Basilea’s Core choices cover an unusually wide range of battlefield roles. You have cheap unlocks, elite infantry, durable anvils, fast chaff, and some surprisingly dangerous combat units. More importantly, several of these units remain relevant deep into competitive play rather than simply existing to satisfy unlock requirements.
One thing I have noticed while building Basilean lists is that my Core choices often determine the overall identity of the army.
Am I building around elite infantry? I’m probably looking at Monster Slayers or Foot Knights.
Do I want maximum efficiency and unlocks? Men-at-Arms become attractive.
The challenge isn’t finding playable Core choices. The challenge is deciding which ones deserve your limited points.

Gur Panthers
Tier: A
Role: Chaff / Battlefield Control
Optimal Damage vs Def 5: 1.17
Damage per Point: 1.23%
I don’t think I’ve ever regretted taking Gur Panthers.
Speed 10, Nimble, Pathfinder, and less than 100 points is already an excellent package before considering what Basilea actually wants from a chaff unit.
The best Basilean units are often fast and expensive. Elohi, Paladin Knights, Dragons, and various flying heroes all want favorable engagements. Gur Panthers help create those engagements.
I’ve had games where Gur Panthers dealt virtually no damage and were still among the most valuable units in my army. Blocking lanes, redirecting enemy hammers, protecting flanks, contesting objectives, and forcing awkward charges are exactly what they exist to do.
The downside of many units like the Gur Panthers are that they are an auxiliary choice and don’t give unlocks.
Verdict: The best chaff units available to Basilea and an easy inclusion in many lists.

Paladin Monster Slayers
Tier: S
Role: Elite Infantry Hammer
Optimal Damage vs Def 5: 11.11
Damage per Point: 4.36%
I was thrilled when Monster Slayers were introduced.
When 4th edition came out, and hordes were improved I immediately was wishing that we had the option for hordes of Paladin Foot Knights. When fracture released, and Monster Slayers arrived, they were almost exactly what I had hoped for.
They hit extremely hard, maintain Crushing Strength 2 during extended combats, and become absolutely terrifying when attacking Slayer targets.
What I appreciate most is that they fit naturally into the rest of Basilea’s toolkit. They’re durable enough to grind. They benefit greatly from command abilities. They function well inside elite infantry builds.
When you begin looking at damage output relative to cost, they become even more attractive. A 4.36% damage-per-point value puts them among the most efficient Core combat units in the entire army before you factor in the increased effectiveness against slayer targets.
There are very few situations where I would be unhappy to see Monster Slayers in a Basilean army list.
They hit hard enough to threaten elite targets while remaining durable enough to survive the counterpunch.
That’s a difficult combination to find.
Verdict: One of the premier combat units available to Basilea and a cornerstone of many infantry-based armies.
Men-at-Arms Horde
Tier: A
Role: Budget Anvil
Optimal Damage vs Def 5: 4.17
Damage per Point: 2.53%
If Fourth Edition has taught me anything, it’s that hordes matter.
The larger the unit, the more opportunities Iron Resolve has to generate value. Men-at-Arms Hordes benefit enormously from this dynamic.
At only 165 points, they provide a surprisingly durable block of infantry that can anchor a section of the battlefield without consuming a massive portion of your list.
What surprised me when I started looking at the numbers is that their damage efficiency is actually fairly respectable. A 2.53% value is significantly stronger than many players probably assume for what is essentially a budget infantry unit.
They aren’t flashy.
They aren’t going to dominate games through raw combat power.
What they do exceptionally well is absorb punishment while allowing the rest of your army to invest points elsewhere.
Verdict: Excellent value and one of the strongest budget infantry options available to Basilea.
Men-at-Arms Regiment
Tier: B
Role: Cheap Unlock
Optimal Damage vs Def 5: 2.00
Damage per Point: 2.11%
There are times when efficiency matters more than power.
Men-at-Arms Regiments exist largely to fill that role.
If your goal is to unlock more expensive pieces while spending as few points as possible, these guys do exactly what they’re supposed to do.
For 95 points, you get a unit that can defend a flank, hold an objective, or create unlocks without demanding significant investment.
The thing that surprised me most from the numbers is how efficient they actually are. A 2.11% damage-per-point isn’t spectacular, but it’s far from embarrassing for a unit whose primary role isn’t combat.
They’re not exciting.
Nobody builds a Basilean army because they’re excited about Men-at-Arms Regiments.
But they quietly solve a lot of army-building problems.
Verdict: Not glamorous, but highly effective at their intended purpose.

