Recently, I did a big battle day. Amongst others, I did a big battle (more on that later), but I also played a battle against a newer player. As I didn’t want to use my super-agressive lists against a newer player, I’d thought to try a Basilean Archtype: Grind.
Here’s the army in all its splendor:

The idea is to use as many high defense units combined with iron resolve and heal/regeneration to keep on the board.
My army lists was as follows:

The general idea is to keep the enemy off my back using the paladin foot guard and men at arms, supported by the phoenixes and bane chants. The two units of knights and the two ogre palace guard were my heavy hitters.
The idea worked pretty well against a newer player. Against a more experienced player, I would have had little defense against mobility. A pair of (for instance) generals on winged beasts on my flank would have wreaked havoc as I’d only have the phoenixes to block them.
The paladins and men-at-arms did what they were supposed to do: delay the enemy. Palace guard are great damage dealers, so provided they can actually hit the enemy, they will do enough damage to rout most enemy units.
The grind-archetype has one large weakness, though. If an enemy can deal with my defense 5+ / 15/17 units in one go, there’s nothing to heal back.
If I were to rebuild this army, I’d need something to deal with high mobilty and some more shooting to take care of chaff. The priest was usually surplus (both in inspire and bane chant), so he can switch out too. I would switch out the priest and a unit of paladins in favour of a unit of sisterhood scouts and a mounted individual.
Pictures of my army and the army of my opponent (salamanders) below:




