Helsmiths of Hashut Spearhead Guide: Helforge Host

Helsmiths of Hashut Spearhead guide

The Helsmiths of Hashut Spearhead is the Helforge Host. The Helsmiths are the Chaos duardin who serve Hashut, the Father of Darkness, and they’re one of the newest armies in Age of Sigmar. The box gives you a War Despot, ten Infernal Cohort warriors with a hobgrot gong carrier, a Dominator Engine and a Tormentor Bombard. It’s a slow, tough and hard-hitting army that fuels its war machines with daemonic power. It suits players who like elite units, heavy firepower and a methodical style of play. If you’re new to the format, our Age of Sigmar Spearhead guide explains how it works.

What’s in the Box?

The Helforge Host box builds 14 plastic miniatures, which you use as five units in Spearhead games:

UnitModelsRole
War Despot (general)1Heavily armoured hero who shares daemonic power with nearby units
Infernal Cohort with Hashutite Spears5Very well-armoured spear infantry
Infernal Cohort with Hashutite Spears (with Gong Carrier)5 + gong carrierThe same, plus a gong that brings models back
Dominator Engine with Immolation Cannons1Big daemonic war machine that shoots and fights at close range
Tormentor Bombard1Long-range artillery that hammers infantry and cavalry

A few kits have alternative builds. Warhammer Community notes that the Dominator Engine can also be built with bane maces, and the Tormentor Bombard can be built as a Deathshrieker Rocket Battery. For the Spearhead, though, you need the versions listed above, so build the Dominator Engine with immolation cannons and the war machine as a Tormentor Bombard.

The same models also came in the Helsmiths of Hashut Army Set, alongside a special edition battletome, transfers and warscroll cards. Warhammer Community described that set as available only while stocks last. The Helforge Host box is the standard way to get the Spearhead.

The Spearhead Rules

Here’s what the Helforge Host gets, in plain terms. The rules are free from Warhammer Community, so check there for the latest version and errata.

Battle trait: Harness Daemonic Power

At the start of each of your hero phases, you remove any daemonic power points from your units and then gain new ones: the current battle round number plus one. So you get two points in round one, three in round two and so on. You hand them out to your units, up to three points per unit, and any you don’t hand out are lost.

Many of your warscrolls get stronger depending on how many points a unit has. The army gets more powerful as the game goes on, and every turn you decide where that power goes.

Regiment abilities (pick one)

  • Grinding Advance: once per battle, in the deployment phase, up to two Infernal Cohort units can move up to 3″. However, they can’t charge in the first battle round.
  • Suppressive Bombardment: once per turn, if the Tormentor Bombard has damaged an enemy infantry unit with its shooting, that unit rolls one fewer dice for its charge rolls until your next turn.

Enhancements (pick one for the War Despot)

  • Scroll of Petrification: once per battle, your general gets a 2+ ward for the turn but can’t use abilities or be targeted by friendly ones.
  • Talisman of Obsidian: ignore the first damage point allocated to your general in each phase.
  • Chalice of Darkness: once per battle, deal D3 mortal damage to a visible enemy unit within 12″.
  • Amulet of Burning Hate: once per battle, your general scores critical hits on 5+ for the rest of the turn.

For a first game, Suppressive Bombardment is a strong and simple choice, because charging on one dice is a big problem for enemy infantry. Talisman of Obsidian is a reliable, always-on enhancement that keeps your only hero alive.

What Each Unit Does

War Despot

Your general is a well-armoured fighter with a glaive that deals mortal damage on critical hits. While the War Despot has any daemonic power points, nearby friendly units with no points count as having one, so other units can get their bonuses even if you didn’t spend points on them. Keep the Despot near the Infernal Cohort to make the most of this.

Infernal Cohort with Hashutite Spears

Two units of five tough duardin with a 3+ save. Their spears get extra Rend against units that charged them, so they’re very good at holding a line. With daemonic power points they get a ward save: 6+ with one point, 5+ with two, and 5+ plus ignoring the first damage point each phase with three. One unit includes a hobgrot gong carrier, which you can remove to bring back D3 slain models. Both units have Reinforcements, so a destroyed unit can return.

Dominator Engine with Immolation Cannons

A huge daemonic war machine with a 2+ save. Its cannons can shoot even while it’s in combat, and each daemonic power point gives it +1″ Move and +1 Attack on all its weapons. With three points, it’s one of the most dangerous things in any Spearhead.

Tormentor Bombard

Your long-range gun, with a 30″ range and extra Rend against infantry and cavalry. It’s more accurate against large units that are more than 12″ away. After it shoots, it can also reduce the control scores of the target and nearby enemy units, based on its daemonic power points. That’s very useful for winning objectives.

