Roar of Conquest is an overhaul mod for Medieval II which combines Stainless Steel with Broken Crescent, while also introducing new mechanics, extensive unit and faction balancing, and more.

Post news Report RSS Roar of Conquest: Almohad Caliphate Roster

Detailed description of the Almohad Caliphate roster.

Posted by on

Greetings! Today I will covering the stats and availability of the Moorish roster in Roar of Conquest, overhaul mod of Medieval II. 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.

Note: The stats you see here have been updated for Roar of Conquest: The Late Middle Ages VIII. Now onto the details!


The Almohad Caliphate

The strategy of the Moorish military is to weaken the enemy through missile fire before engaging them in melee. Each arm of the military must support the other; if done properly, the Moors will dominate their enemies in battle! 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. In the name of the Blessed Prophet, let Iberia unite under the teachings of Islam!

1) General's Bodyguard

me bodyguard info


  • Unit Size: 32
  • Melee Attack: 8
  • Charge: 12
  • Secondary Melee Attack: 8 (AP)
  • Defense: 27 (Armor 15, Defense Skill 8, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Fortress

The bodyguard unit for your characters and generals in the early campaign. A study unit, but not invincible; be careful with them in battle.

2) Spear Militia

ME Spear Militia info


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 1
  • Defense: 8 (Armor 1, Defense Skill 2, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Watch, (Town), or Mustering Hall, (Motte and Baily)

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

3) Nubian Spearmen

nubian spearmen info


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 3
  • Defense: 10 (Armor 1, Defense Skill 5, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

A decent light spear infantry, these men will help hold the line so the cavalry can do the killing.

4) Levy Archers

ME Peasant Archers info


  • Unit Size: 150
  • Missile Attack: 2
  • Melee Attack: 2
  • Charge: 1
  • Defense: 6 (Armor 1, Defense Skill 2, Shield 3)
  • 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.

5) Desert Cavalry

desert cavalry info


  • Unit Size: 60
  • Missile Attack: 10
  • Melee Attack: 3
  • Charge: 5
  • Defense: 5 (Armor 1, Defense Skill 2, Shield 2)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

A fast light cavalry, good for skirmishing down heavier units or chasing routing units.

6) Lamtuna Spearmen

lamtuna spearmen info


  • Unit Size: 200
  • Melee Attack: 6
  • Charge: 4
  • Defense: 16 (Armor 7, Defense Skill 5, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A tough spear unit, excellent for holding the battle line against most enemies.

7) Moorish Swordsmen

moorish auxiliaries info


  • Unit Size: 150
  • Melee Attack: 4
  • Charge: 3
  • Defense: 14 (Armor 5, Defense Skill 6, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A useful medium infantry, good for taking on enemy spearmen or archers.

8) Granadine Infantry

granadine infantry info


  • Unit Size: 150
  • Missile Attack: 13 (AP)
  • Melee Attack: 8
  • Charge: 4
  • Defense: 18 (Armor 7, Defense Skill 7, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A powerful javelin infantry that serve as strong infantry unit in melee.

9) Christian Crossbowmen

christian crossbowmen info


  • Unit Size: 150
  • Missile Attack: 9 (AP)
  • Melee Attack: 4
  • Charge: 3
  • Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

These men are very useful unit, valuable for whittling down heavily armored enemies in the early campaign.

10) Granadine Jinetes

granadine jinetes info


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

These fast cavalry are excellent at harassing the enemy with their javelins or charging into melee against missile infantry.

11) Crossbow Militia

me crossbow militia info


  • Unit Size: 150
  • Missile Attack: 7 (AP)
  • Melee Attack: 4 (AP)
  • Charge: 3
  • Defense: 10 (Armor 2, Defense Skill 4, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A sturdy militia unit, useful for shooting down armored enemies from a safe position.

12) Berber Heavy Archers

berber heavy archers info


  • Unit Size: 150
  • Missile Attack: 4
  • Melee Attack: 7 (AP)
  • Charge: 3
  • Defense: 16 (Armor 8, Defense Skill 5, Shield 3)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

An excellent hybrid unit, good for peppering enemies at range or fighting in melee against most infantry.

