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As for other lords, there aren't necessarily any quite like him, but Lord Skrolk lets you run around the world spreading the plague as your LSD-fueled murder monks run around with you.
I'd also give Tehenhauin a shot too. He's a pretty interesting one, as his 'sacrifices to Sotek' feature lets you sacrifice your captives taken after battle to get you different boosts along with certain RoRs. They go up in tiers and each tier has better rewards you can earn (and re-earn after the turn timer ends, except for the RoRs).
You can also get a mod called "Better Sacrifices to Sotek" to make the feature a bit more worthwhile if you find it a bit lacking.
My favorite army composition is as follows:
Ikit ; Plague Priest ; Plague Priest ; Plague Priest ; Plague Priest ; Warlock Engineer ; Warlock Engineer ; Warlock Engineer ; Warplock Jezzail ; Warplock Jezzail ; Rattling Gun ; Rattling Gun ; Rattling Gun ; Rattling Gun ; Rattling Gun ; Rattling Gun ; Plagueclaw Catapult ; Plagueclaw Catapult ; Plagueclaw Catapult ; Plagueclaw Catapult
And maybe a second army that's a full stack of skavenslaves.
Add some stormvermin, also warpfire throwers when upgraded are a huge moral breaker. 2 of em don't hurt at all.
Death Globe Bombadiers are also a huge rec. from me.
Catapult works early campain, but 4 is way too much.
You lack mobility and frontline support. I can report back with my main army comp. on turn 140+
main army is : ikit, plague priest, 2 halberd stormvermin, 2 sword/Shield stormvermin, 2 warplock jezzails, 3 ratling gunner, 2 warpfire thrower, 1 hellpit abomination, 2 rat ogres, 2 doom wheels & 2 death globe bombadiers.
That's what the Plague Priests are for.
Warlock Engineer range bonus can't be stacked anymore.
Use about 4 poison wind mortars. They are probably the most overpowered weapon team.
I would cut 1 warlock engineer and a couple of ratlinguns.
Also I prefer warplightning cannons. Which work better with mortars.
Only the range buff doesn't stack. In 1.9 the range buff for both the Warlock Engineer and Master Engineer was changed from a passive 2/5/9% bonus to range for the entire army to a map-wide 10% buff to range for your units. This means that, since multiple instances of identical auras don't stack, you cannot get Ratlings up to 200 range anymore.
The rest of the buffs (increased ammo, reload time reduction, increased missile damage, increased move speed) still stack.
Nothing compares really.
Myself, I prefer playing Dark Elves, Vamps , Orcs or maybe Dwarfs, or sometimes Chaos and Norsca. Units that can hold their ground and be trusted while using pike-and-shot or flaking tactics.