Samstag, 18. Januar 2025

City States Review: Tier List and Beginner Insights (english)

Hi everyone,

In our player group around Bremen and Bremerhaven, there are currently several new City States players. Many of them have asked me if there’s a guide for this faction. I also often receive requests for shorter articles with a tier-ranking system.

Personally, I’m not a big fan of tier rankings, as I’ve explained in my meta articles, since they are often highly subjective. However, I want to meet the wishes of many readers and have created this article. If you like it, feel free to leave a comment! But if you still prefer the more detailed articles, let me know that as well.

Tier Rankings:
Evaluating units in Conquest is often complex and heavily influenced by one's own playgroup. Many units only realize their full potential in combination with others, making it difficult to assess them in isolation. For this analysis, I’m assuming that each unit is operating at its full potential within the army. The goal is not to identify the mathematically most cost-efficient unit but to evaluate each choice based on its role and impact. This approach is inherently subjective. Here is the classification:

  • S-Tier:
    Units that are considered overpowered due to their rules or efficiency. They are often seen as must-picks because they improve nearly any list.

  • A-Tier:
    These units are among the best in an army. They excel in their roles and often form the core of tournament lists.

  • B-Tier:
    Solid and balanced units with strengths and weaknesses. They fulfill their roles well but have clear limitations. In my opinion, all regiments and characters should ideally fall into this category.

  • C-Tier:
    Units that are rarely seen and appear weaker compared to similar options. They often have room for improvement but are playable, albeit less efficient than their alternatives.

  • D-Tier:
    Units considered unplayable or in dire need of a rework. For newer factions, this may be due to them relying on synergies with future releases.

S-Tier

Aristarch
The Aristarch is the most commonly used Warlord of the City States, and for good reason. His Warband has access to Chariots, and his Supremacy ability is simply outstanding. With +1 Movement for activated regiments from the Strategic Deck and a one-time free double activation, he brings immense tactical flexibility to the game. Additionally, he is an excellent fighter with 6 attacks and can become a serious threat when equipped with either the Atlantas Spear or the Blade of Eakides. One of these weapons is almost always part of his gear, often paired with a Mastery. Initiative is a popular choice for the extra movement, although I personally avoid it due to its predictability in the Strategic Deck. Alternatively, Expert Scouts is often used to position units like Agema or Selinoi early in the game.
As if that weren’t enough, he has two Battlefield Orders to protect his regiment, brings R4, and grants Unstoppable to the regiment he joins. Overall, a powerful character.

Polemarch
The Polemarch is an excellent fighter, solid supporter, interesting Warlord, and boasts a versatile Warband. Like the Aristarch, he has two excellent Battlefield Orders but can carry up to two pieces of equipment. Most often, he is equipped with the Blade of Eakides for Cleave 4 and Aristia as a Draw Event, which provides an automatic +5" movement charge for a regiment within 8". Occasionally, the Primodynamic Globe is used, particularly against magic-heavy opponents like the Sorcerer Kings or Dweghom. In melee combat, the Polemarch shines thanks to his equipment and Flurry. With the Blade of Eakides, he almost guarantees 5 hits with Cleave 4, which most enemy troops will prefer to avoid. This, combined with Resolve 4 and Unstoppable for the regiment he joins, makes him a welcome addition to almost any unit, most commonly found with Hoplites or Agema.

Talos
The Talos is big, expensive, and extremely resilient (D3 + Shield, R4, W20, Hardened 2, Fearless). Although it has a limited number of attacks, its main task is to Move and Charge into a zone and survive there. As it counts as 6 Stands for scoring purposes, it is exceptionally suited for this role, while its mere presence puts pressure on the opponent. Thanks to Flank, it pairs perfectly with other heavy units. The most popular equipment is the Mask of Eris, which grants Unstoppable to the Talos and Titans within an 8" radius.

War Chariots
The Chariots are the dream of every City States player. If they weren’t a Restricted choice, you could build entire armies around them and likely win. They are mobile, durable, and provide solid ranged attacks. Thanks to Flank and their ability to score, they offer immense versatility. Additionally, you get two units for just one slot, making them even more attractive. Personally, I prefer the Skorpios, and seeing 2 to 4 Chariots in almost every list is common. The War Chariots are so strong that you sometimes feel they have a few too many special rules.