Paladin Foot Knights
Tier: B
Role: Elite Infantry
Optimal Damage vs Def 5: 5.00
Damage per Point: 2.94%
I may be more emotionally attached to this unit than I should be.
Every time I revisit my Basilean lists, I find myself including Paladin Foot Knights.
Defense 5, Melee 3+, Crushing Strength 1, strong command ability support, and excellent durability should theoretically push them higher in the rankings.
The damage numbers are good. Nearly 3% damage-per-point makes them one of the stronger infantry combat units available.
The problem is cost.
As much as I enjoy using them, I increasingly find myself realising what I am giving up by investing so heavily into Foot Knights.
That doesn’t mean Foot Knights are bad.
Far from it.
I still run them regularly and continue to have success with them.
I particularly like them in armies featuring strong ranged support. If my opponent is forced to advance toward me, Foot Knights become much more comfortable and often get the engagements they want.
Verdict: Strong, durable, and dependable, even if they aren’t quite as efficient as some of the alternatives.
Paladin Foot Knights (Two-Handed Weapons)
Tier: B
Role: Offensive Elite Infantry
Optimal Damage vs Def 5: 6.67
Damage per Point: 3.92%
The two-handed version presents an interesting tradeoff.
You gain a very noticeable increase in damage output and become significantly more threatening once combat begins.
The numbers support that conclusion. Jumping from 2.94% to 3.92% damage-per-point is a massive increase in offensive efficiency.
The issue I keep returning to is role overlap and defensive reduction.
If I’m specifically looking for a high-damage infantry unit with Crushing Strength 2, Monster Slayers often fill that role more effectively while still retaining a high defensive statline because of their horde.
However, Monster Slayers are unique, so if you are looking for several units that can fill this role in your army, they are a legitimate option.
Verdict: Strong offensive infantry that happens to live in a very crowded section of the army list.
Sisterhood Infantry Regiment
Tier: C
Role: Aggressive Light Infantry
Optimal Damage vs Def 5: 3.75
Damage per Point: 3.00%
I actually think there’s potential here.
15 attacks, Wild Charge and Vicious create a surprisingly dangerous profile for what is essentially light infantry. Combined with above-average attacks and respectable nerve, they can absolutely punish opponents who underestimate them.
What’s interesting is that their 3.00% damage-per-point is better than both Men-at-Arms variants and standard Foot Knights.
The issue isn’t damage.
The issue is durability.
Defense 3 feels noticeably different from most of the units that attract me to Basilea.
Verdict: Interesting offensive infantry that doesn’t naturally complement my preferred Basilean playstyle.
Sisterhood Infantry Horde
Tier: B
Role: Aggressive Horde Infantry
Optimal Damage vs Def 5: 7.50
Damage per Point: 3.41%
I like the Horde more than the Regiment.
With 25 Nerve, the Defense 3 becomes much less concerning because the unit simply takes time to push off the table.
The offensive output is respectable, and the efficiency numbers are actually quite impressive. A 3.41% damage-per-point places them ahead of standard Foot Knights.
My challenge with Sisterhood Infantry has always been that they don’t naturally fit how I prefer to play Basilea.
When I build this army, I tend to gravitate toward durable Defense 5 units, elite infantry, healing support, and grinding power. Sisterhood Infantry pulls the army in a slightly different direction.
Verdict: Better than I give them credit for, but not a natural fit for my preferred Basilean playstyle.
Men-at-Arms Crossbows Regiment
Tier: D
Role: Budget Shooting
Optimal Damage vs Def 5: 1.67
Damage per Point: 1.45%
This is one of the few Core units in Basilea that I almost never consider.
The shooting output simply isn’t high enough to justify the investment, especially when compared to the other tools available within the faction.
If my goal is ranged pressure, I’m reaching for Cannons.
If my goal is utility, I’m looking at War Priests.
If my goal is unlock efficiency, standard Men-at-Arms do the job better.
The efficiency statistics largely support what I’ve experienced on the table.
Verdict: The weakest Core option available to Basilea and one I would generally leave at home.
Men-at-Arms Crossbows Horde
Tier: C
Role: Core Shooting
Optimal Damage vs Def 5: 3.34
Damage per Point: 1.76%
If you’re determined to bring Core shooting, this is probably the version to consider.
The Horde gains better efficiency, benefits more from Iron Resolve, and generally feels more durable than the Regiment.
Unfortunately, I keep running into the same conclusion.
Basilea has better shooting elsewhere.
Cannons are stronger.
War Priests are more flexible with Lance and Blizzard.
The statistics aren’t awful, but they aren’t compelling enough to overcome the competition.
Verdict: Playable, but usually overshadowed by stronger shooting choices elsewhere in the army.
Final Thoughts
The Core section is significantly stronger than many players initially realize.
Monster Slayers are the obvious standouts for me.
The biggest surprise from reviewing the numbers was seeing how well Sisterhood Infantry and Two-Handed Foot Knights perform. Those units are extremely efficient offensively.
If I’m building a competitive Basilean army today, I am trying to include a unit of Monster Slayers as well as several auxillary units of Gur Panthers as a starting point. One wins combats. The other sets you up for them.


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