Greetings! Today I will covering the stats and availability of the Ayyubid 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 VI. Now onto the details!
The Ayyubid Sultanate
The Ayyubid's strategy revolves around sturdy infantry and archers to hold while the Mamluk cavalry strikes at the vulnerable parts of the enemy formation. 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. May Allah lead his chosen to victory!
1) General's Bodyguard
- Unit Size: 32
- Melee Attack: 8
- Charge: 7
- Secondary Melee Attack: 9
- Defense: 24 (Armor 12, Defense Skill 10, Shield 2)
- 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) Kurdish Javelinmen
- Unit Size: 150
- Missile Attack: 11
- Melee Attack: 2
- Charge: 1
- Defense: 10 (Armor 0, Defense Skill 7, Shield 3)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Mustering Hall, (Motte and Baily)
These men are good for whittling enemy formations with their javelins, but are rather useless once they run out of ammunition.
3) Spear Militia
- Unit Size: 150
- Melee Attack: 1
- Charge: 2
- Defense: 8 (Armor 0, Defense Skill 1, Shield 7)
- 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) Levy Archers
- Unit Size: 120
- Missile Attack: 1
- Melee Attack: 1
- Charge: 1
- Defense: 0 (Armor 0, Defense Skill 0, Shield 0)
- 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) Saracen Militia
- Unit Size: 200
- Melee Attack: 3
- Charge: 2
- Defense: 13 (Armor 4, Defense Skill 2, Shield 7)
- 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) Arab Infantry
- Unit Size: 150
- Melee Attack: 4 (AP)
- Charge: 2
- Defense: 10 (Armor 1, Defense Skill 7, Shield 2)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Garrison Quarters, (Wooden Castle)
Cheap light infantry, useful for bolstering early armies and weakening armored enemies.
7) Nubian Spearmen
- Unit Size: 200
- Melee Attack: 3
- Charge: 3
- Defense: 8 (Armor 0, Defense Skill 4, 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.
8) Arab Archers
- Unit Size: 150
- Missile Attack: 4
- Melee Attack: 2
- Charge: 1
- Defense: 8 (0 Armor, 6 Defense Skill, 2 Shield)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Practice Range, (Castle)
A useful archer unit, good for weakening enemies down range but horrible in close-quarters combat.
9) Desert Cavalry
- Unit Size: 60
- Missile Attack: 10
- Melee Attack: 3
- Charge: 5
- Defense: 4 (Armor 0, Defense Skill 2, Shield 2)
- Attributes: Cantabrian Circle, Free upkeep
- Availability: Campaign start
- Building Requirement: Stables, (Wooden Castle)
These men are good for harassing slow enemies with their javelins before chasing down enemy archers or routing units.
10) Arab Cavalry
- Unit Size: 60
- Melee Attack: 4
- Charge: 9
- Secondary Melee Attack: 6 (AP)
- Defense: 9 (Armor 2, Defense Skill 5, Shield 2)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Sheikh's Stables, (Castle) or Merchant's Guild, (City)
A fast light cavalry, good for chasing down enemy archers or routing units.
11) Ayyubid Infantry
- Unit Size: 150
- Melee Attack: 7 (AP)
- Charge: 3
- Defense: 18 (Armor 8, Defense Skill 6, Shield 4)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Barracks, (Fortress)
A strong heavy infantry, great for holding the line and dealing with armored enemies.
12) Mamluk Foot Archers
- Unit Size: 150
- Missile Attack: 4
- Melee Attack: 5
- Charge: 3
- Defense: 15 (Armor 6, Defense Skill 7, Shield 2)
- Attributes: None
- Availability: Campaign start
- Building Requirement: Archery Range, (Fortress)
These men are a strong hybrid unit, able to fight both as excellent archers and excellent medium infantry in melee.
13) Mamluk Archers
- Unit Size: 80
- Missile Attack: 4
- Melee Attack: 6
- Charge: 5
- Defense: 14 (Armor 6, Defense Skill 5, Shield 3)
- Attributes: Cantabrian Circle, Free upkeep
- Availability: Campaign start
- Building Requirement: Castle
The backbone of the Ayyubid's cavalry forces, these men can pick apart enemies from range or cut them down in close combat with their blades.