A-Tier

Agema
With Movement 6, Clash 3, 5 Attacks, Cleave 1, and Fluid Formation, Agema are already among the stronger units. With the option for Flurry and the Sacred Band Veterans, which are almost always included, this unit is one of the best in the faction. The cost of 220 points for the unit with Veterans is justified since the Veteran provides an extra wound and an additional point of Cleave for the same cost as a standard stand. A minor drawback is their D2 + Shield and 4 wounds, but thanks to characters like the Polemarch, they can obliterate almost anything on a charge. With Fluid Formation, the Aristarch’s Supremacy, and Aristia, their charges are virtually guaranteed.

Clockwork Hoplites
This unit earns its A-Tier status when an Eidolon or Mechanist is played as the Warlord. With the "Anicythian Alloy Guards" modification, they gain access to Movement 6 and Double Time, making them better Hoplites and one of the best anvils in the game. With D3 + Shield, Hardened 1, and 5 wounds, they also suffer no morale damage thanks to the Automata rule. While the additional stands are expensive at 70 points, they still hit reliably. Thanks to Flurry, an MSU averages around 7 hits with Cleave 1, even if they cannot Inspire themselves. Generally, however, 5 stands are preferred over 3.

Minotaur Haspists
A slightly more controversial pick for A-Tier, but I value their Movement 6, Vanguard, and Medium classification, which allows them to reach most zones immediately. With 6 wounds per stand and D2 + Shield, they are durable and hit decently with two impacts and 4 Cleave 1 attacks. I would include one unit in every list, and two are also a worthwhile investment.

Phalangites
Recent updates have significantly improved this unit. In addition to Clash 3, they now have access to a Sacred Band Veteran, allowing them to deal solid damage. They are often paired with Dorilates for Relentless Blows, which is particularly effective with their 5 attacks and Support 3. They synergize perfectly with an Aristarch who joins them, further increasing their damage potential. Typically, players field blocks of 5+ stands plus an Auxiliary stand. They also benefit from the Aristarch’s Movement Supremacy and the Initiative Mastery. Their Pike Formation is a strong counter to Impact Cavalry and Nords in general. The fact that Phalanx now allows Inspire on the charge and grants +1 Resolve in the front arc is another significant and welcome advantage.

Selinoi
Although many consider this light unit weak, I would never go into battle with fewer than two. In Lübeck and Bremen, they are frequently played, with every list including two of them. They help push the reinforcement line forward early and often win ranged skirmishes thanks to Loose Formation. Alternatively, they can harass from the flanks with Barrage 4 and Volley 2 or act as a living shield. Even in melee combat, they perform well with Clash 2, 4 attacks, and D2 R3. All this for an absurdly cheap cost of 130 points.

Thorakites
With Movement 6, Fluid Formation, built-in Vanguard, and access to a Cleave 3 "cow," Thorakites are incredibly versatile. With a character carrying the Standard of Last Oration, the Torque spell from the Mechanist, or the Eidolon, they can even score objectives. They are most effective in pairs, accompanied by a character with Initiative to overwhelm inattentive opponents early. However, against players skilled in early-game strategy, Thorakites can quickly backfire, as their D2 + Shield and 4 wounds make them susceptible to breaking and dying quickly.

B-Tier

Ippacharos
For just 100 points, you get a solid hero with Dread and Cleave 1, which is already very good. Unfortunately, he can only join the Companion Cavalry, which is decent but falls behind other strong units in the faction. Ippacharos is often used as a Warlord due to his Supremacy, which offers good battlefield control, though I find it inferior to the Aristarch’s Supremacy. He’s often equipped with the Blade of Eakides and the Long Lineage mastery to choose two equipment options. With Aristia, cavalry blocks with 5 stands can deliver an impressive 13" auto-charge or 21" move-charge, rapidly entering the fray. Another option is the Inscription of Impact Resistance, which provides Tenacious as a Draw Event. However, Ippacharos does not provide his regiment with Unstoppable, which makes him a solid but not extraordinary character compared to the top-tier options.

