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.

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A detailed description of the Latin Empire roster.

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Greetings! Today I will covering the stats and availability of the Latin Empire roster in Roar of Conquest, overhaul of Stainless Steel 6.4. The Latin Empire is a brand new faction to the mod that is not in Stainless Steel. 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 Latin Empire

The Latin strategy revolves around whittling down their enemies with crossbows and then charging in with their cavalry. The Empire is also blessed with good militia units, giving the player the tools needed to hold the line while the crossbows and cavalry do their deadly work. 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 the glory and survival of the Empire, on to battle!

1) Peasants

peasants 2


  • 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", this unit is good for dying and garrisoning settlements to maintain public order, and little else.

2) Levy Archers

levy archers 4


  • 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) Urban Spear Militia

urban spear militia 1


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10 (2 Armor, 1 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Watch, (Town), or Garrison Quarters, (Wooden Castle)

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

4) Peasant Crossbowmen

peasant crossbowmen


  • Unit Size: 120
  • Missile Attack: 6
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0, (0 Armor, 0 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

Cheap but potentially effective crossbowmen, decent at damaging early-game armored enemies.

5) Spearmen

spearmen 3


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

Cheap early-game spear unit with slightly better morale than most early-game militia.

6) Archers

archers 1


  • Unit Size: 120
  • Missile Attack: 3
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10, (2 Armor, 6 Defense Skill, 2 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

A sturdy, professional archer to help bulk out your ranged forces until your other ranged units become more readily available.

7) Spearmen Sergeants

spearmen sergeants 3


  • Unit Size: 150
  • Melee Attack: 3
  • Charge: 3
  • Defense: 14, (4 Armor, 3 Defense Skill, 7 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A sturdy and reliable unit to serve as a front line, especially in the early game

8) Light Men at Arms

light MAA 1


  • Unit Size: 120
  • Melee Attack: 4
  • Charge: 3
  • Defense: 16, (4 Armor, 7 Defense Skill, 5 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A sturdy infantry unit, especially useful for clearing out enemy spearmen and archers.

9) Mounted Sergeants

mounted sergeants 1


  • Unit Size: 60
  • Melee Attack: 3
  • Charge: 8
  • Secondary Melee Attack: 6
  • Defense: 10, (2 Armor, 3 Defense Skill, 5 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

A useful light cavalry, good for charging enemy archers or running down routing units.

10) Urban Crossbow Militia

urban crossbow militia


  • Unit Size: 150
  • Missile Attack: 8
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0, (0 Armor, 0 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A slightly more effective version of Peasant Crossbowmen.

11) Pavise Spear Militia

pavise spear militia 2


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 13 (4 Armor, 0 Defense Skill, 9 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A sturdy spear unit, good for holding the line against the enemy and defending settlements.

12) Feudal Foot Knights

feudal foot knights 1


  • Unit Size: 120
  • Melee Attack: 8
  • Charge: 4
  • Defense: 20, (6 Armor, 9 Defense Skill, 5 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

A strong infantry unit great for smashing through enemy infantry lines in the early campaign.

13) Feudal Knights

feudal knights 6


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 12
  • Secondary Melee Attack: 11
  • Defense: 17, (8 Armor, 4 Defense Skill, 5 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

A strong heavy cavalry, excellent at charging down any foe on the battlefield.

14) Latin Crossbowmen

latin crossbowmen


  • Unit Size: 120
  • Missile Attack: 10
  • Melee Attack: 5
  • Charge: 3
  • Defense: 15, (7 Armor, 8 Defense Skill, 0 Shield)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

A new unit for Roar of Conquest that was not in Stainless Steel 6.4, these men serve as an elite crossbow unit that can also fight as a medium infantry when needed.

15) Latin Pikemen

latin pikemen


  • Unit Size: 250
  • Melee Attack: 4
  • Charge: 3
  • Defense: 9, (3 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Free upkeep, Spear Wall
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A new unit for Roar of Conquest that was not in Stainless Steel 6.4,, these men serve as a good defensive unit, great for holding choke points against any enemy.

16) Pavise Crossbow Militia

pavise crossbow militia


  • Unit Size: 150
  • Missile Attack: 10
  • Melee Attack: 1
  • Charge: 2
  • Defense: 12, (4 Armor, 1 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A far more sturdy and effective version of Urban Crossbow Militia, these men are excellent at dealing with armored enemy threats.

17) Hand Gunners

hand gunners 3


  • Unit Size: 150
  • Missile Attack: 11
  • Melee Attack: 4
  • Charge: 3
  • Defense: 19, (7 Armor, 5 Defense Skill, 7 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

A short-range gunpowder unit, these men are great for holding defensive positions, firing volleys of shot before holding their own in melee as heavy infantry.

18) Foot Men at Arms

foot MAA 6


  • Unit Size: 120
  • Melee Attack: 7
  • Charge: 4
  • Defense: 20, (11 Armor, 7 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Armory, (Citadel)

A strong heavy infantry, good for holding the line against the enemy.

19) Men at Arms

ital MAA 2


  • Unit Size: 60
  • Melee Attack: 4
  • Charge: 14
  • Secondary Melee Attack: 9
  • Defense: 20, (13 Armor, 4 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Earl's Stables, (Citadel)

A decent heavy cavalry, good for bolstering your mounted forces.

20) Latin Heavy Infantry

latin heavy infantry


  • Unit Size: 150
  • Melee Attack: 10
  • Charge: 6
  • Defense: 16, (7 Armor, 9 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

A new unit for Roar of Conquest that was not in Stainless Steel 6.4, these men serve as a strong shock infantry, carving through enemy formations with their two-handed blades.

