Things that didn't work:
Well, for my part, I once again managed to bog myself down with unit congestion on the left side of the battlefield. I continue to struggle with that.
It was also hard to get those units farthest from the Ogres' battle line into effective range. I have to think harder about how to deploy to face a refused flank. (although, reviewing your log, it's clear that you weren't positive you'd be doing a refused flank in the first place...)
Things that worked:
The Captasi performed their roles perfectly - tying up the Ironblasters and limiting the Ogres' ability to fight a ranged castle and make us come to them. I was bummed not to break any of the basters on charges early. That would have freed up a CAptasus to harass other units from behind. But all in all I think they did great.
I regret giving our opponents the 250 points for our lvl4, but stand by the choice. It was absolutely the right risk to take. This is where high S high AS units really shine. 3DGs don't have a ton of attacks, but they hit hard and take very little damage in return, especially when buffed with something like Harmonic Convergence.
The two DG charges were the vital turns in the game, and we got off enough magic to make them work. There was a lot of debate about the merits of Harmonic Convergence, but I stand by its usefulness for this list. We could have failed to break either the IG unit or the MFs but had the odds in our favor. Usually I prefer to make multi-charges, but our opponents really forced the issue and there was no time to set up for them.
Hats off, again, to George and the other Ogre generals. Had you realized that you offered a flank charge in T2, and moved the Guts or Firebelly a little bit, this would have been a very different game, I think.
My only regret is that we couldn't all meet up for a pint afterwards. A really great experience!