I will give it a whirl, but I am by no means an expert, and don't claim to know the in's and out's of every race. This is more of a general feeling I have gotten from playing against or with all the races.
Primary: Very quick to develop and quite capable of amassing a ton of pressure quickly. Rush Kings
Secondary: Really love to break your toys or bring bigger ones of their own. Attachments all over
Benefits: Can cripple an opponent early
Drawbacks: Are vulnerable middle/late game and lose steam if the enemy can amass a big enough army
Primary: They do a lot with corrupting of their own units and enemy units.
Secondary: They also have very high direct damage and are very good at controlling the enemies board
Benefits: When they hurt they really really hurt.
Drawbacks: They can hurt themselves as bad as they hurt the enemy, and can be a bit slow to start some games
Primary: Really good at control. They will just keep you from attacking them as they take chunks out of your capital
Secondary: Also have a decent mill, but it isn't very commonly played
Benefits: Quick and effective. Relatively cost efficicient
Drawbacks: Low HP makes it easy to kill them. If they lose their control of the enemies board they sometimes can't recover.
Primary: I play little HE, but my friend has a decent indirect damage deck. They seem to be a very death by 1000 cuts style
Secondary: Have the best heals in the game
Benefits: Low cost lets them develop pretty quickly in K and Q. Put out a difficult to manage amount of indirect damage
Drawbacks: Low HP like with Dark Elves. Seem to develop K and Q easily and have a harder time on the Battlefield
Primary: Very very defensive. Toughness is your friend. Buff power to switch quickly from defense to offense
Secondary: Have a ton of abilities that mess with their developments.
Benefits: Lots of HP for a fair cost. Have a decent ability to heal or prevent damage to their capital.
Drawbacks: Low printed power can cause them to defend easily but not attack hard enough. Develop slowly and steadily
Primary: Versatility is their game. They have the fastest developing economy hands down. They can quickly grow too big
Secondary: They are some of the only cards in the game with the ability to move units to different zones.
Benefits: Fast cheap development makes it hard for enemies to keep pace. Movement lets them "gang up". Speed decks
Drawbacks: Jack of all trades syndrome. They do a lot well but are true masters of nothing except maybe movement.
That is just a very general overview from my own experiences plus some of the decks I have seen people in the community make. I don't claim to be an expert in any capacity and would love for other members of the community to weigh in if they have more experience and can add to the discussion. I hope that helps.
Edited by Kheivalo, 17 September 2013 - 11:18 AM.