They’re finally here! The Zharrdon have descended from their holds to collectivize the entirety of the mortal realms. We have the new Helsmiths of Hashut battle tome which introduces an entirely new faction to Age of Sigmar. In this review we’ll step through all the rules and see if they can make good on their oath to claim the realms for the Bull Father.
As always we’d like to thank Games Workshop for providing us with a review copy of the Battle Tome. We have also been provided with a provisional Battle Profile list for the army to use when writing the review, but please note that these points are subject to change until they are published on Warhammer Community.
Faction Rules
Battle Traits
We get an interesting set of traits for the Helsmiths. At the start of every turn you can use Leave the Realm in Ruin and pick a piece of terrain or an objective marker you’re contesting with a unit outside combat and put a Desolation Token on it. Then, at the start of each of your turns you have to use Harness Daemonic Power you remove any active Daemonic Power Points from your units, generate new ones for every Desolation Token, and can distribute them as you see fit to a max of three per unit. On their own these Daemonic Power Points don’t do anything, but every warscroll except for Hobgrots cares about these and gets significantly better with each one. There is also a handy command here to be used in your Hero phase (so after all these abilities happen) where for a command point you can get two Daemonic Power Points if you have fewer than three Desolation Tokens out, or one if you have three or more. As you’ll see, these tokens are the key to the entire Helsmith gameplan and dispersing these tokens in the right places at the right time will be an important skill to master.
Battle Formations
All the formations buff a unit type but only when they have three Daemonic Power Points on them. Hashutite Host is for your infantry, letting them roll three more D6 rolls when they rally. Castigation Battery gives your War Machines (artillery, Big Bulls and, Bigger Bulls with dudes on top) an extra attack to their ranged weapons. Bullfather’s Horns gives your Cavalry and Monsters +2” to move. Meanwhile, Daemonsmith Cabal gives +1 to Cast, Unbind, Banish, and Chant. In my tests I’ve found Daemonsmith Cabal to be the most impactful, especially when combined with the named character Urak Taar who can already get bonuses to cast. Bullfather’s Horns buffs some of the best warscrolls in the book so there’s a lot of value there as well and I can see Castigation Battery being nifty in a GHB without so much obscuring. The bummer here is there’s nothing here to help your units unless you pour all your resources into them. Generally you’ll only have one unit with three tokens until the bottom of round two so that’s a lot of the game with only a single unit benefiting from these rules.
Heroic Traits

There’s a great selection of traits to pick from here. First is Servile Automation which has you pick an Automaton unit at the beginning of the game to be this Hero’s bodyguard. The Bodyguard gets Strikes First if it’s in combat range of the Hero while it’s in combat and the Hero gets a 5+ ward while within combat range of the Automaton so long as the Hero is an infantry unit. This is neat but you’ll almost always be using it with a Daemonsmith on Bull Taurus to create two big combat threats. Next up is ‘Fire You Worms’ which gives you 40k style overwatch. In your opponent’s charge phase you can shoot a unit that charged this turn but only 6’s hit. Unfortunately this can only target an infantry shooting unit, both of which are kinda only fine. Lastly there’s An Eye for Weakness which gives your whole army +1 to wound for combat attacks against a unit within 18”. The range and the fact that there’s no roll for the buff makes this the winner of the bunch. Being able to take down your opponent’s key units reliably will go a long way in this army.
Artefacts of Power
Not to be outdone, the Artefacts are similarly powerful. Scroll of Petrification is a funny one, once per game you pick a unit wholly within 12” and that unit gets a 2+ ward for the turn but can’t be the target of any abilities (no moving, no attacking, etcetera) and is ignored for the purposes of movement and charging. This can be very handy for move blocking your opponent with a unit or just keeping a key unit in the game for an extra turn after being doubled. Crucible of Spite is another great one, giving a unit 3 Daemonic Power Points once per battle but afterwards they can never be given points again. This has been the front runner in my tests, allowing me to get big buffs going with an Ashen Elder while also giving him +1 to chant in Daemonsmith Cabal. Lastly there’s Gauntlets of Punishment which lets you do D3 damage to something within 12” on a 2+. This one’s fine, but those other two absolutely beat it out.