Companion Cavalry
With Movement 8, this cavalry is fast and offensively capable, boasting 3 impacts and 6 attacks, which is solid with Clash 3. The cost of 140 points for the regiment and 40 points for additional stands is reasonable. Their only drawback is their fragility at D2 E1, and they are less cost-efficient compared to the much stronger War Chariots. However, the cavalry works well as an MSU (3 stands) to threaten flanks or as a larger block to deliver impactful charges. Their susceptibility to damage must be considered—Dread helps, but with D2, R3, and W4, the riders die quickly.

Eidolon
The Eidolon is a solid fighter with its Combat Directives and Modifications. It is most commonly used when unlocking Clockwork Hoplites or enabling Thorakites to score objectives via the Alternate Soma. This combination allows for an interesting and competitive playstyle. Its other Warband options are acceptable, but its strongest choices are often achievable through other means.

Mechanist
The Mechanist is often played as a Warlord when using Clockwork Hoplites. He benefits from being able to purchase a Modification or Relic, significantly enhancing the Hoplites. Particularly useful equipment includes the Anticythian Alloy Gears and the Chrysaor’s Helmet. Combined with spells like Aggression Directive or Clockwork Parade, these units become very formidable. Alternatively, the Mechanist is frequently seen in a Thorakites regiment with the Standard of Last Oration, as he strengthens the regiment and enables a second regiment to score with Torque. However, I find Torque’s 5 dice too unreliable.

Hephaestian
Alongside Talos, the Hephaestian is one of the most commonly seen Titans. While it struggles with low attack values, its Trident Strike spell compensates, often succeeding with an Attunement of 4. This spell also benefits from Terrifying 2 against engaged opponents. It’s essential to generate enough hits through Clash or impacts beforehand to reach the 4 required successes for the spell. Additionally, the Hephaestian is very durable with D3, Hardened 1, and Resolve 4.

Hoplites
Hoplites are cost-effective and benefit significantly from the Phalanx change, allowing them to Inspire on the charge and gain +1 Resolve in the front arc. With D2 + Phalanx + Shield, they achieve D4 in the front and often have Resolve 4 with a Polemarch, plus a size bonus. Players typically also add the Dorilates, the Haspist "cow," and 2-4 additional stands to form a solid frontline capable of holding off opponents. The damage is then dealt by the cow and the hero. In Bremerhaven, the Polemarch is often used as a Warlord alongside Hoplites, as Clash +1 and Tenacious provide a notable advantage. Though standard Hoplites with only Clash 2 (without Inspire) deal relatively low damage, they remain a good choice even without this combo. They are usually deployed 5-wide if the battlefield allows, with one flank protected by terrain or the board edge, as the regiment is otherwise vulnerable to flanking attacks.

Minotaur Thyreans
These two-handed Minotaurs are excellent armor-breakers. With 3 impacts, 5 attacks featuring Brutal Impact 1, Linebreaker, Cleave 3, and Terrifying 1, an MSU (3 stands) is sufficient to eliminate nearly any MSU lacking Hardened or Evasion. Their only weakness is their fragility, with D2, R1, R3, and W6 making them vulnerable to ranged attacks. However, their 18 wounds and Tenacious still provide decent durability. Personally, I find their lack of Unstoppable more problematic, as it leaves them reliant on good charge rolls against their preferred targets, like Praetorians or knights. Nonetheless, their ability to destroy 2 stands of Praetorians with D5, Tenacious, and rerolling 6s per round is not to be underestimated.

C-Tier

  • Promethean Oracle
    A medium monster hero that is quite expensive and buffs other Titans. If the City States didn’t have Talos, it might be an option since its Mainstay is a medium Titan. I’ve seen lists with 6 Titans, but in my opinion, they are not competitive. As a Warlord, it buffs Titans reasonably well, but there are simply too few cards available. The fact that it provides Unyielding when equipped with the Dori is nice, but this can also be achieved more cheaply with the Polemarch. Nevertheless, the Promethean Oracle is quite durable with D3, R4, Hardened 1, and Tenacious and performs well for a medium Titan. For the Nords, it is more interesting because it counts as 6 stands there.

  • Inquisitors
    For 180 points, there are many alternatives in the army that fulfill a clearer purpose. Essentially, this is a damage-dealer unit that is moderately armored with D3, E2, R4, and 5 wounds. They can operate autonomously, but the fact that only the Eidolon can join them doesn’t help, as the Polemarch and the Aristarch can buff a regiment much more effectively. With Movement 7 and Unstoppable, they can usually reach the charge, which, with Impact 3, 6 attacks, Cleave 1, and Flurry, is okay despite Clash 2—but only okay. Exceptions exist when using the Eidolon’s Dark Hand of the Scholae, which grants them Terrifying 2 against certain targets. In those cases, they can become a significant threat to the opponent.

