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Cities of Sigmar now have more Spearhead options than almost any other army. There are three standalone boxes (Castelite Company, Fusil-Platoon and the 2026 Zenestra’s Zealots), plus a Cities force in the two-player City of Ash set. This guide explains what’s in each, how their Spearhead rules work and which one suits you. If you like human soldiers, blackpowder guns and a bit of everything, Cities are a great first army.
What’s in each Cities of Sigmar Spearhead box?
Each box is its own Spearhead army with its own rules. You can’t mix them in a Spearhead game, but every model works in a full Cities army later.
| Box | Contents | Plays like |
|---|---|---|
| Zenestra’s Zealots (2026) | Pontifex Zenestra, a Freeguild Marshal and Relic Envoy, a six-model Freeguild Command Corps, 10 Freeguild Steelhelms (19 models) | A tough, fanatical infantry brawl |
| Fusil-Platoon (2025) | Fusil-Major on Ogor Warhulk, Alchemite Warforger, 10 Freeguild Fusiliers, Wildercorps Hunters, Blackpowder Squire (24 models) | A dug-in gunline |
| Castelite Company (2024) | Freeguild Cavalier-Marshal, 10 Freeguild Steelhelms, 5 Freeguild Cavaliers, Ironweld Great Cannon (17 models) | Combined arms: infantry, cavalry and a cannon |
| City of Ash (two-player set) | Jorvan Kreel, a Mallus Forgepriest, 5 Freeguild Gallants, 10 Freeguild Grenadiers (Cities side only) | A mobile skirmish force |
The Castelite Company is the original Cities Spearhead box, announced by Games Workshop in February 2024 as a replacement for the older Vanguard box. City of Ash is a two-player box from spring 2026 that pairs a Cities force (the Sentinels of Embergard) with a Skaven one, plus a board and terrain. If you’d like the Skaven side too, see our Skaven Spearhead guide.
The Spearhead rules
Every Spearhead army has a battle trait that’s always on, a choice of two regiment abilities and four enhancements for its general. Here’s how each Cities force works in plain terms.
Zenestra’s Zealots
The Command Corps’ Whisperblade starts off the table and, from the second round, can pop up within 6″ of an enemy unit. Zenestra herself, the Lady of the Wheel, makes enemies pay for every one of your models they kill in combat. For your regiment ability you pick between letting a unit run and still charge each turn, or boosting the Steelhelms’ control score so they’re very hard to shift off objectives. Enhancements make your general hit harder, give a unit a strong ward for a round, let a unit run a guaranteed extra distance, or give a unit +1 to hit in combat.
Fusil-Platoon
Its battle trait makes your Castelite units harder to hurt if they stayed still that turn, so this army wants to plant itself on objectives and shoot. The regiment abilities either improve one unit’s shooting each turn or let your Wildercorps Hunters come back as reinforcements. The Ogor Warhulk’s enhancements are about bracing against attacks, shield-bashing enemies back and firing at point-blank range.
Castelite Company
Its battle trait, the Officer’s Order, lets you set aside one command each round so you can use it without it being discarded. It needs planning but saves you a lot of resources. You pick between your Cavaliers striking first when they charge, or letting the Great Cannon fire during the enemy’s turn.
Sentinels of Embergard (City of Ash)
Led by Jorvan Kreel, an ex-Wildercorps captain, this force fights, then darts away. Its trait lets a unit that has just fought reposition near Kreel. The regiment abilities favour close-range Grenadier volleys or stubbornly holding ground.
What each unit does
Pontifex Zenestra and the Freeguild Marshal
Zenestra is a priest and an inspiring leader who can bless or curse several units at once. The Marshal hands his Relic Envoy to another unit, which then wounds more easily in combat. Keep both just behind your Steelhelms.
Freeguild Command Corps
In Zenestra’s Zealots the six-model Command Corps is split into an Arch-Knight with retinue and a separate Whisperblade. The Arch-Knight’s group strikes first in your turn, and the Whisperblade is your ambush piece for grabbing a back objective or hitting a lone hero.
Freeguild Steelhelms
Your solid, reliable infantry, found in two of the boxes. They’re not flashy, but they hold objectives and in Zenestra’s force they can even bring fallen comrades back.
Fusil-Major, Fusiliers and Wildercorps Hunters
The Fusil-Major rides an Ogor Warhulk, which makes him far tougher than a normal Cities hero. The Fusiliers are your main shooters, and the Wildercorps Hunters are skirmishers for screening and grabbing objectives. The Alchemite Warforger supports the gunline.