Spell Lore
Continuing the trend of amazing rules, we have one of the best spell lores in the game. Hateful Fractures is your unlimited spell and goes off on a 6, giving an enemy unit within 18” half movement until your next turn. Being so easy to get off and being unlimited this spell is incredibly powerful and can absolutely win games on its own. Next is Ashen Smog which goes off on a 7 and has you pick a terrain piece with a Desolation Token to do D3 mortals to all enemy units contesting the target while also making that terrain Obscuring for the turn. This is less helpful in this GHB with Obscuring being everywhere, but you can mess with enemy ranged units pretty badly with this one and do a bunch of mortals if your opponent is bunched up on a piece of terrain. Lastly but not least there’s Molten Metal which goes off on an eyewatering 8 but has you roll dice equal to the unmodified casting roll and do a mortal for each roll meeting or exceeding the target’s save. With access to up to +3 to cast this spell is more reliable than you might think, and can be devastating on those hard to crack units.
Prayer Lore
The prayer lore is, you guessed it, very good. Black Flames of Hashut is your unlimited prayer that goes off on a 4, has you roll dice equal to the models in an enemy unit, and for every 5+ you do a mortal (or on a 4+ if you get the Big Mode on an 8). Having an unlimited horde buster is very handy and can be devastating for some armies. Furnace Blessing goes off on a 4 and gives a unit an extra point of rend for their combat attacks, along with crit mortals if you get the Big Mode on an 8. Considering most of your melee in Helsmiths is only -1, this is a prayer you’ll be leaning on often. Lastly there’s Storm of Obsidian Shards goes off on a 5, and does D3 mortals to the target and -3 to their control score, while the Big Mode lets you pick a second target. This is only fine but with those other two prayers to lean on you have plenty to work with.
Endless Spells
No Endless Spells here! For my money, Morbid is your best bet considering the bonuses to cast you can get in the army but Forbidden Power is also strong, helping your slow units get around the table more reliably.
Warscrolls
Heroes

Kicking us off is the only named character in the range, Urak Taar. He’s a Monster (both keyword wise and metaphorically), War Machine and Wizard(2). Coming in with a 10” move, 16 wounds and a 3+ save, he’s got a statblock fit to rumble. Offensively, he’s got his Ruinous Torrents which is a 18” range attack with 6 attacks at 4s 4s r-1 D3 damage with crit (2-hits) and shoot in combat. This can be surprisingly effective and the long range is very welcome. In melee he has two profiles; Dumakaz with 4 attacks at 4s 3s r-1 D3 damage and his mount Ghorrakos’s hooves at 6 attacks 4s 2s r-2 3 damage with +1 damage on the charge. While he can rumble it’s a bit swingy with everything on 4s but flat 4 damage on the charge is brutal. Where he shines though is his abilities. First he has stacking effects for each Power Point he has, giving him a 6+ ward, a 5+ ward with +1 to cast, and a 4+ ward to spells and prayers with +2 to cast for 1,2 and 3, points respectively. 16 wounds with a 3+ 5++ makes him one of the most durable monsters in the game and the bonuses to cast can make even the most powerful spells reliable. He has his own warscroll spell Curse of Stone which has you pick two points within 9” of him and then 9” from the first point and everything it goes across takes D3 mortal wounds on a 2+. This is a nice way to snipe out weaker characters over time if your opponent isn’t careful. His rampage has him do D3 mortals and then move 2d6” which can end in combat. There’s no roll here for either the ability or the mortals, it just happens, making him a fantastic tech piece once you get into melee to hop behind your opponent’s screens or just to reposition to a favorable place to make your opponent’s pile in annoying. Lastly but most importantly, Master of Daemonic Power lets you remove up to 3 tokens from a unit wholly within 18” and redistribute them to something else wholly within 18” in your opponent’s Hero phase. This is a massive bonus, allowing you to switch from offensive to defensive buffs as you move through turns. Sitting at 350, I expect him to make most lists.
For the generic version of Urak Taar, Daemonsmith on Infernal Taurus, you get the same statline with one fewer cast, one fewer wound, three fewer ranged attacks, and one fewer staff attack. Ability wise, his Power Point ability is identical to Urak Taar’s but without the bonuses to cast. He allows nearby Cavalry to retreat and charge and take no damage on the retreat and as a rampage kills a model at the end of the turn if he rolls a die higher than the target’s Health characteristic. Considering your Cavalry will be some of your best units (more on them in a bit) he’s an interesting consideration for your list.
