How about something like these?
Fighters with the Phalanx Fighter Archetype, using Halberds and Tower Shields.
They're trip specialists, and make good use of teamwork feats to drop opponents within their reach and then punish them when they rise, or simply slaughter them if they stay down.
Give them some favorable terrain like a nice chokepoint to defend, and let the Witch Queen throw spells and hexes over them while they keep the melee fighters off of her.
BODYGUARDS CR 6
Male Human Fighter (Phalanx Soldier) 7
LE Medium Humanoid (Human)
Init +1; Senses Perception +1
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DEFENSE
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AC 27, touch 12, flat-footed 26. . (+10 armor, +5 shield, +1 Dex, +1 deflection)
hp 67 (7d10+14)
Fort +8, Ref +4, Will +6
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OFFENSE
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Spd 20 ft.
Melee +1 Halberd +14/+9 (1d10+7/20/x3) and
. . Gauntlet (from Armor) +12/+7 (1d3+6/20/x2) and
. . Unarmed Strike +12/+7 (1d3+6/20/x2)
Special Attacks Phalanx Fighting, Ready Pike +1 (1/day)
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STATISTICS
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Str 22, Dex 12, Con 14, Int 13, Wis 12, Cha 10
Base Atk +7; CMB +13 (+15 Tripping); CMD 25 (27 vs. Bull Rush27 vs. Drag27 vs. Overrun29 vs. Trip)
Feats Combat Expertise +/-2, Coordinated Defense, Coordinated Maneuvers, Improved Trip, Iron Will, Power Attack -2/+4, Shield Wall, Tandem Trip, Weapon Focus: Halberd
Skills Acrobatics -12, Climb +3, Escape Artist -12, Fly -12, Intimidate +10, Ride -2, Stealth -12, Swim +3
Languages Common, Infernal
SQ Deft Shield -1 (Ex), Stand Firm +2 (Ex)
Combat Gear +1 Full Plate, +1 Halberd, +1 Tower Shield; Other Gear Cloak of Resistance, +1, Ring of Protection, +1
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SPECIAL ABILITIES
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Deft Shield -1 (Ex) shield -1 check penalty, -1 attack penalty for tower shields.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Phalanx Fighting (Ex) Polearms and spears are one-handed if weilded along with a shield.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Shield Wall If you are wielding a shield and are adjacent to an ally with a shield and this feat, increase the bonus of your shield by +1, or +2 if the ally's shield is a large or tower shield.
Stand Firm +2 (Ex) +2 CMD vs. Bull Rush, Overrun, Push, Pull, Trip, save vs. trample.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result