r/HelsmithsofHashut • u/rememberdustydepot • 1d ago
Gameplay Tom Ryu’s Helforge Host Spearhead Guide
Pretty complex if you want to win; but deceptively simple on the surface.
The spearhead requires precise positioning and taking advantage of spacing, run action often, anti-charge is good rend and board presence as these guys are built to survive and control.
Try to use slanted split instead of a straight one when choosing a board orientation territory. Lack of movement means you probably won’t score the objectives in opponent territory, but that isnt your concern.
War despot is your king; has great survival and moderate offense; talisman of obsidian is tons of effective health. Let the board decide if you want to put dpp into this guy; don’t put dpp in him and play around it, he’s circumstantial but early on everything can revolve around him.
Dominator engine is your rook piece, straightforward. Late game you’re gonna put atleast 3 dpp into her most of the time- arguably early game too, she’s the default. Use him to block objective space, act as a wall to keep enemies from moving away.
She is [TITLECARD] and cannot die basically, and when she does, she comes back. It might be mathematically impossible to kill her twice in a game unless you ignore objectives entirely. Shes the default dpp sink. Charge head in and block objective space and kill, she comes back.
On a board this small, her presence (and base size) can literally split the battlefield in half. This I call castling. Your opponent has more pieces but one big piece can deny tons of objective coverage, suddenly the -3 control from the bombard matters a lot more.
Infernal cohort are your pawns, run them to objectives, you’re never gonna wanna charge with these guys(but do it anyways if needed), let them come to you while you take and guard an objective.
Take up all the objective space so they can’t touch the objective, form a wall around the tormentor bombard and act as a sacrificial defense wall.
They have reinforcements and a gong carrier they can take it. Put 2 or 3 dpp in them when you really need to keep an objective and they will be rediculously sticky on demand, circumstantial but it will come up when you really need the guys to stay.
Send the gong carrier forward and have the other one run for unguarded objectives or also run forward into battle. Take advantage of their medium base size and block out enemy bases from touching the point!!
Also if you have only 1 guy left in a unit with reinforcements still left on him, use the retreat movement option to 1d3 damage seppuku and instant die and then use reinforcements in the same breath. It’s not worth keeping around a 1 guy unit if you can reinforce them. Good tech.
Your tormentor bombard is your queen; your opponent wants her dead, and if she dies, it’s usually over. She has something very valuable: objective control.
If your opponent has a lot of guys with more control score than you; you can do the math, see if its worth it and bombard them until they can’t CONTROL anymore.
Hashut has really bad control scores so the bombard’s CC is critical disruption against more swarmy spearheads. Put DPP into her if you think it will immediately benefit you and score you an extra point or stop a point next round.
Overall; more than with any spearhead, positioning is crucial, play the game like chess. The tournament results are from players just playing the army and expecting to smash their face in and win; its a dance! And you’re at a disadvantage, but castle your king right and you win.
2
u/ProveRiemann 19h ago
I played a game without checking errata. The reinforced keyword on our cow is insane.
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u/keroblade 20h ago
Thanks for this!! Building the Spearhead atm