On foot we have the War Despot, the guy who comes in the box. He sits at 6 wounds, a 4” move and a 3+ save, and a melee profile of 5 attacks at 3s 3s r-1 2 damage with crit mortals. This isn’t anything to write home about and frankly his abilities aren’t either. Black Hearted Conquerer adds 3 to the control scores of Helsmith units within 6” expanding by 6” for every Power Point he has. Meanwhile ‘Fight You Scum’ lets an infantry unit fight after he does with +1 attacks. If you’re going heavy on spearmen or swords this is alright I guess, but at 90 points he’s only 20 points fewer than a wizard who will be infinitely more helpful. Also this model has a gun on the model but no ranged profile so I hate him.
Speaking of a wizard, the Daemonsmith is a Wizard(1) with 6 wounds, a 4+ save and 4” move. He has the same ranged attack as his buddy on the Infernal Taurus and a melee profile of 3s 4s r-1 D3 damage. As an ability he can repair a War Machine D3+ the number of Daemonic Power Points he has within 6” +6” for each Power Point he has in your Hero Phase. This works on Urak Taar and your Dominator Engines which can be pretty valuable in a pinch.
For the more religiously minded, the Ashen Elder is a Priest(1). He has the same statblock as the Daemonsmith but with no ranged profile. Ability wise, he gains a free Ritual Point if he’s near a piece of terrain or an objective with a Desolation Token on it at the end of your turn and has a 6” aura that expands by 6” for every token he has that allows Helsmith units to ignore the first point of damage each phase. He’s your most expensive foot hero at 120 points, but is very worthwhile.
Infantry

Your battleline infantry are your Infernal Cohort, which come in two flavors, spears and blades. Both versions have the same statblock with a 4” move, a 3+ save, 1 wound, and 1 control. Both have a very similar offensive profile too, 2 attacks each at 3s 4s no rend and 1 damage, with the spears having anti-cavalry and anti-charge while the swords only have anti-infantry. Both have a gong carrier token which gives you an extra rally die once per game and the same Power Point ability, giving them a 6+ ward, 5+ ward, and then 4+ ward to spells and prayers at 1, 2, and 3 points respectively. Where they diverge significantly is their third ability. The sword variant has Disciplined March which makes a run roll of less than 4 into a 4 any time they run. This is nice for getting your slow tough infantry into position early. The spears on the other hand let you roll for each objective you control that they’re contesting and on a 3+ put a Power Point on a nearby unit. That ability makes the spears the default pick in my mind, allowing you to juice up your important units early.
You have two builds for your infantry with guns as well. Your Infernal Razers with Blunderbusses and Infernal Razers with Flamehurlers have the same statblock as your Cohort but with a 4+ save. The blunderbusses are 1 shot each at 18” range with 3s, 2s, no rend, 2 damage. These units come in units of 5 which means this isn’t a lot to write home about on its own. Where it gets more interesting is they get an extra point of Rend for each Power Point they have. This means if you can bypass your opponent’s save on a reinforced unit, you’re doing about 13 wounds with an all out attack. It’s a lot of resource investment and you can’t really get it going in multiple places since it requires the Daemonic Power Points and they don’t really do anything without them, but at just 110 points it’s not hard to splash a reinforced unit of these in. Ability wise, after shooting you can roll a D6 on a unit you targeted and if you roll a 6+ minus the number of models killed, you impose Strike Last on the unit you targeted. This is only in your shooting phase and is only for the turn, but can be a useful debuff to have in your back pocket. The Flamehurlers are very similar, getting 3 attacks each with 12” range at 2s, 4s, no rend and 1 damage. Output wise they’re very similar with blunderbusses doing better if you all out attack them and flamehurlers doing better if you don’t. Obviously Flamehurlers are also better if you Covering Fire, but Blunderbusses get more range. Ability wise, If you shoot an infantry unit on a 3+ you subtract the value of the roll from their control score. This is fine but nothing to really write home about.