How to Play the Helforge Host

The Helforge Host is slow but very hard to shift. Take ground methodically, shoot the enemy as they approach, and put your daemonic power where it matters most each turn.

Deployment

Put the Infernal Cohort in front, near the objectives you want to hold. Place the Tormentor Bombard behind them with clear lines of sight across the board. The Dominator Engine goes in the centre, where it can support either flank, and the War Despot goes close to the Cohort.

Turn 1

You only have two daemonic power points, so use them carefully. Putting them on the Dominator Engine or the Bombard usually gets the most value. Advance the Cohort onto objectives and shoot the Bombard at the biggest infantry unit in range. If you took Suppressive Bombardment, that unit will struggle to charge you next turn.

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Turns 2 and 3

The enemy should be close now. Spread your growing daemonic power: points on the Cohort make them very hard to kill, and points on the Dominator Engine make it much more dangerous. Let the enemy charge the Cohort, where the spears’ bonus Rend against chargers punishes them, then counter-attack with the Dominator Engine.

Turns 4 and 5

You now have five or six points each turn, which is enough to max out two units. Use the Bombard’s control-reducing ability on enemy units sitting on objectives, and push the Dominator Engine forward to contest points. Remember to use the gong carrier to bring back Cohort models when they’re needed.

Common mistakes

  • Forgetting to allocate daemonic power points at the start of the hero phase. It’s mandatory, and any unspent points are lost.
  • Spreading points too thinly. Most units get their best bonuses at two or three points.
  • Moving too fast. This army has short move distances, so play for position, not speed.
  • Charging the Cohort into the enemy. Their spears are best when they’re the ones being charged.

Building and Painting Notes

Helsmiths combine dark armour, bronze and gold with glowing daemonic fire and obsidian-like stone. Batch paint the ten Cohort models in the same way, and spend more time on the Dominator Engine and Bombard, where you can add molten-metal effects to vents and cannons. Assemble the War Machines carefully, because they need to match the Spearhead build. We don’t have a dedicated Helsmiths painting guide yet, but our Age of Sigmar painting guide covers the techniques you’ll need.

Expanding Beyond Spearhead

All the models in the Helforge Host are useful in a full Helsmiths of Hashut army. Natural next steps are another Infernal Cohort box, Infernal Razers for more short-range firepower, or a Daemonsmith to support your war machines. Our Chaos armies hub covers the other Chaos factions in Age of Sigmar, and our points guide explains how to build a full army. If you want to find out how the core rules work, see our Age of Sigmar rules explained guide.

Where to Buy the Box

If you want the Helforge Host box covered in this guide, it is listed on Amazon US through third-party sellers. Check that the listing still shows the same box before you buy, since stock and sellers change.

Current Spearhead boxSpearhead: Helsmiths of Hashut – Helforge Host
$132.60 (as of Nov 14, 2026 11:49 PM PST)
Price detailsProduct prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon.com at the time of purchase will apply to the purchase of this product.
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Frequently Asked Questions

Is the Helforge Host good for beginners?

Yes, although it asks you to make a decision every hero phase about where to put daemonic power. Once you’ve played a couple of games, that becomes the fun part of the army. The units themselves are simple and very forgiving, because they’re so tough.

Who are the Helsmiths of Hashut?

They’re Chaos duardin who worship Hashut, the Father of Darkness, and power their war machines with bound daemons. They were added to Age of Sigmar’s fourth edition as a new Chaos army.

Can I build the Tormentor Bombard as a Deathshrieker Rocket Battery?

The kit can be built either way, but the Spearhead uses a Tormentor Bombard. If you want both options for bigger games, it’s worth magnetising.

Do I need the battletome?

No. The Spearhead rules are free from Warhammer Community. You’ll only need the battletome for full-size games.

How does Spearhead compare with Combat Patrol?

Both formats give you a small, ready-made army in one box. Our Spearhead vs Combat Patrol guide compares them.

How many points is the Helforge Host Spearhead?

Spearhead doesn’t use points. Each Spearhead box is a fixed, balanced army, so you play the Helforge Host exactly as it comes in the box against another Spearhead force. Points only matter when you use the models in a full-size Age of Sigmar game, where the units are added to a normal army list. Check the current Battle Profiles for those values.

How long does a Spearhead game take?

About an hour once you know the rules. Spearhead uses small forces, a smaller battlefield and a short game, which is why it’s popular as a quick game or a way to learn Age of Sigmar. Your first few games with the Helforge Host will take longer while you get used to allocating daemonic power points each hero phase.