Alrighty here is my list, tell me what you think about it... I will put what the magic items do next to thier name
LORDS
Wood Elf Highborn (goes in an eternal guard unit)
-Rhymers Harp (him and his unit gets a 5+ ward save, and can move through all terrain/obstacles without any penalty)
-Helm of the Hunt (+1 attack on the charge, 6+ Armour save)
-Light Armour
-Great Weapon
(254 points)
Spell Weaver
-Level 4
-Armathine Brooch (3+ Ward save against non-magical attacks)
-Blight of Terrors (Cause Terror)
HEROES
Wood Elf Noble (Goes in other eternal guard unit)
-BSB
-Oaken Armour (Light armour, regeneration)
Spell Singer
-Level 2
-Dispel Scroll
-Dispel Scroll
Branch Wraith
-Cluster of radiants (+1 Dispel Dice)
-Murder of Spites (+D6 str 2 poison attacks)
CORE
12 Dryads, Branch Nymph
10 Glade Guard
18 Eternal guard: Command
18 Eternal guard: Command
SPECIAL
6 Wild Riders of Kurnous: Command
6 Wild Riders of Kurnous: Command
3 Treekin, Elder
3 Treekin, Elder
RARE
Treeman
Total points:2936
Power dice: 9+1 bound spell (treeman)
Dispel Dice: 7
Alrighty the plan is basically going to be the two units of eternal guard in the centre of the battle line with the treeman, supported by alot of other units, it will basically depend on the scenery. Having 3 stubborn units in the middle of the battle line with a re-rollable leadership 10 stubborn is just awesome... anyway tell me your thoughts.... ^_^
I think it would be better if you spent fewer points on characters and their items. The truth is, they are unlikely to do much to the ogre characters. I would question the oaken armour and blight of terrors in particular.
I'm still new with the whole Fantasy thing, but WE excel at shooting. I'd try and get more GG in there to bolster your shots. I really don't see 10 archers being that effective.
Yes, you should have more missile fire. Ogres are poweful in close combat, so you'll want to thin their number before they come within charge range. As they have low leadership, you'll easily send them out of the board if you make them take lots of panic tests. Fast cavalry will also be devastating against them. Just make sure they don't charge you: I'm not sure that even the Eternal Guard can stand a bull-charge. And don't ever underestimate their spells just because they're cast on 3+. It was my mistake last time I played against them.