Lastly in the Infantry department are the humble Hobgrot Vandalz. These don’t benefit from most of your army’s buffs and are the only warscroll that doesn’t get better with Daemonic Power Points. What you do get is a relatively sturdy statblock for chaff at 5” move, 5+ save, 1 wound, and 1 control and not the worst offensive profile I’ve seen at 2 attacks 4s 5s no rend 1 damage. Their ability lets them move up before the game starts, allowing you to put Desolation tokens out in no man’s land early and create early screens. The key thing here is they’re cheap as dirt at 70 points per 10 models. It’s absolutely worth throwing a unit or two of these into the mix.
Cavalry
You get another dual build with the Cavalry kit. First are your Bull Centaurs and might be the all star of the book. They sit at a sturdy stat block of 4 wounds each, a 4+ save, 10” move and 1 control. Offensively they have 4 attacks at 3s, 3s, -1 rend and 2 damage but with Crit Mortals and +1 Damage on the charge. I’ve been calling them Varanguard lite because while they don’t fight twice and aren’t as defensive, you’re looking at a very similar output and at 190 for three they’re priced to move. Ability wise you get +1 to charge with them for every Power Point they have and, after they charge, they roll a D6 for each model in the unit and do a mortal on a 6+ minus the tokens they have. Being able to do a few mortals to finish something off and then blasting another unit to the moon is a massive boon on such a fast mobile platform. None of my lists are leaving home without 12 of these.
Your other option are the Anointed Sentinels which, despite being the more elite version of the Bull Centaur in the lore, are just way worse. Defensively they’re the same, but offensively they lose an attack and trade crit mortals for anti cav. They do the same thing with Daemonic Power Points as their lethal brethren and get strikes first if they counter charge. In a world where Bull Centaurs exist I just don’t see myself taking these even with the 30 point discount.
War Machines

The Helsmiths, unsurprisingly, have a slew of options for War Machines. First is a dual kit for both artillery Warscrolls. Both sit at the same statblock with a 4” Move, 3+ Save, 2 Control, and 8 Wounds, making them surprisingly sturdy and at 130 -140 points they’re priced to move. First is the Devastator Rocket Battery, which is your more anti large platform. With three 24” range attacks at 4s 2s rend -2 d3+2 damage it can be devastating if all goes well, but it also has anti monster/anti war machine and if it targets those models one unit from your army can be flat 5 damage. In addition if it has Daemonic Power Points, it can splash mortals to everything nearby by rolling a die for each Power Point it has and each 3 up causes a mortal wound. Meanwhile the Tormentor Bombard is more anti infantry focused. It has 4 30” attacks at 3s 3s rend -1 D3 damage and anti cavalry anti infantry. If it targets a unit more than 12” away and with 5 or more models it also gets +1 to hit, making it devastatingly accurate. On top of that, after it shoots you can pick a number of units within 6” of your target equal to the Daemonic Power Points it has and turn off commands for the turn on a 3+. Both of these platforms are very serviceable and I can see an application for either or even both in a lot of lists. Between the two, I think the Deathshrieker wins out just because it can be devastating for units that will struggle to hide from it by abusing obscuring terrain and its higher rend is a rarity in the army.
Lastly there’s the Dominator Engines. Both have the same statblock with a 6” Move, 2+ Save, 2 Control and 10 Wounds and both do the same thing with Daemonic Power Points. For every Power Point the unit has, it increases its move and attacks characteristic by 1. This can be very handy considering they’re pretty light on attacks by default. The Dominator Engine with Balemaces is your melee variant, sporting 4 attacks at 4s 2s rend -1 3 damage with +1 damage on the charge. Hitting on 4s with this and only being 1 rend is rough, but at least you can bump up the rend with a prayer. Ability wise it has the ability to fight twice (at strikes last speed for the second fight) against heroes making it nifty when busting through the enemy line or dueling center pieces. Meanwhile the Dominator Engine with Immolation Cannons is your ranged option. It sports 5 8” range attacks at 2’s 4’s rend -1 D3 damage and gets two more attacks each time you split fire thanks to All Must Burn but you have to divide up your attacks evenly if you do. This is an interesting ability since you can technically double your attacks with this if you target enough stuff. Melee wise its also nothing to sneeze at, with 3 attacks at 4s, 3s, rend -1 D3 damage and +1 damage on the charge it can do work with a +1 to rend prayer and all out attack with a few Daemonic Power Points. Both of these are really interesting but at 170 and 190 respectively they’re a bit steep for what they do. I think the Immolation Cannon one can do work but its also the first thing I’d look at dropping. Shame for such a cool model.
