Hey gang. Let's keep the ball rolling with the Specials. In Fantasy, Specials do for you what Elites and Fast attack do for you in 40k. Since 50% of your points can go to Specials, the choices you make in Specials can be what define the feel and flavor of your army. What goodies to Ogres get?
Leadbelchers: Flavor-wise, these guys rule. Big nasty Ogres carrying cannons that they shoot like small arms. Pretty cool. Unfortunately, they aren't so awesome on the table top. The problem is you are paying for normal Ogre toughness and close combat ability, and decent shooting. They are overpriced as a CC unit, and though their shooting is good, it isn't 43 points per model good.
Maneaters: Pirate Ogres! Ummm, weird. They are super bad ass in close combat, since they come stock with an extra attack and Strength 5 over normal Ogres and for a measly two-points you can give the first row (since each model is armed differently) additional hand-weapons. That's five attacks per model in the first row. Insane. And guess what, you can then arm the second row with Great Weapons. 4 attacks base Strength 7. But let's not stop there. Each unit gets to pick two USRs. The best combos I see off the bat are a CC based unit like I've gushed over so far with Stubborn (best USR in the game) and Swiftstride. That is an uber unit. The second coolest thing to do with them is to give them shooty weapons and Scouts and Sniper. Yep, you read that right. You can deploy them near your opponent's magic bunker, and shoot the hell out of their wizards turn one. But all of this awesomeness comes with a really staggering points cost. You have to think long and hard about including one in your list, because they can become a points sink quickly. But they CAN be absolutely devastating to an unprepared opponent. If your opponent sees the Scouts and Sniper shooty unit on your list and doesn't deploy accordingly, he is in for a very rude awakening.
Sabretusks: Eh. When you bring a hunter the unit gets a massive buff in the form of Swiftstride. Without a hunter, they are a low leadership, no armor unit that doesn't have Ogre Charge. They are cheap (for Ogres) but I don't see a need for them outside of a theme list.
Yhetees: Pros: they are fast, and they hit hard, and have decent leadership. Cons: they are expensive, nor armor, and flammable. Many better choices.
Mournfang Cavalry: The heavy shock cavalry unit for Ogres. They are insanely expensive, 70 points gives a 2+ save. Try to kill a unit of multi-wound monstrous cavalry that have 3 wounds each and a 2+ save. D3 impact hits on the charge. Here is how we view this unit: chariots. These are essentially cheaper, but faster (they can march), and harder hitting chariots. That don't suffer the drawbacks of chariots. Ummm yes. You know I'm a sucker for chariots, and these are better. The minimum unit size is 2, so I can easily see people flooding the field with MSU Mournfang cavalry. Treat these like chariots and you'll see their value. But a unit does not exist in isolation, yes they are cheap super chariots: but is that what makes a good Ogre army? We'll see!
Gorgers: 90 points each. Whew. But, guess what: they have two of the best two abilities in the game, Ambushers and Unbreakable. So they get to come in your opponent's backfield out of nowhere. And whatever they charge will either kill them, or die, or be tarpitted. The Unbreakable feature means that they are ideal for charging defensive minded magic bunkers, who will struggle to kill them, and will be tarpitted. Generally speaking, a magic bunker that is stuck in combat means a wizard isn't being useful. As you might have noticed so far, a lot of units in this book are good at attacking magic based strategies. This is a sign that Ogres may be more competitive than previous editions. I'm not saying Gorgers are a great unit, because in many ways they compete in role with Maneaters.
Ogres have some cool Specials for sure. They DO define the army. You can bring lot's of Mournfang cavalry in a chariot-esque swarm attack. You can bring an uber unit of Maneaters that are tailored to nearly any role you can imagine (though I think the two builds I identified are the best ones.) Heck, you could bring like six Gorgers and have your opponent freaking out when he is sandwiched between Ogres in the front and Unbreakable Gorgers attacking from the rear. I'm not going to lie, there is a lot of creative real estate to explore here in list building, and I envy you Ogre players for getting to do it.