Kingdoms is the most content-rich expansion ever produced for a Total War game, with four new entire campaigns centered on expanded maps of the British Isles, Teutonic Northern Europe, the Middle East, and the Americas.

In Medieval II, you were only given a tantalizing glimpse of South America, but in Kingdoms, vast tracts of land in both North and South America have been opened up for you to conquer.

All-new factions from the New World are also now fully playable, including the Aztecs, Apaches, and Mayans.

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Greetings! Today I will covering the stats and availability of the Seljuk roster in Roar of Conquest, overhaul of Stainless Steel 6.4. This article should help those who are curious to have a better understanding of how their roster will perform in battle and when certain units will become available in the campaign. The stats you see here will reflect version 4.0 of ROC. Now onto the details!

The Seljuk Sultanate

The Sultanate strategy revolves around their archers, both mounted and dismounted, to weaken their enemies before charging in with their cavalry. When they become available, the Janissaries will become the core of your infantry forces, which will provide excellent ranged firepower as well as staying power in melee. For reference, the unit sizes I will be listing here are when the game is put on 'ultra unit size', Secondary Melee Attack represents the secondary weapon cavalry units use after completing a charge, and the acronym AP stands for armor-piercing. For glory and conquest, on to war!

1) Peasants

peasants 6


  • Unit Size: 200
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0 (Armor 0, Defense Skill 0, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Mustering Hall, (Motte and Baily)

The definition of cannon fodder, they are good for dying or maintaining public order in settlements not on your borders.

2) Levy Archers

levy archers 8


  • Unit Size: 120
  • Missile Attack: 1
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0, (0 Armor, 0 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Bowyer, (Wooden Castle)

Cheap archers, useful for volume of fire on lightly armored targets but little else.

3) Spear Militia

spear militia 9


  • Unit Size: 150
  • Melee Attack: 1
  • Charge: 2
  • Defense: 8 (0 Armor, 1 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Watch, (Town), or Garrison Quarters, (Wooden Castle)

Cheap infantry good for bolstering early-game armies or maintaining public order in settlements.

4) Azabs

azabs


  • Unit Size: 150
  • Melee Attack: 1
  • Charge: 1
  • Defense: 5 (0 Armor, 1 Defense Skill, 4 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Slightly stronger than Peasants, these men are best used as meat shields for better units or to give your archers more time to fire.

5) Saracen Militia

saracen militia 3


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 2
  • Defense: 13 (4 Armor, 2 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

Sturdy and reliable spearmen, good for holding the line against enemy infantry or cavalry.

6) Turkish Archers

turkish archers 1


  • Unit Size: 150
  • Missile Attack: 4
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10, (2 Armor, 6 Defense Skill, 2 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

These men serve as cheap but effective archers, good for weakening enemies down range and capable of serving as light infantry if needed.

7) Turkish Javelinmen

turkish javelinmen 1


  • Unit Size: 120
  • Missile Attack: 11
  • Melee Attack: 2
  • Charge: 1
  • Defense: 9 (0 Armor, 7 Defense Skill, 2 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Good for peppering down enemies at close range, these men are especially good for killing tightly packed enemy formation with their javelins.

8) Turkish Horse Archers

turkish horse archers


  • Unit Size: 80
  • Missile Attack: 4
  • Melee Attack: 4
  • Charge: 5
  • Defense: 1, (0 Armor, 1 Defense Skill, 0 Shield)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

While vulnerable to returning fire, these horse archers are cheap and very easy to field in large numbers, allowing the Sultanate to draw out and overwhelm their enemies.

9) Turkoman Cavalry

turkomans 2


  • Unit Size: 80
  • Missile Attack: 5
  • Melee Attack: 4
  • Charge: 5
  • Defense: 5, (0 Armor, 3 Defense Skill, 2 Shield)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Sheik's Stables, (Castle)

A good horse archer unit, great for drawing out and weakening enemy forces and charging down enemy archers.

10) Dismounted Sipahi Lancers

dismounted sipahi lancers 1


  • Unit Size: 150
  • Melee Attack: 4
  • Charge: 4
  • Defense: 14 (4 Armor, 5 Defense Skill, 5 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These men serve as sturdy spearmen to hold the Sultanate's battle line, making them well worth their cost.

11) Fari Cavalry

fari cavalry


  • Unit Size: 60
  • Missile Attack: 5
  • Melee Attack: 6
  • Charge: 6
  • Defense: 11, (4 Armor, 4 Defense Skill, 3 Shield)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

Strong horse archers, excellent at harassing enemy heavy cavalry and drawing out enemy forces.

12) Sipahi Lancers

sipahi lancers


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 9
  • Secondary Melee Attack: 8
  • Defense: 12, (4 Armor, 5 Defense Skill, 3 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

A sturdy medium cavalry, these men are good for hammer and anvil tactics or going after enemy missile infantry.

13) Ottoman Infantry

ottoman inf 1


  • Unit Size: 120
  • Missile Attack: 4
  • Melee Attack: 5
  • Charge: 3
  • Defense: 15, (4 Armor, 8 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men serve as an excellent hybrid unit, great for killing enemies at range and fighting in melee as a tough medium infantry.

14) Heavy Spearmen

heavy spearmen 4


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 3
  • Defense: 16 (6 Armor, 3 Defense Skill, 7 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

A tough professional spear unit, skilled at holding enemy forces at bay.

15) Sipahi Macemen

sipahi macemen info


  • Unit Size: 120
  • Melee Attack: 7 (AP)
  • Charge: 3
  • Defense: 15 (6 Armor, 6 Defense Skill, 3 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

A strong armor-piercing infantry, these men are a great force for dealing with heavily armored enemy infantry. A new unit for Roar of Conquest that was not in Stainless Steel 6.4.