13) Granadine Lancers

granadine lancers info


  • Unit Size: 80
  • Melee Attack: 8
  • Charge: 12
  • Secondary Melee Attack: 7
  • Defense: 16 (Armor 5, Defense Skill 7, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Amir's Stables, (Fortress)

These men serve as a strong medium cavalry, able to devastate most enemies on the charge.

14) Fari Cavalry

sipahis info


  • Unit Size: 80
  • Missile Attack: 5
  • Melee Attack: 6 (AP)
  • Charge: 6
  • Defense: 13 (Armor 6, Defense Skill 4, Shield 3)
  • 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.

15) Christian Guard Cavalry

christian guard info


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 10 (AP)
  • Defense: 21 (Armor 10, Defense Skill 7, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

The most powerful heavy shock cavalry available to the Moors, these men are excellent at charging down and crushing their enemies.

16) Christian Guard

dismounted christian guard info


  • Unit Size: 120
  • Melee Attack: 9 (AP)
  • Charge: 4
  • Defense: 20 (Armor 9, Defense Skill 7, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

A skilled heavy infantry unit, these men are an excellent inclusion in any army when they are available.

17) Tuareg Camel Spearmen

tuareg camel spearmens info


  • Unit Size: 80
  • Melee Attack: 8
  • Charge: 9
  • Secondary Melee Attack: 9
  • Defense: 15 (Armor 7, Defense Skill 4, Shield 4)
  • Attributes: Free upkeep
  • Frighten Cavalry
  • Availability: Campaign start
  • Building Requirement: Caravan Stop, (City or Castle)

This unique unit is surprisingly effective against enemy cavalry, able to frighten most horsemen with their camel mounts.

18) Tuareg Camel Archers

tuareg camel archers info


  • Unit Size: 80
  • Missile Attack: 5
  • Melee Attack: 5
  • Charge: 4
  • Defense: 12 (Armor 7, Defense Skill 5, Shield 0)
  • Attributes: None
  • Frighten Cavalry
  • Availability: Campaign start
  • Building Requirement: Caravan Stop, (City or Castle)

These archers are good at dealing with enemy cavalry at range, especially since their camels spook enemy horses that get too close.

19) Urban Militia

urban militia info


  • Unit Size: 150
  • Melee Attack: 6
  • Charge: 4
  • Defense: 17 (Armor 8, Defense Skill 5, Shield 4)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A sturdy medium infantry, these men serve well in holding the line or charging the enemy.

20) Berber Footmen

berber footmen info


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 3
  • Defense: 18 (Armor 9, Defense Skill 5, Shield 4)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

These men act as sturdy heavy infantry, good both on the offense and in defense.

21) Berber Pirates

berber arquebusiers info


  • Unit Size: 150
  • Missile Attack: 22 (AP)
  • Melee Attack: 8
  • Charge: 5
  • Defense: 13 (Armor 4, Defense Skill 9, Shield 0)
  • Attributes: None
  • Availability: Matchlock Event, (year 1420-1440)
  • Building Requirement: Militia Barracks, (Large City)

These men are deadly at range with their powerful firearms, capable of shooting down even the most heavily armored enemies with ease.

22) Camel Gunners

camel gunners


  • Unit Size: 80
  • Missile Attack: 22 (AP)
  • Melee Attack: 5
  • Charge: 4
  • Defense: 6 (Armor 3, Defense Skill 3, Shield 0)
  • Attributes: None
  • Frighten Cavalry
  • Availability: Matchlock Event, (year 1420-1440)
  • Building Requirement: Caravansary, (City or Castle)

Equipped with a powerful long-range musket, these men are both mobile and devastating at range, and made difficult to catch by enemy cavalry due to their camel mounts.


So there you have it, the entire roster for the Almohad Caliphate! If you like what you see, feel free to download the mod here: ROC: LMA VIII Now, go forth and conquer!

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: