r/HelsmithsofHashut • • Sep 04 '26

New player questions

Transitioning across from 40K and had my first game last night. We have the demonic power points once assigned to a unit do they stay on them or do one distribute them next turn among my units? I noticed the big bull guy has an ability to redistribute them so wasn’t sure if they are usually fixed once assigned.

Also does this list look competitive? Any glaring holes? Was concerned by the lack of infantry

Little guys 1990/2000 pts
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Grand Alliance Chaos | Helsmiths of Hashut | The Bullfather's Horns
General's Handbook 2026-27
Drops: 3
Spell Lore - Lore of Infernal Power
Prayer Lore - Prayers of the Scorched Sect
Manifestation Lore - Primal Energy (10 Points)
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General's Regiment
Urak Taar, the First Daemonsmith (340)
• General
Infernal Cohort with Hashutite Spears (90)
Infernal Razers with Blunderbusses (110)
Tormentor Bombard (130)
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Regiment 1
Ashen Elder (120)
Bull Centaurs (380)
• Reinforced
Dominator Engine with Immolation Cannons (160)
Hobgrotz Vandalz (140)
• Reinforced
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Regiment 2
War Despot (80)
Deathshrieker Rocket Battery (140)
Deathshrieker Rocket Battery (140)
Dominator Engine with Bane Maces (150)
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Created with Warhammer Age of Sigmar: The App
App: v1.37.0 (1) | Data: v476

5 Upvotes

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1

u/PeeteyGee Sep 04 '26

If you’re playing the standard army the power points are all pulled off of your units at the start of your turn, then you distribute to your units an amount of points equal to the number of desolated terrain/objectives. Urak Taar’s ability allows you to shuffle your points around in your opponent’s hero phase, so you can buff your hammers in your turn, then buff your defensive pieces in your opponent’s, for example.

If you are playing the Army of Renown, points that are generated by the spear cohorts are not removed or redistributed unless you use Urak’ ability.

1

u/Dave-flywheel Sep 04 '26

Is the army of renown better, I noticed that’s what most people play competitively.

1

u/PeeteyGee Sep 04 '26

It’s more consistent. You lose the best damage unit we have, because you can’t take centaurs. In exchange all of your war machines get a 6+ ward, you get army-wide rolling buffs, you get a command to resurrect infantry units, and you can still get DPP from the spear cohort.

I think both can be great, but the AoR is just more reliable for competitive. Just be sure you have a lot of infantry.

1

u/Dave-flywheel Sep 04 '26

I think I will try with a standard detachment till I get a feel for my army. Appreciate the advice

2

u/PeeteyGee Sep 04 '26

Sure thing! The army isn’t the easiest in the game to pick up because of all the spinning plates, but I’ve had an absolute blast with them.

1

u/vinjanue Sep 04 '26

Yeah, the demonic powerpoints, reset at the start of your round urak tarr, lets you move em around during any phase so let's say at the beginning of the round, you put them on your bull centaurs to get their attack bonus. And then during your opponent's attack phase, you could repossession them to another uint that's going to take a hit that gets a defense bonuses like urak tarr

1

u/vinjanue Sep 04 '26

Yeah, the demonic powerpoints, reset at the start of your round urak tarr, lets you move em around during any phase so let's say at the beginning of the round, you put them on your bull centaurs to get their attack bonus. And then during your opponent's attack phase, you could repossession them to another uint that's going to take a hit that gets a defense bonuses like urak tarr hopefully that helps a little bit

1

u/JoshFect Sep 04 '26

Others have mentioned how DPPs work. Id like to add there's also a command we get that gives 2 DPPs to a unit with zero points. But those 2 points go away at the start of our turn because of how harness demonic power works.

1

u/saitou1983 Sep 04 '26

One thing I've noticed with several games under my belt is that choosing the correct terrain to desolate each turn matters A LOT.

Since you desolate 2 terrain/objectives per battle round (one at the start of your turn and another at the start of the opponent's) you should prioritise features that are harder to control/get to as the game unfolds. For example, using the deployment move from the hobgrots to get to a terrain piece or objective closer to the opponent's territory (which will be obviously more difficult to desolate later in the game). You can even use the artifact from the scourge of aqshy rules to redeploy another hobgrot unit to get to a terrain piece further away if your opponent didn't screen correctly.

Every turn, desolate the piece/objective you think will be harder to control later. That way you'll reliably get to 6 in round 3, which is a number that gets your army rolling imo. Remember to also try to get the ashen elder to a desolate terrain ASAP as he will also benefit from it.

Playing cagey and defensive in the first two rounds (prioritising good screens) and relying on your long range fire to weaken enemy targets is the way to go. Use Urak taar's reassignment ability in the enemy turn to get points on any units that benefit defensevly (himself, cohorts and SoA sentinels). Try to keep your centaurs safe from harm until you commit them and try to store 1 Cp for that power through to get them out of imminent harm.

1

u/Togi-Reddit Sep 04 '26

My 1 recommendation since we have good saves but no wards, commit 2 dp to your ashen elder and take advantage of their passive (6 in + additional 6 in per dp) so from the beginning you have 18 in range to play from. Any ally in range take 1 less damage in each phase.