It's come to my attention that "a series of battle rounds, each of which is split into two turns" refers to the entire game, not each round, ie. this list is based on the movement and shooting phases being before the charging phase.
40 seems excessive for the amount of support they need. At any rate, it seems like it's worth bringing more MSUs and keeping the Irondrakes bubble-wrapped. Upgrading the Hurricanum with the battlemage to toss out more MW sounds pretty good too.The first two rounds are almost definitely going to be played more defensively than I had originally intended to avoid getting shredded by FEC and the like. However, this also means aggressive teleports can't be countered by walking an inch out of range, and I can probably use terrain to avoid having to be wrapped 360 degrees.
Aetherwings and Gyrocopters are cheap, fast, and the latter covers a horde-clearing niche I missed; I wonder if it would be worth dropping some stuff to fit a couple units to grab points while the rest of the army hangs back?
Reading Hammerhal's section is a lot like talking to the rich kid after Christmas ("Oh, you got flying cavalry? Cool, I got +1 to hit vs monsters"). I mean Tempest's Eye is definitively one of the good cities, but in a much less grandiose way. It irks me somewhat more that Darkling Covens and Order Serpentis are separate keywords, because their commanders' respective abilities would be great on the others' units. Cavalry with run and charge and infantry with +1 to wound!