I have only faced Ogre Kingdoms once and I'll tell you all I know. First of all skinks are awesome against Ogres of any variety and should be taken in multiple small units of skirmishers, but that is really something that is pretty standard for a lizardman list anyways. Second, Guts magic is very effective so be careful when there are butchers around. Finally, take stuff that can deal more than one wound at a time. Piranha Blade, Bane Head, Bade of Realities, and Dagger of Sotek for Killing Blow (killing blow does work for Monstrous Infantry tight?), anything that can eliminate an Ogre per attack, or as close as possible really puts the hurt on their main units which are already small because of their size and points cost.
I haven't played vs Ogre Kingdoms but I'd also expect skinks would be a great answer. The army is mainly high toughness which is where skinks excel. Plus they are dirt cheap so you can wail away with blowpipes of javelins. If there are some armoured ogres stick some kroxigors in with the skinks to wail away while the ogre pluck off skinks.
I played them tonight and had a victory. I put my army list up in the army list section called "Another 2000 list" or something. I had lore of light on my slann, Ogres are usually always strikes last with ogre clubs anyway, but Brionas timewarp gives an extra attack to everyone that its cast on and ASF. Getting that off can really help you pack a punch. Also my temple guard unit was 20 strong, so I used them against the Ironguts. Strength 5 attacks SHOULD negate his saves, so all wounds should go through, that with timewarp is pretty amazing. Also flank as much as you can, More attacks is gravy. Timewarp again helps a lot. Break them and chase them down too. You could get lucky with a salamander or just winning combat the good ole' fashioned way. Also, use skinks to watch your flanks. Ogres can charge and hurt a lot, bulls charge special rule. So holding them off the flanks is a priority. Also poisoned Stand and Shoot is great, their high toughness is negated by this Other than that, its really bash em as best you can. Good luck, I look forward to hearing how you get on. Check my list on the army lists page to see how I went at them.
Also I forgot the Speed of light spell give Wep skill and initiative 10, combined with ASF from time warp means you get to re roll misses. More wounds to take the fat asses down!!!
Any skink with ASF will get to reroll his misses. I have an Ogre Kingdom army as well as Lizardmen. A few things to remember. Ogres are fast. Everyone has a base movement of 6. Gnoblars are slow. Base movement of 4. But they are CHEAP (2 points per fighter. Toughness 3 but str 2). They shoot from 12 inches with no penalty execpt -1 for range, I believe. They bicker but do not cause Ogres to panic. Gnoblar trappers are skirmishers (not as good as chameleons). Scraplaunchers are really, REALLY dangerous with the new rules. That thing has Killing blow! It also has 4 or 5 wounds (book is packed up). Other things to watch out for are Gorgers. Unbreakable Ogres that come on from behind you after round one (on a roll each round...i.e. 4+ on round 2, 3+ on round 3). Butchers (lvl2) and slaughtermasters (lvl4) are immune to poison also. A properly outfitted Tyrant (lord) can kill an Old blood. So, try to kill that unit or break it before it can get to you.
Killing blow won't work on them, but anything that causes multiple wounds is great. Flaming attacks help with their regeneration spell (Trollguts); just be careful if the characters in the unit have fire ward save items. In my last game using Ogres, I went from destroying the enemy left and right to losing the game, due to one good shot from a Skaven warpfire team. What makes Gut Magic dangerous is that the spells stack up. Each one gives a small bonus, but they can be cast multiple times on the same unit now. (See http://www.ogrestronghold.com/forum/index.php?topic=18153.0 for a more in depth discussion on how this evidently works). The point is, make dispelling a priority, especially on any units you're in combat with. Use up your own power dice if you have to- they're tough enough without regeneration, extra toughness, and strength. A lot of Ogre players will put 2-3 characters in one big unit. This often makes the Sword of Anti-Heroes really, really good. Like our Lizardmen, Ogres have poor initiative. Pit of Shades and Purple Sun is lethal on them. That's all I can think of for the moment. Good luck!
Thanks for the tips everyone!! It sounds like I am going to have a real battle on my hands... The first battle is going to be 1k pts, if that helps with the advice!! Thanks and keep it coming!!
Ogres is also one of those rare armies where you are better off with Razordons thatn Slamanders, trust me one of my main oponents plays Ogres.
Thanks for clearing that up Gor-rok, I guess I was thinking it gave Heroic Killing blow or something.
You might also consider taking a couple of units of 5-6 CoC in larger games. ((Ducks flying tomato from the crowd)) Without much shooting in the army a unit of CoC on the flank of Ironguts (ASL) or to flank a unit in combo with a Saurus unit can really deal out the damage. Str 5 on the charge with 2 attacks each is lethal!
You really need to get the charge in on Ogres cause they can cause so much damage with bull charge. On a side note, I watched someone play Ogres the other week and when his ogres got shot at his put one wound on each ogre, so there slightly weakened but still alive, I wasn't sure if it was allowed, I always assumed once 3 wounds are done to the unit one model is gone, can anyone clear this up for me?
*Clearing up* He cheated the rules for units of multywound models do say what you think they do – as soon as the unit looses enough rank and file wounds a model is removed.