Both Ironworks and Scout work nicely with Great Hall. Ironworks is normally not that great a card: you can freely get a $3 or $4 Action, but it has to be a good non-terminal, and few non-terminal $3 or $4 Actions are worth piling up on at the expense of scaling up your deck. Using Ironworks on Great Halls, however, means that you aren’t playing with a reduced hand; you get to replace the Ironworks in your hand with another card, and you get another Action to boot. After you run out of Great Halls, though, the Ironworks tend to be useless; look for a way to Salvage or Remodel them.
Likewise, Scout is usually a waste of a card slot early on. But with Great Halls on the board, you can temporarily forsake the typical buildup to focus instead on Great Halls. You won’t have tons of money, but you only need enough to consistently hit $3/$4, and soon your Scouts will start pulling in enough Great Halls to give you 5- or 6-card hands, enough to jump to Gold. You’ll probably want to start off with a Silver and avoid too heavy a focus on Scouts. It also doesn’t do quite as well with strong trashing, though, since you’ll want to leapfrog up to Golds much more quickly.
You don’t need both Ironworks and Scout to pull this off, but it’s nice to have all three.
The Shanty Town is a strong addition, since all my Actions are non-terminal (meaning the only times I can’t play the Shanty Town for 2 cards is when I draw it with another Shanty Town). Note also that the Scout allows me to jump to Provinces much more quickly than I ordinarily would.