How They’ll Play
So how does this all come together? For the most part the army is a flexible yet specialized set of rules that allows you to push your resources to the places you feel is the most important and will reward you for investing wisely. Need to absorb an opponent’s go turn? Get Daemonic Power Points on your Infernal Cohort to absorb an inordinate amount of punishment. Need to punish an over extended opponent? Give your points to your Bull Centaurs and hit their flanks hard. The downside here is that these units only really do their one thing well, so as you lose certain capabilities you will absolutely feel it.
In my practice games I’ve found a few things to be true:
- Urak Taar is absolutely necessary to the army. Both because of the bonuses to cast and the ability to redistribute Daemonic Power Points.
- Bull Centaurs are the MVPs every game without fail. Their speed and lethality combined with a massive wound pool makes for an all star unit.
- You want a varied force. An anvil of Infernal Cohort, some Hobgrot screens, backline shooting, and Bull Centaurs to bully the flanks work in concert to be an effective force.
- Don’t discount the mortals this army can put out. With Black Flames of Hashut being your unlimited prayer and quite a few spells that do mortals, I’ve had turns where I’ve done upwards of 25 mortal wounds in the hero phase.
Overall the army feels very fun to play. You feel like you’re actively ramping up as the game goes on, and feel far from helpless in the early turns. I was a little worried about the pace of gathering points on my first read but having played it it feels like the right tempo. If I have any complaints, it’s that certain units feel less elite than I’d hoped. Sure the Blunderbusses are 110 but I would have much rathered a more expensive unit that I felt had more impact on the table. It’s also odd the infantry are similarly cheap but also only have one wound. While this doesn’t impact the competitive place the army ends up at, there’s a bit of dissonance between what the army is telling me things are capable of and what’s on the stat sheet.
Sample List
Bulls On Parade
Formation: Daemonsmith Cabal
Battle Tactics: Wrathful Cycles, Restless Energy
Endless Spell Lore: Morbid Conjuration
Urak Taar
Dominator Engine with Immolation Cannons
Deathshrieker
Cohort w/ Spears
Ashen Elder w/ Eye for Weakness and Crucible of Spite
2x Bull Centaurs
2x Bull Centaurs
Ashen Elder
Cohort w/ Spears
Hobgrots
This is a very varied list, looking to give you a taste of everything. Your opening play will almost always be: make a forward screen with your Hobgrots, using their ability to desecrate a piece of terrain early. Meanwhile establish an anvil at midboard with your spear cohorts. Urak Taar will get you Daemonic Power Points more often than not, using them to get +3 to cast so you can get endless spells out. From there, you’re mostly looking to punish charges into your anvil with the Bull Centaurs and then simply Play Warhammer at your opponent until they lose. It’s not a very nuanced list but it all comes down to knowing where to put your Daemonic Power Points and knowing how to allocate them.
Rules of Renown

As usual, the Helsmith’s battle tome comes with two Armies of Renown and two Regiments of Renown.
Armies of Renown
First up is Taar’s Grand Forgehost which restricts you to Urak Taar, non-hobgrot infantry and non-hero war machines. For battle traits you have Rising Fire which gives you bonuses every round except the first. Round 2 your army gets Crit(2 hits), Round 3 you get +1 to cast and chant, Round 4 you can Crit on 5’s and in Round 5 your wizards and priests get +1 power. These are some nice bonuses but you’re working without Daemonic Power Points here. You also get Masterful Daemonworks which grants a 6+ ward to war machines, and Dread Ranks Unbroken which lets you return an infantry unit at half strength in each of your movement phases for a CP. For your Hero Trait, you get a extra 3 dice on Rallies wholly within 12” and the Artefact gives you -1 to be hit (this doesn’t matter on any hero you can take in this army). You do get a small spell and prayer lore to help out though. For spells you have Reinforce Daemonsteel which lets you ignore the first point of damage on a unit each phase until your next turn. This ability is already on the priest so only really useful on a unit too big to fit in its tiny aura. Your other spell is Shackling Curse which forces a unit to be unable to score critical hits. This is fine but doesn’t compare to the base spell lore. For prayers you have Grasp of Stone, which goes off on a 4+, which is -1 to attacks and is unlimited. With enough priests you can fully neuter important enemy units. If you chant it on an 8+ the unit also gets Strikes Last which is nice. The other prayer Lava Storm which goes off on a 5, its a bit busted as written but ostensibly you get one target and then roll 6d6 and every 6 gives you another target. If the chanting roll is higher than 6 you roll dice equal to the chanting roll and then do D3 mortals to every target.