Cavalier-Marshal, Cavaliers and Great Cannon
In the Castelite Company the Cavaliers are your hammer, the Steelhelms your anvil and the Great Cannon your long-range threat. The Marshal rides alongside the Cavaliers.
How to play Cities of Sigmar in Spearhead
All Cities forces share one weakness: humans aren’t very tough. You win by using each unit for its job and making the enemy come to you on your terms.
Deployment
Put your infantry where it can reach objectives on turn one. With Zenestra’s Zealots, keep the Whisperblade in reserve and plan where it will appear. With the Fusil-Platoon, deploy the Fusiliers with clear lines of sight and the Hunters ahead as a screen. With the Castelite Company, place the cannon centrally and keep the Cavaliers ready to strike on a flank.
Turn by turn
- Round 1: Take objectives and don’t charge into anything you can’t beat. Gunlines should shoot at whatever comes closest.
- Round 2: This is when your striking piece goes in: the Whisperblade’s ambush, the Cavaliers’ charge, or Kreel’s Gallants.
- Rounds 3 and 4: Hold what you have. Your Steelhelms or Fusiliers sitting on objectives usually win Cities games.
Common mistakes
- Moving the Fusil-Platoon too much. Its protection only works on units that stood still.
- Using the Whisperblade too early. It’s a one-shot surprise, so save it for a key objective or exposed hero.
- Forgetting your set-aside command with the Castelite Company. Plan it at the start of each round.
- Fighting fair. Your soldiers lose straight-up brawls with elite enemies. Use numbers, objectives and shooting.
Building and painting notes
Each city has its own colour scheme, so pick one you like or invent your own. Steelhelms and Fusiliers are great practice models, so paint a few before you tackle Zenestra, the Warhulk or the cannon. Many of the kits have optional heads and weapons, so check which version the Spearhead uses before gluing. For colours and techniques, see our Cities of Sigmar painting guide.
Expanding beyond Spearhead
All of these kits are regular Cities of Sigmar units, so they move into full games using the battletome. The boxes also combine well: two different Spearheads give you a varied army of around a thousand points. Good next steps are more Steelhelms or Fusiliers for numbers, a wizard such as a Battlemage, and a big centrepiece like a Steam Tank or Cogfort. Our Cities of Sigmar army hub collects all our Cities guides, and our army builder tools guide will help you plan a list.
Where to Buy the Box
If you want the Zenestra’s Zealots box covered in this guide, it is listed on Amazon US through third-party sellers. Check that the listing still shows the same box before you buy, since stock and sellers change.

Price details
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Frequently Asked Questions
Which Cities of Sigmar Spearhead should I buy first?
Zenestra’s Zealots is the newest and most straightforward: tough infantry and a strong leader. Pick the Fusil-Platoon if you like shooting, or the Castelite Company if you want a bit of everything, including cavalry and a cannon.
Can I mix models from different Cities Spearhead boxes?
Not in Spearhead. Each Spearhead force has a fixed list of units. In normal Age of Sigmar games, though, you can mix them freely.
Is City of Ash a good way to start Cities of Sigmar?
It’s a good choice if you want to play with a friend, because you get two complete Spearhead armies plus a board and terrain. The Cities side is smaller than a standalone box, so you’ll want more models sooner if you collect only Cities.
Where are the Cities of Sigmar Spearhead rules?
Each force’s rules are in the Warhammer Age of Sigmar app and Games Workshop’s Spearhead publications. They get updated occasionally, so check the app for the latest versions.
Are Cities of Sigmar good for beginners?
Yes, as long as you enjoy tactics. Your units each do one job well, so you’ll learn the game’s basics quickly. They’re less forgiving than tougher armies like Stormcast Eternals. Our best armies for beginners guide compares them.
What size board do you need for Spearhead?
Spearhead uses a board of roughly 30″ by 22″, about half the size of a standard Age of Sigmar battlefield, so a kitchen table is plenty. The two-player boxes and Spearhead gaming packs include a board this size. If you don’t have one, mark out the area on any flat surface and add a few pieces of terrain.
How long does a Spearhead game take?
Usually about an hour. A Spearhead battle is four battle rounds with small, fixed forces, so there’s much less to track than in a full game of Age of Sigmar. Your first few games will take longer while you learn the rules and cards. Once you know your force, you can often fit two games into an evening.
Related Content
- Cities of Sigmar – Warhammer Age of Sigmar Guide — apply this guide to a specific army
- How to Play Warhammer 40k — Complete Beginner’s Guide — learn the core rules of Warhammer 40K
- Ossiarch Bonereapers Spearhead — Box Review & Guide — explore another helpful guide
- All Warhammer 40k Factions Ranked — Tier List — see which factions rank highest
