"Simorgh, Bird of Ancestry" helps the combo by making more "Simorgh" monsters easier to summon with its effect that decreases Tribute costs (though not for "Dark Simorgh"-it only counts as a WIND monster while it is on the field). It also carries the unique distinction of being treated as a Normal Monster while in the hand, as opposed to on the field or in the Graveyard. This makes it possible to be summoned with "Wind Effigy" or other effects that benefit Normal Monsters like Common Charity.
"Simorgh" monsters benefit greatly from being used with WIND monsters. "Simorgh, Bird of Divinity" requires WIND monsters as Tributes, "Dark Simorgh" uses WIND and DARK monsters to Special Summon itself, and "Simorgh, Bird of Ancestry" gains the additional effect of returning cards to the opponent's Hand when it is Tribute Summoned with only WIND monsters.
The obvious problem with "Simorgh" monsters is that they are difficult to Summon due to the Tribute cost even with the benefit of the effect of "Simorgh, Bird of Ancestry" and have a hard time protecting themselves once they come out. "Dark Simorgh" is an exception, thanks to its ability to Special Summon itself and prevent your opponent from using Trap Cards. A way to speed this up is to use cards that count as two Tributes such as "Whirlwind Prodigy" and "Wind Effigy" or monsters that Special Summon themselves like "Garuda the Wind Spirit" and "Silpheed" or Swarm like "Harpie" monsters or even "Blackwing" monsters to an extent. Afterwords, protect them with cards like "My Body as a Shield" and "Guard Mines". With your opponent's Spells and Traps effectively locked down, you should focus on stopping your opponent's Effect Monsters to protect your side of the field.