  • Promethean
    The medium Titan is rarely seen, as despite solid offensive stats (Impact 5, A11, Cleave 2, Terrifying) and defensive abilities (D3, R4, W16, Hardened 1), it is a support unit whose support spells only trigger after landing enough hits. This often forces suboptimal placement and/or activation sequences—usually both. If executed well, however, it rewards players with rerolling 6s for armor and morale saves, bringing Hoplite resilience close to that of Clockwork units. It would have been better if the Promethean could simply cast the spell and grant +1 Clash without preconditions. As it stands, it competes with too many other regiments for the medium slot.

  • Satyroi
    Either you love them, or you think they’re pointless. The idea of appearing in the opponent’s deployment zone starting in round two (from the sides, not the back) is tempting, but for 200 points, their stats are mediocre. With Vanguard, Fluid Formation, Opportunist, and Cleave 1, they do have the potential to deal significant flank damage. However, experienced players will set up their battlefield to deny Satyroi an effective entry point, forcing them to take a long and awkward path. This can put pressure on the opponent but, in practice, usually only works against newcomers.

  • Sacred Band
    Fundamentally solid, but being "Heavy" is a death sentence in an army with two heavy options that fulfill similar roles far better. As such, they are usually bought only as Auxiliary Stands, which happens frequently. The ability to cast spells on regiments with Sacred Band Veterans does not change the fact that I have never seen this regiment in a competitive list. They do have Movement 6, Cleave 2, 5 attacks per stand, D3, R4, and W5, are Fearless, and can cast a healing spell, making them a viable but suboptimal choice.

D-Tier

In my opinion, the City States do not have any unplayable choices.



How to Start with the City States

As mentioned in the faction breakdown, I would currently always recommend purchasing a 5th Anniversary Starter Set (e.g., available at Kutami for €128), as it offers the best value for money. This set combines perfectly with the current and the new 2-Player Starter Box (e.g., available at Kutami for €152, splitting the cost to €76 per side). After that, you’ll only need two to four additional boxes (€32–56 each) to build a solid 2,000-point army for approximately €400. If you can acquire the contents of the 2-Player Starter Box at a lower price, it can be even cheaper. However, I would still budget for €400, as you’ll likely want two chariots and some auxiliary stands for your army.

In addition to these cost-effective starting options, Para Bellum also offers two 2,000-point starter armies. Whether you choose "Hammer and Anvil" (e.g., at Kutami for €450) or "Tip of the Spear" (e.g., at Kutami for €396) comes down to personal preference. Thanks to the numerous dual kits (kits that can build, for example, Hoplites or Phalangites, or the Promethean or Hephaestian), there’s plenty of room for customization. Your choice will also depend on whether you prefer playing large blocks, cavalry, etc.

Instead of writing an army list myself, I’d like to present one from one of my battle reports. Benny (Discord: Cullexuss) lost against me but managed to win a tournament in Hamburg with this list. Additionally, he achieved a 2:1 record with a similar list at the Bremerhaven tournament in May 2024. What I particularly like about this list is that it’s mixed and doesn’t include duplicates (except for the chariots).

The City States [2000/2000]

== (Warlord) Aristarch [130]: Blades of Eakides 

  • Talos (1) [260]
  • War Chariots  (2) [260]: Skorpios
  • Selinoi (3) [130]
  • Hoplites (6) [275]: Dorilates, Minotaur Haspist Auxiliary

== Polemarch [140]: Aristia, Atalanta's Spear

  • Minotaur Haspists (3) [180]
  • Agema (3) [195]: Andromachos
  • Minotaur Thyreans (3) [190]
  • Hephaestian (1) [240]

Link to the Battle Report from the Second Match at the Fifth Lübeck Tournament

At the time of the tournament, Benny hadn’t yet built any Veterans, so they weren’t included in his list. However, the beauty of this list is that it still works excellently and serves as a great example of a balanced, mixed composition that I can wholeheartedly recommend.

Best regards,


Hanna

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