http://councilroom.com/search_result?p1_name=guided&p2_name=&kingdom=ironworks%2Cgreat+hall
I'll take these from the top
1. Won the game against someone who gained the whole GH stack with IW. He bought his IW way deep into the game.
2. Won against an IW opening that gained all the GHs, even though I got fewer turns.
3. Lost, but they were also gaining Islands with IW, which makes it a much stronger strategy*.
4. IW/Gardens. GHs are nice helper cards for IW/Gardens but Gardens is the main reason for going IW here.
5. IW/Gardens.
6. Won in fewer turns against an IW opening without ever gaining an IW or GH.
7. Went IW/GH and lost to someone who didn't.
8. IW/GH mirror match.
9. Mirror match, and neither of us opened with IW.
10. Opened IW for Caravans, started gaining GHs after the Caravans were gone to stop IW from being a dead card.
11. Nobody used an IW to gain a GH.
12. I opened IW and lost by 10 points despite taking an extra turn. NHKK got IWs later to pump up his Vineyards, not so much because he was going for GHs.
13. Bought two IWs at turn 13 along with 2 Grand Markets, so I could gain some VPs on subsequent turns without clogging my deck with a Province. Not terribly instructive.
14. Mirror match -- At this point we are way deep in the past where I thought IW/GH was an overwhelming combo and went for it almost without fail.
15. Hey, I actually won this one on an IW opening against somebody who didn't! ... because it psyched my opponent into making the grievous mistake of using early $3 buys on GHs.
16. Mirror match.
17. Mirror match.
Rob, I have to say I was genuinely surprised to see that none of these games offered much support for IW/GH being even a pretty-strong strategy to build a game around.
To the OP: yeah, it's a fun combo to be aware of, and sometimes it'll be good strategy to use a non-opening $4 buy on an Ironworks with little to no plan for it other than gaining Great Halls. Certainly the
presence of Great Halls makes Ironworks a somewhat stronger card to open with (e.g. game 10 above), in cases where you're on the fence about whether to open with it for some other primary purpose.
*On a related note, per game #3 above, I suspect when IW/GH/Island are all available that a heavy IW strategy is likely to be dominant. It's rare to see specific 3-card combos though, so I haven't given it any careful study.
( For posterity, the first game in the search results at time of posting is this one:
http://councilroom.com/game?game_id=game-20110505-150211-c3791c8e.html )