Overall this is a pretty strong ruleset, especially the prayers, but there are too many units that can’t function without Daemonic Power Points in the pool here. The Dominator Engines effectively do nothing and the same goes for the Infantry shooting. You’ll be relying on Infernal Cohorts and Artillery to do most of the work and then, honestly, I’d throw in 4 Priests. Spears can generate a token here and there, but you’ll want to give that to the Cohort to get their wards online.
Your other Army of Renown is Ziggurat Stampede which is all about your bull shaped friends. You can only take the Daemonsmith on Infernal Taurus, Dominator Engines, and Cavalry. For battle traits you have Let the Realms Tremble giving each unit in your army +1 to charge for each other unit that charged this turn, Break Them One and All which lets you use power through with any number of units at the end of the turn, and Run Roughshod which is a command that lets you fall back shoot and charge. This is all nifty but also very CP hungry to get the most out of this. As a Heroic Trait you get Raging Animus which lets you do D3 mortal wounds to an attacking unit for each 1 you roll on saves, this can stack up plenty if you roll like I do, and as an Artifact you get Visage of the Great Bull which gives you a 3d6 charge, incredibly powerful in any context. You get a full spell lore as well. Searing Detonation is your unlimited spell and does D3 damage to everything in engagement range on a 6+. Flaming Weapons gives a unit +1 rend on a 7+, you’ll probably be trying to cast this every turn. Lastly, Burn to Ash goes off on an 8+ and targets a piece of terrain. You do 2d3 mortals to it if its enemy faction terrain, but otherwise make it obscuring and give it a Desolation Token this would be interesting if you had any way to use Desolation Tokens but the writers seem to have forgotten you need a battle trait to turn those into Daemonic Power Points.
I wish I liked this Army of Renown more. You’re focusing on some of the strongest units in the book and some of the rules here are very powerful. Again though, without Daemonic Power Points the Dominator Engines don’t do a lot, and without protection the Infernal Taurus is largely an expensive paper weight. I’m also still mad about your most powerful spell not working because someone forgot to write in a way to use Desolation Tokens.
Regiments of Renown
First up is the Curse-Steel Battery composing of a Daemonsmith, and both artillery pieces. All chaos armies can take this one, which makes for an interesting add to armies like Nurgle or Khorne who lack a ranged contingent. For abilities you get a spell which lets you ignore the first point of damage an artillery piece takes each phase. This is kinda baffling because I don’t want my artillery pieces taking any damage, and if they are something Very Bad happened. The other ability is a command that forces both artillery pieces to fire on the same target but both count as having three Daemonic Power Points when they do and you can use it for free the first time you use this command. This is a nifty value add to a lot of armies, but the Daemonsmith doesn’t do a lot here
Your other option is Seeker of the Dread Dirge which gives you an Ashen Elder and Dominator Engine with Maces. You get a prayer that goes off on a 6 which lets you do D3 mortals to everything within range of a piece of terrain on a 2+ and if you chant it on a 12+ you can select another piece of terrain. The other ability is baffling, having you pick a place of power or objective with a Desolation Marker and gain ritual points at the end of the turn. Considering there’s no way for that to happen this doesn’t do anything. I have no idea what they were looking to do here. Overall with a priest with an expensive prayer that can’t gain bonus points and an engine that can’t be powered up I wouldn’t bother with this one.
Final Thoughts
This is a very interesting book. It introduces a new faction with a completely new approach to how an army functions and largely succeeds in the execution. Some warscrolls could use a little help and I think the plot may have been lost on how little some of these things do without power, but the points make up that shortcoming. My biggest complaints are luckily sequestered in the Renown rules for the army, where it seems there are either glaring typos or they straight up forgot you don’t get your Battle Traits in those. In an army that’s so tied to their army rule to function, that section needed a lot of care and clearly didn’t get a lot. All that said I’m very much looking forward to the full release of this army and to put them on the table as soon as possible.
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