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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Detailed description of the Timurid Empire's roster.

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Greetings! Today I will covering the stats and availability of the Timurid Empire's 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 the Timurid's 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 Timurid Empire

The Timurid Empire is a diverse conglomeration of many different cultures and people, and their roster reflects that fact. From Mongolian cavalry to Indian war elephants to repeater crossbowmen, all these units come together to form the Timurid's military. Their strength lies in their cavalry and elephants; use them wisely, and they will bring you victory 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. You are the heir of Genghis Khan; let the world tremble at your coming!

1) Keshik

mon keshikten info


  • Unit Size: 32
  • Missile Attack:
  • Melee Attack: 8 (AP)
  • Charge: 3
  • Defense: 25 (Armor 13, Defense Skill 7, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Fortress

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

2) Eastern Spear Levies

eastern spearmen info


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 9 (Armor 0, Defense Skill 7, Shield 2)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Mustering Hall, (Motte and Baily)

Drawn from the Asian population within the Empire, these men act as cheap spear infantry, useful for absorbing damage for other more important units.

3) Kishtim

mon kashtim info



  • Unit Size: 150
  • Melee Attack: 2
  • Charge: 1
  • Defense: 9 (Armor 0, Defense Skill 6, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Watch, (Town)

A cheap light infantry, useful for bogging down enemies in combat for a short period of time.

4) Sibiryaki Senior Militia

sib senior militia info


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 3
  • Defense: 10 (Armor 6, Defense Skill 4, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A sturdy militia good for dealing with enemy cavalry, but vulnerable to missile fire.

5) Repeater Crossbowmen

repeater crossbowmen info


  • Unit Size: 150
  • Missile Attack: 8 (AP)
  • Melee Attack: 4
  • Charge: 3
  • Defense: 11 (Armor 4, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These warriors can deliver rapid-fire volleys of bolts to devastate the enemy, and then fight as light infantry in melee once their ammunition is spent.

6) Afghan Javelinmen

afghan javelinmen info


  • Unit Size: 150
  • Missile Attack: 12 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 12 (Armor 2, Defense Skill 7, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

These men are excellent for devastating enemy formations with their javelins before closing into melee as light infantry.

7) 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.

8) Hoshiga

pechenegs


  • Unit Size: 100
  • Missile Attack: 4
  • Melee Attack: 4
  • Charge: 5
  • Defense: 6 (Armor 1, Defense Skill 2, Shield 3)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

While not being the toughest of horse archers, their large unit size and skill with a bow make them a great inclusion in the early campaign.

9) Indian Spearmen

indian spearmen info


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 3
  • Defense: 14 (Armor 6, Defense Skill 4, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These men provide a sturdy front line for the Timurid army, allowing their cavalry more time to maneuver into the best positions to devastate the enemy.

10) Dismounted Khabutu Archers

mon habutu inf info


  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11 (Armor 1, Defense Skill 7, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

These warriors make excellent foot archers, and can fight in melee as light infantry if need be.

11) Hohuchi

mon hoshuchi info


  • Unit Size: 100
  • Melee Attack: 8
  • Charge: 9
  • Secondary Melee Attack: 6 (AP)
  • Defense: 10 (Armor 4, Defense Skill 3, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Sheik's Stables, (Castle)

These men act as excellent light cavalry, and their large unit size makes them far more effective than most others at their tier.

12) Sarbadar Heavy Infantry

rajput heavy infantry info


  • Unit Size: 150
  • Melee Attack: 10
  • Charge: 5
  • Defense: 22 (Armor 11, Defense Skill 7, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These warriors make an excellent heavy infantry force, able to cut through most enemies with ease with their battle axes.

13) Dismounted Khorchi

mon horchi inf info


  • Unit Size: 120
  • Missile Attack: 7
  • Melee Attack: 4 (AP)
  • Charge: 3
  • Defense: 16 (Armor 7, Defense Skill 6, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

A highly skilled archer unit that is skilled in melee as well, these men are well-equipped to deal with any problem on the battlefield. Their only drawback is their relatively small unit size.

14) Turhagut

mon torhaguti cav info


  • Unit Size: 100
  • Melee Attack: 9
  • Charge: 9
  • Secondary Melee Attack: 7 (AP)
  • Defense: 18 (Armor 10, Defense Skill 4, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Amir's Stables, (Fortress)

These men act as the heavy fist of the Timurid army, trampling down all foes foolish enough to stand before them in battle.

