Other Units
Everyone gets an +1 to save in the first Battleround thorugh TE traits. Your screen of Longbeards and Ironbreakers now has a 2+ save in melee. Should be enough to weather any first round charges.
In-Game Guide
This List is based around a few power pairs and synergies:
Movement:
TE grants all the units +1 on run rolls and +3″ movement in the first battleround. So your 4″ movement Duardin are now running 4″+3″+1″+D6 plus another 1″ if they have a musician. That´s 9+D6″. No opponent is expecting your Duardin to be that fast.
The Hurricanum is a central buff piece, with the Thermal Rider Cloak gone, make sure to position it carefully to give out the buffs.
The Fly High ability of the Gunhauler and the Hitcher ability of the Endrinriggers is on their warscrolls, so still usable in this army. Have fun teleporting a mobile shooting pair around the table.
Soulscream Bridge: The Bridge is empowered in CoS for 24″. Can be cast by either Battlemage and they get +1 on casting from the Hurricanum. There is no limit on the number of units you can teleport, so make sure to keep all your powerpairs within 6″ of it. Most are on 25mm bases, so shouldn´t be too difficult.
Shooting:
The Runelord´s CT gives +1 to wound for shooting and can grant a Dispossessed unit an extra rend on a 2+ prayer. The Hurricanum gives +1 to hit. The Longbeards grumble for re-roll 1s to wound.
Apply all this to the 20 Irondrakes, who gain an extra shooting attack if they haven´t moved. Transporting them with the Bridge (which is empowered in CoS, so 24″ reach) is a set up, not a move.
Congratulations, you now have 40 shots on 2+/2+ RR1/-2/1. If you really don´t value your friendships or are playing against Elves, use a CP for re-rolling 1s to hit. This unit should delete everything within 16″ reach of it after it went across the bridge.
The Kharadron would also benefit from the buff for hit and wound, but you´ll probably not keep them around and rather send them off to hunt heroes or harass objectives.
The Hurricanum as a very powerfull shooting attack causing possible 3D3 MWs at full health. Hero sniping is a thing.
Charging:
When teleporting outside of 9″ through the bridge or using the Gunhauler set up, you´ll struggle to make the charges. There are a few helps available.
The Skyhook of the Endrinriggers grants +1 to charge.
All units with musician get +1 to charge. The Battlemages Warscroll Spell from Ghur gives an extra +2″ to charge and run rolls. So teleporting the Hammerers with the Bridge now only needs a 6+ for charge rolls. Not impossible to make.
Melee:
Here is where your Hammerers come into play. They could also be given the extra rend prayer from the Runelord, but 90% of the time you´ll use it on the Irondrakes. The Warden King CA gives them +1 Attack in melee when targeting the grudged unit. The spell “Aura of Glory” gives another +1 Attack. The bonus for to hit from the Hurricanum and for to wound from the Longbeards do also apply.
20 Hammerers now wielding 4 Attacks each with 2+/3+ RR1/-1 (-2) / 1 and causing an additional MW on wounds of 6. Again, you´ll delete what you touch.
Battleshock:
Hammerers are imune to BS if wholly within 12″ of a Dispossessed Hero. The Warden King´s Oath Stone Ability grants 18″ BS imunity for Dispossessed units and the Hurricanum with the Artefact has a 12″ BS imunity aura.
Great rundown. Enjoyed reading it. Love seeing dwarves in use.