My common stratedgy with Ironsides is using her to pull my models, along with the enemy models, all around the place and set it up in such a way that my opponent is stuck in an engagement with Toni while the rest of my team is off doing important stuff. Ironsides is a tough master, and when you take Iron Determination and Challenge the Crowd, she becomes extraordinarily hard to take down, however, this requires Adrenaline. Lots of people who tried to teach me how to use Ironsides taught me not to rely on her adrenaline as it is a trap, but i couldn't disagree more.
Take 3 Oxfordian mages with their various wards and their new upgrades, bringing it to 15ss for some solid enforcers. Now, use those mages to shoot at Ironsides.
Yes, you heard me right. Shoot. Ironsides.
Using the trigger on their attack that lets you push a model you attack 2" for every you have in the fianl duel total, while standing next to the other two mages, with one attack from a mage with the upgrade that lets you add an additional to your duel total, Ironsides can be pushed forwards up to 8" from a single blast if everything goes according to plan. For only 2 dmg, I'd say thats worth it. For 4 dmg, if your feeling a little risky, push her a total 16" with the Mage's second attack. Don't flurry though, cause thats pushing it (Ba-dum-tsss).
The idea here is your trying to slingshot Ironsides into a scheme runner or mob of enemies, generating adrenaline and remaining a almost unkillable murder machine. Put her in a vital position that denies your enemies the chance to target your other models. While Ironsides is on the watch, no one will be hurting anyone but her.
Of course, before the Mages activate, and i cannot stress this enough, take Willie, and get him to walk in the group of mages. He will put the blast marker down, hit all three of them, do 2 dmg (which gets negated by 1 cause they haven't activated yet!) and boom, the mages now have to hit and to dmg.
Never take the Captain. For 10-12ss, your getting a Henchmen that does a mediocre job compared to the mages and will spend two turns trying to catch up after pushing everyone. He is great in combat, but he never turns up in time.
Willie, as i hinted at earlier, does a good job at setting your own team up with his buff. Pair him up with 1-2 Union Miners, and you turn a really solid unit into a very reliable partnership. Miners put down 4 scheme markers in a cluster, Willie does his (0) and presto, you created a minefield for your mages to push enemies into.
Take a beater with you. Ironsides can one shot something with her Uppercut, but just to add some crazy mayhem to the field, take a Howard or Rail Golem with you. I haven't used Howard (haven't bought the Ramos box) but I have only heard good things, and since he is M&SU, that can only make him better. Rail Golem is unreliable, don't get me wrong, but he puts in work. Min dmg 3 (possibly 5 if you did a locomotion) is nothing to ignore. Combine that with a built in to hit, possible buff from Ironsides and presto: You have a killing machine.
One thing you should know: Ironsides will die, accept that. With the way that I have decibed playing her, She will probably either die late turn 3 or survive till the end of the game. As long as she has been able to halt enemy movement and stop any chances of VP being scored, she's done her job (bonus points if she uppercutted a model to death). In turn 1-2, you want to activate her last and try to slingshot her into the enemy so she can start generating that adrenaline. Turn 3 and after, activate her and go to town on the enemies.
I'd write more, but my fingers are starting to hurt. Of course, this is all my opinion, you don't have to agree with how I play Ironsides or what I think about some models, just offering my 2 cents on the topic