magic-heavy builds take several cheap wizards who spam whatever Shadow debuffs they get, powerd by the magic-dice-generating Shard of the Herdstone item.