At last, we have the rules deep dive for the Helsmiths of Hashut. Moreover, this roundtable breaks down their core playstyle.
Additionally, it explains how the new Spearhead box hits the table day one. Finally, it shows why these duardin feel uniquely Chaos through control.
Ben frames where the Helsmiths sit inside Chaos. Traditionally, the four gods and Slaves to Darkness define the space, while Skaven add anarchic consumption. However, the Helsmiths bring a fresh angle that is all about order through domination and directed industry. Consequently, their identity is not frothing devotion or random entropy, it is planned extraction and weaponized logistics.
A Spearhead you can actually play out of the box
Because nobody owns Helsmiths yet, the team built the launch box as a full Spearhead. Therefore, you can rip shrink, glue, and play without proxies or half-army vibes. Martin notes the range is big, with classic archetypes represented and many dual builds. Matt adds that dual kits were used to push distinct battlefield roles, so the two options in a sprue do not feel like mirror images.
The core hook: desolate, extract, empower
Matt explains the real twist. The faction is a slow, shield-and-gun duardin castle that still must move. Therefore, the rules make you “mine” the battlefield, spreading desolation and extracting power where you stand. As a result, your slow core gets juiced by the roaming parts of the list. Early prototypes forced all-in shooting or all-in magic, but iteration landed on flexible empowerment. Moreover, you can pump heroes for casting, then juice Bull Centaurs for a longer charge, and finally load the guns to close the deal.
Playing the machine
Jordan describes the army like operating heavy industry. You are pulling levers, routing finite juice into the right cogs, and avoiding waste. Accordingly, there is a resource management mini-game layered over your normal turn. Matt even calls them the ordered face of Chaos, an inverse Sylvaneth. Instead of overgrowing life across the table, you methodically strip-mine the board and own it.
Roles that matter, not duplicates
Role separation was a design mantra. Consequently, Infernal Cohorts with spears can extract extra daemonic power from controlled objectives, leaning into board play. Meanwhile, sword-and-board versions gain a forced march trick to offset their plod, pushing them into pressure duty. Similarly, the two Infernal Razer variants and the different war machines are pulled apart so your power budget choices actually change midgame.
Bulls that charge, bulls that punish
Bull Centaurs are the hammer you expect, built to go in and stick. However, Anointed Sentinels flip the script as defensive temple cavalry. When they Counter-charge, they gain Strike-first, so they punish overextension rather than racing ahead. Consequently, you have both a spear and a shield in the cavalry slot, which fits the faction’s control-first theme.
Most Helsmith units are elite and precious, so something expendable is vital. Enter Hobgrot Vandalz with a pregame move that lets you start desolating immediately. However, their Disposable Lackeys rule turns them into a speedbump right after. Jordan even jokes the Helsmiths use them to range their guns. If the first salvo deletes the screen, the next is dialed for effect. Max chimes in with the grim punchline: the gitz might fear what is behind them more than the enemy ahead.
Why this design lands
The package sells the fantasy on the table. You expand a hardpoint line, harvest the table for juice, and pivot power where it matters. Moreover, the toolbox encourages mixed lists instead of spam, dodging the “one note duardin” trap. Meanwhile, dual builds give hobby and rules variety without role blur. Finally, because this is a Spearhead, you are playing Helsmiths properly on day one, not theorycrafting while you wait.
TL;DR summary for fellow generals
The Helsmiths of Hashut are Chaos through discipline and extraction. You spread desolation, convert the board into fuel, and allocate that fuel to heroes, bulls, guns, or infantry as the state shifts. Consequently, the army rewards timing, target priority, and movement planning, not just parking a gunline. Spears farm more power on points, swords push faster, Centaurs hit, Sentinels punish, and Hobgrots light the fuse. Additionally, the launch Spearhead is a complete playable slice, so you can start learning the resource rhythm immediately.
I love how this ruleset nails the fantasy of cruel industry without becoming a static bunker. You will grind forward behind shields, but you will also snake power across the list like a conveyor belt. Moreover, the counter-charge Sentinels and extraction-focused spears give real list depth, while Hobgrots keep it deliciously mean. If you enjoy planning three turns ahead and flipping the board state with a timely power shift, this faction will feel like home. The Helsmiths of Hashut Army Set goes up for preorder tomorrow, so sharpen your chisels and start feeding the furnaces.
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