Basilea is still the “knights‑and‑angels” toolbox: tough infantry, fast hammers, and enough healing to undo the enemy’s best turn. The plan stays simple—hold with Paladins, hit with Knights/Elohi, and patch the holes with Phoenix‑grade Heal—but these parts remain efficient and flexible. (dash28.org, goonhammer.com)
Faction Summary
All metrics are non‑individual units.
| Total units | 34 | 
| Units ≥ Crushing 1 | 9 | 
| Units ≥ Piercing 1 | 4 | 
| Avg points | 162.1 (Global 146.5) | 
| Avg Def | 4.1 (Global 4.3) | 
| Avg Melee | 3.5 (Global 3.7) | 
| Avg Speed | 6.9 (Global 6.4) | 
| Top keywords | Iron Resolve 31, Vicious 13, Thunderous Charge 9, Crushing Strength 9, Headstrong 6 | 
Most Cost‑Effective Units
| Unit | Spd | Shots → 6 Nv | Avg Hits | Pts | Elo | Cost Eff. | %Kill vs Def 4 | %Kill vs Def 5 | Key Rules | 
|---|---|---|---|---|---|---|---|---|---|
| Paladin Foot Guard T | 5 | 21 | 9.0 | 100 | 1478 | 0.99 | 15 % | 0 % | Headstrong, Iron Resolve | 
| Paladin Foot Guard R | 5 | 33 | 10.3 | 150 | 1994 | 0.84 | 24 % | 0 % | “ ” | 
| Elohi R | 10 | 24 | 8.4 | 160 | 1992 | 0.69 | 23 % | 1 % | CS 1, Fly, Inspiring | 
| Men‑at‑Arms Sword H | 5 | 32 | 14.2 | 175 | 2266 | 0.55 | 44 % | 3 % | Iron Resolve | 
| Men‑at‑Arms Spear H | 5 | 32 | 16.9 | 190 | 2367 | 0.53 | 61 % | 6 % | Iron Resolve, Phalanx | 
Why they matter
- Paladin Foot Guard (Troop / Regiment) – Cheap US and a Def 5+/Headstrong/Iron Resolve chassis. Troops body‑block; regiments survive charges and grind back once a Phoenix or Priest tops them up. Dash28 calls them “the anvil every Basilean list needs.” (dash28)
 - Elohi (Regiment) – Flying hammer & mobile reserve. Speed 10 Fly, Me 3+, CS 1, Fearless, Inspiring. Flank threats, war‑engine hunters, clutch counter‑chargers. They rout light targets on impact (~23 % dmg vs Def 4), then heal a pip via Iron Resolve. Goonhammer: “the real reason to play Basilea.” (goonhammer)
 - Men‑at‑Arms Hordes – 25–30 attacks for cheap. Swords delete chaff; Spears’ Phalanx stalls enemy cav. With Heal support they hold long enough for Ogres/Elohi to finish the scrum. Ubiquitous in successful grind lists. (dash28 list spotlight)
 
Tournament List Averages (15 lists, scaled 2300 pts)
| Metric | Value | 
|---|---|
| Units / Scoring | 12.6 / 11.3 | 
| Unit Strength | 23.4 | 
| Avg Speed | 8.3 | 
| Total Attacks | 130.6 (Ranged 23) | 
| Heal sources | 9.5 | 
| Iron Resolve units | 9.2 | 
| Total Nerve | 195 | 
| Expected dmg vs Def 4+ | 59.7 | 
*Power Gini 40 → big hitters concentrated in a few hammers; lose those and the army stalls. See my deep dive on power concentration and Gini coefficients.*
Strengths
- Durability on demand – Iron Resolve stacks with Phoenix, Samacris, and Priest Heal plus Radiance of Life auras. Front‑line units routinely erase 4–6 wounds every round.
 - Fast precision hammers – Speed 8 Paladin Knights and Speed 10 Elohi create a 20–22″ strike threat. Panther Lancers add nimble flanks, Gur Panthers screen. One slip from your opponent = flank charge.
 - Toolbox flexibility – Same list can brick up on an objective, pivot to an alpha strike on turn 3, or redeploy Elohi to patch a weak flank. Palace Guard crack armor, Men‑at‑Arms flood US, Phoenix controls attrition.
 
Counters
- Mass shooting/Gunlines – Elves & Twilight Kin can peel Elohi before contact. Use terrain, vanguard Panthers, and dual‐Phoenix Heal to cross the board intact.
 - High‑unit swarms – Goblins or Ratkin out‑activate and pin your elites. Bring extra chaff and commit hammers together—trading a 300‑pt Elohi for a 110‑pt rabble horde is losing the exchange.
 - Def 6+ bricks – Earth Elementals, Bastion‑backed Dwarfs, EoD constructs. You need Bane‑Chanted Palace Guard or coordinated flank charges. Otherwise pivot to scenario play and out‑score.
 
Quick Play Notes
- Grind Shell – Paladin Foot Guard + Men‑at‑Arms Spear form a Def 5/4 wall. Phoenix + Priest (Heal 6/3) 6–7″ behind. Ogre Palace Guard lurk to punish anything that sticks. Panthers stop enemy hammers lining up multi‑charges.
 - Alpha Wing – Double Elohi + Knight regiment operate as one package. Panthers open lanes; an Abbess or Dragon hero provides Inspiring and extra punch. Look for a decisive multi‑charge turn 2–3, then fall behind infantry.
 - Balanced Core – 1 Foot Guard, 1 Men‑at‑Arms horde, 1 Palace Guard, 2 Elohi. Gives 22–24 US, two speed threats, and redundant Heal. Flip between grind or strike based on matchup.
 
Verdict
Basilea sits upper‑mid‑tier: never an auto‑win, never an auto‑loss. Notably, Scott Holcomb piloted Basileans to a strong finish at the 2025 US Masters—check out the Data & Dice recap or watch his games on the Counter Charge livestream. Love clear battlefield roles, reliable nerve checks, and the visual of angels diving in? Grab your phoenix feathers—just remember every model is pricey, so every mistake hurts.
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Happy crusading—see you on the tables.