I mean, I have a sample size of 1 game, so take this with a grain of salt. I played Min Champs + Skaldi Fell Caller with Skaldi as the Grim Harvester. I had a hand of 3 cards, but was able to set up terrain such that my opponent playing the cygnar box company was forced to funnel into a narrow area where I could get to him, and won the game on scenario, but I was also ahead on attrition, in spite of my opponent having insanely good luck on casualty rolls. I certainly missed having a lot of cards, but being able to do work without cards was pretty nice. Also, sprays, as discussed in another thread, are _really_ good in this game. I suspect AOEs would be, too, if you had cards to support the blast damage, but I made a good mess out of a bunch of models with the fell caller spraying.
Not quite a competitive player, yet, mostly because I don't have time to go to tournaments.
Hello! One game under my belt also... Ran Flameguard Cleansers as part of the list. Rat 5 to Fell caller's 6. Not sure how much of a difference that makes... also, one less DEF and ARM.
When my sprays hit, they did a lot of work. But I was losing models much faster than my opponent despite that. I would cover 4 or so models with the spray and only hit one of them. (This list also has low hand size so there wasn't much in the way of support.)
I felt like what really helped my opponent out was an abundance of cards that he had access to. Dice were not in my favor either... More games will tell for sure.
I've played a handful of games (<20) with lists with low and high number of cards in my hand. The smallest hand I've played with is 2 and the largest so far is 7. Obviously the less cards in your hand the more you have to rely on the models and dice. The more cards you have the more potential you have for boosts/additional dies/recovers/etc. Any more though, if my hand gets below 4 I tend to re-think the list.
My experience in the games I've played is that cards (particularly rerolls and recovers) really even out the influence of luck on the game. With no ready access to boosts in most lists, coupled with the fact that casualty rolls can be inherently skewey, the dice manipulation mechanics are really important to even things out. Plus, getting a couple of Recover cards and being able to ensure that an important model on an objective will be able to tank through the entire enemy force has been worth more to me than sprays or high defensive status.