I actually would probably leave your list more or less as is. I think the match against the ogres will depend more on familiarity than it will on small changes.
I would never drop a BSB for a waywatcher. Waywatcher is great against most armies but against Ogre he is sort of worthless as the ogre mage is tough enough, can have armour, and has enough wounds that 1 waywatcher will probably never snipe him dead even over an entire game. A death mage might be able to though.
This fight is going to boil down to a battle of magic and chaff. Either the ogre player manages to get off damage spells on your key units or limit your movement with his chaff enough to hit something substantial or you will kite him, kill his chaff, and kill his mage and then when you weaken a combat block you will charge it and kill it before it hits back.
On that note the acorn venom forests may not provide the overwhelming advantages it might otherwise and those 100 pts might be worthwhile else where. This is because ogre's usually don't count on ranks for steadfast and combat res, ogres are few in numbers and multi wound so dangerous terrain only takes a wound or two here and there and not entire ranks, and you don't have anything but WR that wants to get into melee; WR won't benefit that much from poison. On the other hand though if he brings his ranged weapons the light cover could be the difference and even getting an extra 1-2 ignore armour wounds from dangerous terrain might be useful.
The key units in this fight will be WW, WR, Eagles, your mages, and DWS. The eagles will be your chaff to tie up any big blocks he brought while your GG, Sisters, and WR remove the opponent's chaff. Then will be his warmachines which the DWS and WR all can work on. Next is his mages which is your death mage and WR can work on (WR can make excellent character assassins but will probably die in return, still worthwhile if it is you opponent's level 4). The eagles are necessary as they are your best chaff to tie up combat blocks so they will be busy. The decision between WR and WW is a tough one. In this case the WW are probably better for eliminating the nastiest combat (dang that parry save) that the ogre player can bring, the WR though would be incredibly useful against everything else. So the answer is if you plan to kite his Mournfang Cavelry then the WR might be more useful whereas if you want to eliminate his Mournfang Cavelry then the WW are probably your best way.
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