Basileans 4th Edition Review – Specialist

If the Core section forms the foundation of a Basilean army, the Specialist section is where most of the army’s killing power lives.

This is the section that contains some of the hardest-hitting units in the faction, but it’s also the section where I find myself making the toughest decisions during list building. Basilea has an unusual amount of internal competition. There aren’t many bad units here. Instead, most of the units are competing against other very good units for the same role.

Let’s start with the unit that is usually at the top of my list.


Paladin Knights

Tier: A
Role: Hammer Cavalry
Optimal Damage vs Def 5: 10.00
Damage per Point: 4.65%

They’re fast, durable, and hit extremely hard for their cost. When looking strictly at optimal damage against Defense 5, they produce one of the highest damage-per-point values in the entire Basilean army list.

What impresses me most is how efficiently they combine offense and durability. Defense 5, nerve 17, and iron resolve 1 means Paladin Knights can survive situations that would destroy many other mounted units.

They also benefit enormously from Basilea’s command abilities. Whether you’re increasing accuracy, improving durability, or setting up critical charges, Paladin Knights are one of the best recipients for support.

Unlike some cavalry units that feel heavily dependent on finding perfect flank charges, Paladin Knights can contribute throughout a game simply by occupying threatening positions and forcing your opponent to respect them.

The only reason they don’t reach S Tier for me is because Basilea has access to Elohi, who occupy a similar battlefield role while bringing Fly and Fearless to the table.

Verdict: One of the most efficient combat units in Basilea and an easy inclusion in many competitive lists.


Order of the Abyssal Hunt

Tier: A
Role: Elite Shock Unit
Optimal Damage vs Def 5: 16.67
Damage per Point: 4.63%

The first time I looked at this unit I was excited in the same way I was excited for Paladin Monster Hunters.

The more I thought about them and reviewed their profile, the more uncertain I became.

Despite costing significantly more than Paladin Knights, the Order of the Abyssal Hunt produces almost identical damage-per-point efficiency. That’s not bad, but many horde type units have significantly higher damage ratios.

Paladin Knights are more flexible, half the base size and easier to fit into a variety of lists. The Order of the Abyssal Hunt delivers its damage as a much larger, more explosive package. When this unit makes contact with the right target, things tend to disappear.

Crushing Strength 1 is also surprisingly valuable here. Many offensive units lose effectiveness after the initial impact. The Abyssal Hunt remains dangerous even during extended combats.

The main drawback is obvious.

At 360 points, you’re committing a massive portion of your army to a single unit. In an already elite faction, that can create significant opportunity cost elsewhere in the list. Being Unique also limits flexibility and removes artifact options which is pretty critical. With a base size of 250x100mm it is extremely likely their charge will be hindered, and there is no way to give them Sir Jesse’s to mitigate that.

Still, the raw offensive capability is impossible to ignore.

Verdict: One of the most destructive units available to Basilea and a legitimate centerpiece threat. Just expect a hindered charge most of the time.


Ogre Palace Guard

Tier: B
Role: Elite Infantry Grinder
Optimal Damage vs Def 5: 8.00
Damage per Point: 3.72%

Defense 5 combined with Crushing Strength 2 creates an excellent grinding profile. Speed 6 is also an advantage that many infantry units would love to possess. There is nothing fundamentally wrong with the unit.

The problem is that every time I build a list, I find myself comparing them against Monster Slayers, Paladin Knights, Elohi, or other elite options. Several of which are core.

That is an extremely difficult comparison to win.

If Basilea had fewer good units, I suspect Ogre Palace Guard would see considerably more table time.

I think they become much more attractive if you’re already planning to run an Ogre Palace Guard Captain and take advantage of the Core unlock interaction.

Verdict: A good unit, but squeezed by intense internal competition.


Sisterhood Panther Lancers

Tier: B
Role: Fast Flanking Cavalry
Optimal Damage vs Def 5: 5.25
Damage per Point: 2.92%

The damage-per-point numbers immediately tell an interesting story here.

Compared to Paladin Knights, Panther Lancers give up a noticeable amount of offensive efficiency. Looking at the profile alone, that’s probably not surprising.

What keeps them relevant is mobility.

Speed 9 and Nimble are give a strong profile that can give you great board control. They allow Panther Lancers to threaten angles, exploit openings, and create pressure that many units simply cannot.

If these existed in a faction with fewer mobile elements, I think they’d be viewed much more favorably. I even took the troops as chaff in place of Gur Panthers before fracture when they got a price increase.

The problem is that Basilea already have better units in both those roles.

Elohi have better range and board control with fly and speed 10, and Gur panthers are speed 10, nimble, and cheaper.

Several flying heroes provide additional competition for the same tactical niche.

As a result, Panther Lancers frequently find themselves competing for roster spots against some of the strongest units in the entire book.

I don’t think they’re weak.

I think they’re victims of being ok inside an army that already has exceptional mobile threats.

Verdict: Fast, flexible, and capable, but often overshadowed by stronger alternatives.


Sisterhood Scouts

Tier: D
Role: Forward Pressure / Scout Unit
Optimal Damage vs Def 5: 1.67 Melee / 1.94 Shooting
Damage per Point: 1.34%

The offensive output simply isn’t high enough to compensate for the other limitations built into the unit.

Scout can absolutely be a powerful rule. In the right army, it can completely reshape deployment and objective play. The problem is that Basilea doesn’t naturally provide the support elements that make Scout feel truly impactful.

Their damage is limited.

Their durability isn’t impressive.

They don’t help solve unlock problems.

And because they’re Specialists, every time you take them you’re giving up access to another premium option.

When I start trimming points from a list, Sisterhood Scouts are usually one of the first units I remove.

That doesn’t mean they’ll never perform well. Every unit in Kings of War has matchups where it can shine.

I simply struggle to identify situations where they become the best choice available.

Verdict: One of the few Specialist choices that I consistently leave at home.


Final Thoughts

The Specialist section contains some of the most threatening units available to Basilea.

For me, Paladin Knights and the Order of the Abyssal Hunt sit at the top of the pile. Both combine excellent offensive efficiency with the ability to force difficult decisions from your opponent.

The interesting takeaway, however, isn’t that those units are powerful. It’s that the efficiency data largely confirms what many Basilean players already suspect after enough games. The units that consistently feel strong are also the units producing the most value for their points.

If I were building a competitive force from scratch, Paladin Knights would probably be my first Specialist selection. The combination of speed, durability, command ability synergy, and best-in-class damage efficiency is simply difficult to pass up.

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