15) Khorchi

mon horchi cav info


  • Unit Size: 100
  • Missile Attack: 7
  • Melee Attack: 6 (AP)
  • Charge: 4
  • Defense: 17 (Armor 9, Defense Skill 4, Shield 4)
  • Attributes: Cantabrian Circle
  • Availability: Campaign start
  • Building Requirement: Earl's Stables, (Citadel)

Elite horse archers, these men will devastate enemies at range before charging in to mop up whoever remains afterwards.

16) Kwarezmian Noblemen

kwarezmian cavalry info


  • Unit Size: 80
  • Melee Attack: 10
  • Charge: 8
  • Secondary Melee Attack: 11
  • Defense: 24 (Armor 14, Defense Skill 6, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

A fantastic heavy cavalry, this unit's thunderous charge can turn the tide of battle swiftly against your enemies.

17) Ghazni Heavy Spearmen

ghazni heavy spearmen info


  • Unit Size: 200
  • Melee Attack: 7
  • Charge: 4
  • Defense: 21 (Armor 11, Defense Skill 6, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

Elite heavy infantry, these men specialize in holding battle lines and eliminating enemy heavy cavalry.

18) Indian Swordsmen

indian swordsmen info


  • Unit Size: 150
  • Melee Attack: 6
  • Charge: 4
  • Defense: 17 (Armor 6, Defense Skill 8, Shield 3)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A decent heavy infantry, good for dealing with enemy archer and spearmen.

19) Afghan Axemen

hindu axemen info


  • Unit Size: 150
  • Melee Attack: 15 (AP)
  • Charge: 7
  • Defense: 16 (Armor 8, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks (Large City)

These warriors serve as a medium shock infantry, especially useful for dealing with armored enemies.

20) Naffatun

Naffatun info


  • Unit Size: 60
  • Missile Attack: 15 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

These men are armed with deadly bombs, capable of destroying even the most dangerous of enemies with their explosive missiles.

21) Elephants

elephants info


  • Unit Size: 45
  • Missile Attack: 20 (AP)
  • Melee Attack: 12 (AP)
  • Charge: 8
  • Defense: 19 (Armor 15, Defense Skill 4, Shield 0)
  • Hit Points: 6
  • Attributes: Can Rampage
  • Frighten Infantry and Cavalry
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Caliph's Stables, (Citadel)

Expensive to recruit and maintain, this unit can nevertheless win battles for you by themselves, trampling your enemies while gunners on the howdahs unleash volleys of lead into the enemy ranks!

22) Elephant Artillery

Elephant Artillery Mercs info


  • Unit Size: 45
  • Missile Attack: 45 (AP)
  • Melee Attack: 12 (AP)
  • Charge: 8
  • Defense: 19 (Armor 15, Defense Skill 4, Shield 0)
  • Hit Points: 6
  • Attributes: Can Rampage
  • Frighten Infantry and Cavalry
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Caliph's Stables, (Citadel)

What's better than an elephant charging down your enemies? An elephant with a cannon on it's back trampling your enemies! Expensive to maintain and recruit, these war beasts can nevertheless win you battles when used properly.

23) Elephant Rocketeer

Elephant Rocketeer info


  • Unit Size: 45
  • Missile Attack: 63 (AP)
  • Melee Attack: 12 (AP)
  • Charge: 8
  • Defense: 19 (Armor 15, Defense Skill 4, Shield 0)
  • Hit Points: 6
  • Attributes: Can Rampage
  • Frighten Infantry and Cavalry
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Caliph's Stables, (Citadel)

What's better than an elephant charging down your enemies? An elephant with rockets on it's back trampling your enemies! Expensive to maintain and recruit, these war beasts can nevertheless win you battles when used properly.

24 Tarkhan Nobles

Tarkhan Heroes info


  • Unit Size: 80
  • Melee Attack: 8
  • Charge: 14
  • Secondary Melee Attack: 10 (AP)
  • Defense: 28 (Armor 18, Defense Skill 6, Shield 4)
  • Attributes: Free Upkeep
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

These men act as the heavy fist of the Timurid army, trampling down all foes foolish enough to stand before them in battle.

25) Muslim Arquebusiers

me hand gunners info


  • Unit Size: 150
  • Missile Attack: 20 (AP)
  • Melee Attack: 5
  • Charge: 4
  • Defense: 12 (Armor 4, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Matchlock Developed, (year 1420-1440)
  • Building Requirement: Militia Barracks, (Large City)

A deadly gunpowder unit, good for blasting into enemy formations from a defensive position.


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

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