Thinking about running the following VS Ogres and cannot decide on a Lore SLann, Mystery, Cogitation Scar-Vet BSB, Halberd, Armor of Destiny 24 Saurus, Command 21 Temple Guard, Command, Ironcurse Icon 10 Skink Skirms 10 Skink Skirms At first I figured Life would be good because I could buff up my dudes and get S6 hits on awakening the wood against his Mourfange (with Throne active) and I could be pretty agressive with Magic. Then I got to tthinking about Death or Shadow! The Character sniping could be devistating with my Ld9 on the Slann.... not to mention Purple Sun or Pit of Shades VS Ogres.... Another questino I have is how does Purple sun work when casting from the Slann? Does the front three Temple Guard have to take the test as well? Or does the Template start at the front of the unit and not in base with the Slann?
If the Slann is in a unit you cannot use Purple Sun, as it would be a form of intentionally damaging your own unit with a spell. Having it scatter into your guys is one thing, but knowing it will start on top of them is disallowed by the basic rules. (Sorry, I don't have the exact citation as I am at work... ) That being said, Shadow is still really really good if only for pit of shades. Pit will wreck nearly anything in their book if you can manage a good lack of scatter. I personally prefer light against them. Ogres are much less frightening if you can get the charge and swing first.
Rumination instead of mystery perhaps. 4 spells is still plenty. Life is a a good choice vs them as well, even 2T will make a unit of ogres grumpy facing Saurus. Beasts may not be horrible depending, with a good signature and a big bolt thrower spell that could instagib ogres. I'd try that one for the funsies.
You can use Purple Sun and all vortexes on your own guys, intentionally or not. This has been addressed in the BRB FAQ. One tactic of getting more Power Dice is to wield a feeding unit of as small and cheap as possible and then try to cast Purple Sun on as few dice as possible as each wound you get generates more Power Dice for your use. Lizardmen are not optional for this tactic though, since the Skinks are too quick and Saurus too expensive.
I stand corrected on Purple Sun... but it is still one of the most overestimated spells in the game, imo. I've seen too many opponents plow through a unit of their own with bad scatter, and I don't think it would be as amusing from the other end.
Shadows is the Lore that Ogres fear the most. Almost all of the spells in it just plain screw them over.
Agreed with shadows. Reduced toughness or strength work fantastic. Miasma can slow them or drop the WS so you hit on threes also sweet.
I am a big fan of Metal. Transmutation kills multi-wound models on a 6 with no save of any kind. Plus has the chance to make all units with in 12" around stupid. All attacks are Flamming, so takes care of Regeneration. Has a sniper spell, not a great one but useful none the less. Can remove any armour saves they might have. Make all attacks (including shooting) +1 to hit, Armour Piercing, Magical and Flamming on a 9+ Just giving another option. 2400 point game I faced a unit of 18 bulls, cast Final Transmutation and it did a number on them, took out 4 plus a BSB and a Mage. Which may not sound like much but Ogres need every model and they are not cheap.
I agree with Rothgar, shadow or death would be best. Ogres absolutely fail against any type of Iniative test. There are a few things to watch out for though. 1. Hellheart: This is a never leave home without it item. It causes all casters within d6x5 to roll on the miscast table. Cupped hands can be used against this as well. It will end a magic phase though. 2. Death Magic/Greedy fist combo. This is really, really nasty! You could see a slaughtermaster with this at 1300 points. Any hits (not wounds, but HITS) caused by spells cause your caster to lose a level and a spell per hit. Of course, he has to be within range. There are a couple of spells that will allow this to happen at 24 inches.
To expand upon Arli's point, The Becalming Cogitation is a must when fighting a Deathfist Ogre army if you plan to keep the levels on your Wizard. Also, beware of the Hellheart - nothing turns a game on its head like your Slann blowing up 10+ Temple Guard.