21) Dismounted Latin Knights

dismounted latin knights


  • Unit Size: 120
  • Melee Attack: 11, (AP)
  • Charge: 7
  • Defense: 19, (11 Armor, 8 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

An elite heavy shock infantry, this unit becomes more readily available later on in the campaign, replacing the Feudal Foot Knight after the Full Plate Event, (year 1380-1400). A new unit for Roar of Conquest that was not in Stainless Steel 6.4.

22) Latin Knights

latin knights


  • Unit Size: 60
  • Melee Attack: 8
  • Charge: 14
  • Secondary Melee Attack: 9, (AP)
  • Defense: 20, (13 Armor, 4 Defense Skill, 3 Shield)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Fortress

An elite shock cavalry, this unit becomes more readily available later on in the campaign, replacing the Feudal Knights after the Full Plate Event, (year 1380-1400). A new unit for Roar of Conquest that was not in Stainless Steel 6.4.

23) Halberd Militia

halberd militia 2


  • Unit Size: 150
  • Melee Attack: 5, (AP)
  • Charge: 4
  • Defense: 11, (4 Armor, 7 Defense Skill, 0 Shield)
  • Attributes: Free upkeep, Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Militia Barracks, (Large City)

A capable unit, able to stand up to heavy infantry and heavy cavalry in equal measure.

24) Halberd Men at Arms

halberd maa 1


  • Unit Size: 120
  • Melee Attack: 8 (AP)
  • Charge: 6
  • Defense: 17, (11 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Armory, (Citadel)

A strong heavy infantry, capable of taking on heavy infantry or cavalry in equal measure.

25) Arbalesters

arbalesters 2


  • Unit Size: 120
  • Missile Attack: 13
  • Melee Attack: 6
  • Charge: 4
  • Defense: 15, (9 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Place Stakes
  • Availability: New World Event, (year 1400-1406)
  • Building Requirement: Marksman's Range, (Citadel)

A strong crossbow unit that can also serve a medium infantry in melee.

26) Latin Handgunners

Touphakyphoroi 2


  • Unit Size: 150
  • Missile Attack: 18
  • Melee Attack: 4
  • Charge: 2
  • Defense: 14, (7 Armor, 7 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Militia Barracks, (Large City)

The first long-range gunpowder infantry available to the Empire, capable of devastating morale-shocking volleys of lead.

27) Pikemen

pikemen 9


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 8, (2 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Spear Wall
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

An excellent unit in defense, especially against cavalry.

28) Late Pikemen

late pikemen 7


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 15, (9 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Spear Wall
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

A sturdier upgrade of the Pikemen, sharing the same role as the previous version.

29) Musketeers

late arquebusiers 1


  • Unit Size: 150
  • Missile Attack: 32
  • Melee Attack: 4
  • Charge: 2
  • Defense: 5, (0 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

A devastating upgrade from Latin Handgunners, this unit's volley can tear apart any enemy foolish enough to get in range.

30) Mounted Arquebusiers

mounted arquebusiers


  • Unit Size: 80
  • Missile Attack: 14
  • Melee Attack: 5
  • Charge: 6
  • Defense: 4, (2 Armor, 2 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

A fast skirmish cavalry, capable of devastating volleys against elite enemy units.

31) Demi Lancers

demi lancers 3


  • Unit Size: 80
  • Melee Attack: 5
  • Charge: 16
  • Secondary Melee Attack: 10
  • Defense: 15, (11 Armor, 4 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Earl's Stables, (Citadel)

A fast cavalry with strong offensive output.

32) Gendarmes

gendarmes1 2


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 16
  • Secondary Melee Attack: 12
  • Defense: 28, (23 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

Fantastic heavy shock cavalry, these men are well worth the expense and wait to recruit.

33) Pistoliers

pistoliers 1


  • Unit Size: 80
  • Missile Attack: 10
  • Melee Attack: 10
  • Charge: 5
  • Defense: 15, (11 Armor, 4 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: King's Stables, (Citadel)

A versatile cavalry unit, capable of harassing the enemy at range or charging into melee combat at will.

34) Halberdiers

halberdiers 2


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 6
  • Defense: 18, (11 Armor, 7 Defense Skill, 0 Shield)
  • Attributes: Spear Wall
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Armory, (Citadel)

An excellent heavy infantry capable of killing enemy infantry or cavalry at will.

35) Late Musketeers

late arquebusiers 1


  • Unit Size: 150
  • Missile Attack: 22
  • Melee Attack: 3
  • Charge: 2
  • Defense: 5, (0 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Royal Armory, (Huge City)

These long-range gunpower infantry will ensure any advancing enemy will suffer multiple volleys of shot before being able to close into melee combat.

So there you have it, the entire roster for the Latin Empire! 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!

Post comment Comments
pizzaman6
pizzaman6 - - 277 comments

One of my suggestions for the Latin Empire is to use unit textures from the Aragon faction, because they are the right color, and there is a historical reason for the Aragonese to be involved in the area. Venice is already active in the Aegean too, so Aragon heraldry would be make them stand out from their Venetian neighbors more, and is less iconic (more generic looking) than the other red and yellow factions (Venice, Castile, England.)

En.wikipedia.org

Reply Good karma Bad karma+1 vote
Lord_Vinciullo Author
Lord_Vinciullo - - 229 comments

I will keep that in mind.

Reply Good karma+1 vote
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