Post news RSS Roar of Conquest: Kingdom of England Roster

Detailed description of the roster of England in Roar of Conquest.

Posted by on

Greetings! Today I will covering the stats and availability of the English 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 England's roster will perform in battle and when certain units will become available in the campaign. The stats you see here will reflect version 3.1 of ROC. Now onto the details!

The Kingdom of England

The English are blessed with a strong roster, especially in the later portions of the campaign; strong heavy infantry, excellent longbows, and decent heavy cavalry. 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. Now, onto glory, and an overabundance of arrows!

1) Peasant Infantry

peasants


  • 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) Spear Militia

spear militia 1


  • 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)

Slightly more useful than peasant infantry with their spears, Spear Militia are good for padding out armies or maintaining public order in settlements.

3) Archer Militia

archer militia


  • Unit Size: 150
  • Missile Attack: 2
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0, (0 Armor, 0 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Guard, (Large Town)

Cheap and cheerful, this unit can bring volume of fire to the field and little else.

4) Urban Spear Militia

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: City Watch, (City)

This unit fill the same role as the Spear Militia, but does a better job of it.

5) Fyrd Spearmen

fyrd spearmen


  • 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: Garrison Quarters, (Wooden Castle)

Another cheap spear unit, useful for bulking up armies and maintaining order in settlements.

6) Levy Archers

levy archers


  • Unit Size: 150
  • 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)

A cheap archer available from castles, useful for volume of fire against lightly armored targets.

7) Spearmen Sergeants

spearmen sergeants 2


  • 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 6


  • 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) Archers

archers


  • 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 Longbowmen become more readily available.

10) Longbowmen

longbowmen 1


  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 3, (AP)
  • Charge: 1
  • Defense: 8, (2 Armor, 4 Defense Skill, 2 Shield)
  • Attributes: Free upkeep, Place Stakes
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

An excellent archer unit with long range, this unit is restricted in availability at game start, but become more common later on in the campaign.

11) Hobilars

hobilars 1


  • Unit Size: 60
  • Melee Attack: 4
  • Charge: 8
  • Secondary Melee Attack: 6
  • Defense: 5, (2 Armor, 3 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

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

12) Feudal Foot Knights

feudal foot knights


  • 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 3


  • 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) Urban Militia

urban militias


  • Unit Size: 150
  • Melee Attack: 5, (AP)
  • Charge: 3
  • Defense: 7, (2 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A cheap shock infantry, useful for weakening enemy heavy infantry.

15) Militia Serjeants

militia serjeants


  • Unit Size: 150
  • Melee Attack: 5, (AP)
  • Charge: 4
  • Defense: 11, (6 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

A better version of the Urban Militia, with a similar battlefield role.

16) Billmen

billmen


  • Unit Size: 150
  • Melee Attack: 6, (AP)
  • Charge: 5
  • Defense: 5, (0 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Drill Square, (Castle)

A useful light shock infantry, capable of mauling enemy heavy infantry.

17) Heavy Billmen

heavy billmen


  • Unit Size: 150
  • Melee Attack: 6, (AP)
  • Charge: 5
  • Defense: 14, (8 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

A far more sturdy version of the Billmen, capable of dishing out damage and taking it as well.

18) Yeoman Archers

yeoman archers 1


  • Unit Size: 150
  • Missile Attack: 6
  • Melee Attack: 4, (AP)
  • Charge: 1
  • Defense: 10, (2 Armor, 6 Defense Skill, 2 Shield)
  • Attributes: Place Stakes
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Archery Range, (Fortress)

Essentially a better version of the Longbowmen, this unit fills the same role as an excellent range unit.

19) Dismounted King's Men

dismounted kings men 1


  • Unit Size: 120
  • Melee Attack: 10, (AP)
  • Charge: 7
  • Defense: 18, (11 Armor, 7 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).

20) King's Men

kings men 1


  • Unit Size: 60
  • Melee Attack: 6
  • Charge: 14
  • Secondary Melee Attack: 8, (AP)
  • Defense: 19, (13 Armor, 3 Defense Skill, 3 Shield)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Fortress

The best heavy cavalry for England, this unit becomes more readily available later on in the campaign, replacing the Feudal Knights after the Full Plate Event, (year 1380-1400).