14) Mamluks
- Unit Size: 80
- Melee Attack: 9
- Charge: 9
- Secondary Melee Attack: 8 (AP)
- Defense: 17 (Armor 7, Defense Skill 6, Shield 4)
- Attributes: Free upkeep
- Availability: Campaign start
- Building Requirement: Fortress
These warriors are excellent at dealing with a wide variety of opponents, and will form the bulwark of the Sultanate's melee cavalry.
15) Late General's Bodyguard
- Unit Size: 32
- Melee Attack: 6
- Charge: 12
- Secondary Melee Attack: 8 (AP)
- Defense: 27 (Armor 16, Defense Skill 9, Shield 2)
- Attributes: None
- Availability: New Era Event, (year 1300)
- Building Requirement: Citadel
An upgraded version of the General's Bodyguard unit, these men are much more difficult to kill, making your general less vulnerable in battle.
16) Al Haqa Infantry
- Unit Size: 150
- Melee Attack: 7
- Charge: 4
- Defense: 15 (Armor 4, Defense Skill 8, Shield 3)
- Attributes: None
- Availability: New Era Event, (year 1300)
- Building Requirement: Militia Drill Square, (Large City)
A sturdy medium infantry, these men form the backbone of the Ayyubid's infantry battle line.
17) Askari Axemen
- Unit Size: 150
- Melee Attack: 11 (AP)
- Charge: 4
- Defense: 13 (Armor 6, Defense Skill 7, Shield 0)
- Attributes: Free upkeep
- Availability: New Era Event, (year 1300)
- Building Requirement: Militia Barracks, (Large City)
A readily available shock infantry, these men will carve through any man foolish enough to stand in their way.
18) Hand Gunners
- Unit Size: 150
- Missile Attack: 11 (AP)
- Melee Attack: 5
- Charge: 3
- Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
- 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.
19) Tabardariyya
- Unit Size: 150
- Melee Attack: 21 (AP)
- Charge: 7
- Defense: 17 (Armor 8, Defense Skill 9, Shield 0)
- Attributes: None
- Availability: New Era Event, (year 1300)
- Building Requirement: Barracks, (Fortress)
Powerful shock infantry that cleave through enemies with ease, these men will tip the fortune of battle wherever they charge.
20) Naffatun
- Unit Size: 40
- Missile Attack: 15
- Melee Attack: 4
- Charge: 2
- Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
- Attributes: None
- Availability: Cannons Developed Event, (1305-1330)
- Building Requirement: Militia Barracks, (Large City)
These men are armed with deadly bombs, capable of destroying even the most dangerous of enemies with their explosive missiles.
21) Khassaki
- Unit Size: 80
- Melee Attack: 7
- Charge: 12
- Secondary Melee Attack: 11 (AP)
- Defense: 22 (Armor 11, Defense Skill 8, Shield 3)
- Attributes: None
- Availability: Half Plate Event, (year 1310-1330)
- Building Requirement: Caliph's Stables, (Citadel)
A powerful heavy cavalry, these men are capable of taking on all but the most elite enemy heavy cavalry.
22) Royal Mamluks
- Unit Size: 80
- Melee Attack: 10
- Charge: 9
- Secondary Melee Attack: 9 (AP)
- Defense: 22 (Armor 12, Defense Skill 7, Shield 3)
- Attributes: Free upkeep
- Availability: Full Plate Event, (year 1380-1400)
- Building Requirement: Citadel
A superior version of Mamluks, these elite warriors will decimate any foe they charge into.
23) Sudanese Gunners
- Unit Size: 150
- Missile Attack: 20 (AP)
- Melee Attack: 2
- Charge: 1
- Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
- Attributes: None
- Availability: Matchlock Event, (year 1420-1440)
- Building Requirement: Army Barracks, (Huge City)
The best gunpowder unit the Ayyubid's have access to, these men are deadly at range with their powerful firearms.
So there you have it, the entire roster for the Ayyubid Sultanate! If you like what you see, feel free to download the mod here: ROC: LMA VI Now, go forth and conquer!