We March as One Unit Tier List
A campaign-focused tier list for every shape in We March as One, with the reasoning behind each placement and the levels where it changes.
Tier lists for this game need a disclaimer up front: We March as One does not show unit stats, so nobody — including the people writing tier lists — has a clean damage-per-second table to sort. What you can rank is how often a shape earns its gold across the 50-level campaign, which is a different and more useful question.
This list is for Campaign and Muster, where you pay for units and keep them. Tactics hands you a fixed army, so its rankings are in the Tactics mode guide→ instead.
The tiers
S — Circles
Circles are not the flashiest unit and they are the most important one. Three reasons:
- They are the cheapest source of depth, and depth is what keeps a line alive after the first exchange.
- They are the only shape that can be crowned as The King, which turns one circle into a 10x health and damage anchor with a 30% movement aura.
- Every campaign level can be won with a circle core plus one specialist. The reverse is not true.
A tier list that puts circles anywhere below the top is ranking flavour, not value.
A — Triangles, Squares
Triangles are the best pure damage shape. They convert a local advantage into a breakthrough, which is how you actually finish levels rather than grinding. Their weakness — fragility in a long fight — is solved by painting them behind something else, not by replacing them.
Squares are the best defensive shape and the cheapest way to stop a flank from collapsing. They lose value on timed levels where slow wins are losses, which is the only reason they are not S.
B — Diamonds, Hexagons
Diamonds are the flexible filler. They never solve a problem alone, but they make every other shape's formation work better, and they are cheap enough to paint in volume.
Hexagons are the coverage shape. On open maps they screen and occupy space efficiently; in corridors they are wasted. Map-dependent, hence B.
C — Pentagons, Rhombi
Pentagons are strong but expensive. A pentagon line is a real commitment, and most campaign levels can be solved more cheaply with squares plus depth. They shine in the few levels with an independent side lane.
Rhombi are the corridor specialists. In a city street or a bridge they are excellent value; on open ground they are the worst shape in the game. That is a C, not an F, because the campaign has enough corridors to justify owning some.
Do not read S tier as "buy only circles". A circle-only army stalls at the city levels because it has no answer to concentrated enemy pushes. The tiers rank value per gold, not a complete strategy.
Why the ranking changes by level
Three level properties move a shape up or down:
- Front width. Wide open maps reward hexagons and wide circle lines; narrow maps reward rhombi and squares.
- Time pressure. Timed levels punish squares and pentagons; untimed grind levels reward them.
- Enemy composition. Dense enemy blocks reward triangles; spread enemy skirmishers reward wide screens.
A shape that feels useless in one act can be the answer in the next. The campaign walkthrough→ flags the levels where the ranking flips.
The tier list as a buying order
If you want to translate the tiers into spending:
- Buy circles until you can paint a five-rank block.
- Buy triangles until you can put a wedge on one flank.
- Buy squares until you can hold both ends of the line.
- Buy diamonds or hexagons depending on whether the next levels are corridors or open ground.
- Buy pentagons and rhombi only when a level demands them.
That order front-loads the units that appear in every battle and defers the specialists until the map asks for them. The upgrade tree guide→ covers the permanent upgrades that sit on top of this.

Common disagreements
"Triangles should be S"
They are the best damage shape, but damage alone does not win levels — surviving the first contact does. Triangles behind a circle screen are S-tier value; triangles as your whole army are a loss. The tier reflects the shape, not the ideal case.
"Circles are boring"
They are. They are also the only unit that can be crowned, and the King's aura makes every circle around him better. Boring and load-bearing beats exciting and situational.
"Rhombi are unusable"
On open ground, yes. In the city levels, a rhombus line in a gate is one of the most efficient purchases in the campaign. C tier reflects that split.
Official source: Steam global achievement stats ↗ — the Combined Arms achievement, for winning a campaign battle with at least five unit types, is unlocked by roughly half of players, which reflects how quickly the campaign pushes you past a single-shape army.
Verdict
If you only remember one line: circles are the army, triangles are the answer, squares are the insurance, everything else is a specialist you buy when the map asks. That is the whole tier list in a sentence.
Sources
- Steam global achievement stats for We March as One ↗
- We March as One on Steam (official store page) ↗
- Steam user reviews for We March as One ↗
FAQ
Is this tier list based on stats?
No, and no honest tier list for this game can be. The game does not expose HP or damage values, so the ranking is based on cost efficiency, how often a shape solves a campaign problem, and player reports from completed runs.
Which unit is best for beginners?
Circles, without question. They are cheap, they can be crowned, and they teach you depth and formation before you start juggling specialists.
Do tiers change after upgrades?
Somewhat. Upgrades that buff a specific shape can move it up a tier, but the structural roles do not change: circles still hold, triangles still break, squares still anchor.
Should I sell units I do not use?
There is no sell mechanic. Units you buy stay in the roster, which is why buying specialists only when a level demands them is the safer habit.
Does the tier list apply to Tactics mode?
No. Tactics gives you a fixed army and removes recruiting, so the question there is placement, not purchase. Use the Tactics guide→ for that mode.