16) Turkish Ghulams

turkish ghulam cavalry


  • Unit Size: 80
  • Melee Attack: 8
  • Charge: 8
  • Secondary Melee Attack: 6 (AP)
  • Defense: 17, (12 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Amir's Stables, (Fortress)

A strong shock cavalry, these men are skilled both on the charge and in melee combat, even against armored enemies.

17) Hasham

hasham 1


  • Unit Size: 150
  • Melee Attack: 8
  • Charge: 4
  • Defense: 18 (6 Armor, 10 Defense Skill, 2 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Armory, (Citadel)

These men serve as a strong melee infantry, good for dealing with a wide range of enemy infantry.

18) Iqta'dar

iqta dar


  • Unit Size: 60
  • Missile Attack: 5
  • Melee Attack: 5 (AP)
  • Charge: 5
  • Defense: 17, (11 Armor, 4 Defense Skill, 2 Shield)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Citadel of Caesarea

A strong horse archer unit, these men can only be recruited in the region of Caesarea.

19) Hashashim

hashishim 5


  • Unit Size: 120
  • Melee Attack: 10
  • Charge: 4
  • Defense: 20 (6 Armor, 11 Defense Skill, 3 Shield)
  • Attributes: Hide Anywhere
  • Availability: Campaign start
  • Building Requirement: Assassins Guild, (City)

Tough and deadly infantry, this unit is a unique guild-only unit which are an excellent inclusion whenever you can recruit them.

20) Halberd Militia

halberd militia 6


  • Unit Size: 150
  • Melee Attack: 5 (AP)
  • Charge: 4
  • Defense: 10 (4 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A good infantry unit, useful for fighting both enemy infantry and cavalry and holding defensive positions.

21) Hand Gunners

hand gunners 5


  • Unit Size: 150
  • Missile Attack: 11
  • Melee Attack: 5
  • Charge: 3
  • Defense: 11, (4 Armor, 7 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

A short-range gunpowder unit, good for blasting into enemy formations from a defensive position.

22) Heavy Archers

heavy archers 1


  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 3
  • Charge: 2
  • Defense: 16, (6 Armor, 7 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Archery Range, (Fortress)

More heavily armored than Ottoman Infantry, this unit is more effective at range, but less effective in melee combat.

23) Turkish Crossbowmen

turkish crossbowmen


  • Unit Size: 150
  • Missile Attack: 10
  • Melee Attack: 2
  • Charge: 2
  • Defense: 9, (4 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Marksman's Range, (Citadel)

These men provide fantastic armor-piercing bolts from range, helping the Sultanate dealing with their armored enemies.

24) Janissary Archers

janissary archers 1


  • Unit Size: 150
  • Missile Attack: 6
  • Melee Attack: 5
  • Charge: 3
  • Defense: 13, (5 Armor, 8 Defense Skill, 0 Shield)
  • Attributes: Place Stakes
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Militia Barracks, (Large City)

Fantastic professional troops, these men excel in slaughtering enemies at range, and are a force to be reckoned with in melee.

25) Janissary Heavy Infantry

janissary heavy 1


  • Unit Size: 150
  • Melee Attack: 11 (AP)
  • Charge: 6
  • Defense: 16 (6 Armor, 10 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Militia Barracks, (Large City)

Excellent professional troops, these men are skilled at killing armored enemies whether they are mounted or on foot.

26) Qapukulu

qapukulu


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 12
  • Secondary Melee Attack: 7 (AP)
  • Defense: 23 (14 Armor, 6 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Caliph's Stables, (Citadel)

Serving as excellent shock cavalry, these men are capable of going toe-to-toe with most other faction's heavy cavalry in melee.

27) Janissary Arquebusiers

janissary arquebusiers


  • Unit Size: 150
  • Missile Attack: 14
  • Melee Attack: 7
  • Charge: 4
  • Defense: 13 (5 Armor, 8 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Matchlock Event, (year 1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

Excellent professional troops, these are both skilled in shooting down enemies at range with shot and fighting in melee combat.

28) Janissary Musketeers

janissary arquebusiers


  • Unit Size: 150
  • Missile Attack: 26
  • Melee Attack: 7
  • Charge: 4
  • Defense: 13 (4 Armor, 9 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

The pinnacle of the Sultanate's gunpowder infantry, these men are superior in range to their Arquebusier counterparts.

So there you have it, the entire roster for the Seljuk Sultanate! If you like what you see and would like to try out the mod for yourself, you can go download it here: Roar of Conquest 4.0 Now, go forth and conquer!

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darkelf1
darkelf1

The in game screenshots shocked me in 2007,first time to see a game like this, massive group ai battle,only see this in movie before,then played it for 10 years.

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corralonmatsur
corralonmatsur

wow, very good progess

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LemmingAid
LemmingAid

One of the best Total War games if not the best

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Guest
Guest

The best, really :)

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GedweyGarm
GedweyGarm

Why does the mods tab not show any mods?

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Dravilt
Dravilt

Same Here

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derrickcastillo
derrickcastillo

My first game from the Total war series. I spent many months playing this game.

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Loht
Loht

You're all invited to my discord <3 https://discord.gg/h9x7gjs We play mods, and even vanilla campaigns, pvp, talk and stuff. ;)

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Medieval II: Total War: Kingdoms
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Medieval II alongside its expansion is by far one of the best among the Total War Series

May 6 2012 by Boss-1138

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