21) Heavy Swordsmen

heavy swordsmen 1


  • Unit Size: 120
  • Melee Attack: 9
  • Charge: 4
  • Defense: 22, (11 Armor, 8 Defense Skill, 4 Shield)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

A very strong heavy infantry, excellent for holding the line and causing havoc against enemy infantry.

22) Foot Men at Arms

foot MAA 4


  • Unit Size: 120
  • Melee Attack: 7
  • Charge: 4
  • Defense: 21, (11 Armor, 7 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Armory, (Citadel)

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

23) Men at Arms

MAA 3


  • Unit Size: 60
  • Melee Attack: 4
  • Charge: 14
  • Secondary Melee Attack: 9
  • Defense: 20, (13 Armor, 4 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Earl's Stables, (Citadel)

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

24) Merchant Cavalry Militia

merchant cavalry militia


  • Unit Size: 60
  • Melee Attack: 5
  • Charge: 6
  • Defense: 12, (6 Armor, 1 Defense Skill, 5 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Merchant's Guild, (City)

A guild-specific unit, useful for chasing enemy archers or routing units.

25) Sherwood Archers

sherwood archers 1


  • Unit Size: 150
  • Missile Attack: 6
  • Melee Attack: 7
  • Charge: 3
  • Defense: 9, (1 Armor, 8 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Master Woodsmen's Guild (Fortress)

A guild-specific unit, this unit can only be recruited from native English provinces.

26) Retinue Longbowmen

retinue longbowmen 2


  • Unit Size: 150
  • Missile Attack: 7
  • Melee Attack: 5
  • Charge: 3
  • Defense: 15, (5 Armor, 8 Defense Skill, 2 Shield)
  • Attributes: Place Stakes
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Marksmen's Range, (Citadel)

The cream of English archery, these men can also serve as a reliable medium infantry in melee.

27) Halberd Men at Arms

halberd MAA


  • 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.

28) Arquebusiers

arquebusiers 1


  • Unit Size: 150
  • Missile Attack: 14
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11, (7 Armor, 4 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Spanish Inquisition Event, (year 1481)
  • Building Requirement: Army Barracks, (Huge City)

The first gunpowder infantry available to England, capable of devastating morale-shocking volleys of lead.

29) Demi Lancers

demi lancers


  • Unit Size: 80
  • Melee Attack: 5
  • Charge: 16
  • Secondary Melee Attack: 10
  • Defense: 15, (11 Armor, 4 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Earl's Stables, (Citadel)

A fast cavalry with strong offensive output, this unit is a versatile late-game asset to England.

30) Mounted Arquebusiers

mounted arquebusiers 1


  • 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) Late Arquebusiers

late arquebusiers


  • Unit Size: 150
  • Missile Attack: 18
  • Melee Attack: 3
  • Charge: 2
  • Defense: 9, (4 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

A better range version of Arquebusiers.

32) Halberd Militia

halberd militia


  • Unit Size: 150
  • Melee Attack: 5, (AP)
  • Charge: 4
  • Defense: 11, (4 Armor, 7 Defense Skill, 0 Shield)
  • Attributes: Free upkeep, Spear Wall
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

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

33) Pikemen

pikemen 7


  • 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.

34) Musketeers

musketeers


  • 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 Arquebusiers, this unit's volley can devastate an enemy foolish enough to get in range.

35) Late Pikemen

late pikemen 5


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 15, (9 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Spear Wall
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Royal Armory, (Huge City)

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

36) Pistoliers

pistoliers


  • 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.

37) Halberdiers

halberdiers


  • 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 or cavalry at will.

38) Late Musketeers

musketeers


  • 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)

The longest-range gunpower infantry for England, any advancing enemy will suffer multiple volleys before having any hope of closing into melee combat.

So there you have it, the entire roster for the Kingdom of England! 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 3.1 Now, go forth and conquer!

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

News
Browse
News
New
Post news
Share
Related Games