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Detailed description of the Kingdom of France roster.

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Greetings! Today I will covering the stats and availability of the French 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 France'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 VI. Now onto the details!


The Kingdom of France

The focus of the French roster and their key to victory lies in their spectacular heavy cavalry. France has some of the best heavy cavalry in the mod bar none, and on the charge they will make their enemies weep blood! Besides their heavy cavalry, the rest of the French roster is mostly average in quality, even into the late game; the only exception is some excellent late-game missile infantry. 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 of France, on to war!

1) General's Bodyguard

ne bodyguard info


  • Unit Size: 32
  • Melee Attack: 5
  • Charge: 14
  • Secondary Melee Attack: 10
  • Defense: 20 (Armor 8, Defense Skill 9, Shield 3)
  • 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

spearmen 5


  • 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 Mustering Hall, (Motte and Baily)

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

3) Spearmen

spearmen 5


  • Unit Size: 150
  • Melee Attack: 2
  • Charge: 2
  • Defense: 8 (Armor 0, Defense Skill 1, Shield 7)
  • 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.

4) Levy Archers

levy archers 10


  • 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) Mounted Sergeants

mounted sergeants 3


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

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

6) Urban Spear Militia

spearmen 5


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

A slightly improved version of Spear Militia, this unit fills the same role in battle and campaign.

7) Crossbow Militia

crossbow militia 4


  • Unit Size: 120
  • Missile Attack: 7 (AP)
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0 (Armor 0, Defense Skill 0, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

Cheap and cheerful, these men are useful for whittling down heavily armored enemies at range.

8) Spearmen Sergeants

spearmen sergeants 5


  • Unit Size: 150
  • Melee Attack: 3
  • Charge: 3
  • Defense: 14 (Armor 4, Defense Skill 3, Shield 7)
  • 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.

9) Light Men at Arms

light MAA 9


  • Unit Size: 150
  • Melee Attack: 4
  • Charge: 3
  • Defense: 16 (Armor 4, Defense Skill 7, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

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

10) Archers

archers 4


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

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

11) Peasant Crossbowmen

peasant crossbowmen 3


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

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

12) Crossbowmen

crossbowmen 1


  • Unit Size: 120
  • Missile Attack: 8 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 8 (Armor 4, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

A useful unit for killing armored enemies at range.

13) Dismounted Feudal Knights

feudal foot knights 6


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

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

14) French Feudal Knights

french feudal knights


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 12
  • Secondary Melee Attack: 13
  • Defense: 17 (Armor 8, Defense Skill 4, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

One of the best heavy cavalry in the early campaign, these men combine excellent martial prowess with exceptional morale, making them a nightmare to any enemy in melee combat.

15) Merchant Cavalry

feudal knights 4


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

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

16) Late General's Bodyguard

ne late bodyguard info 1


  • Unit Size: 32
  • Melee Attack: 5
  • Charge: 15
  • Secondary Melee Attack: 10
  • Defense: 32 (Armor 21, 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.

17) Voulge Militia

voulge militia


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 4
  • Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

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

18) Voulgiers

voulgier 3


  • Unit Size: 150
  • Melee Attack: 9 (AP)
  • Charge: 5
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

The backbone the French infantry line, these men are good at holding off the enemy until the French cavalry charge into the fray to finish the fight.

19) Foot Men at Arms

foot MAA 8


  • Unit Size: 150
  • Melee Attack: 7
  • Charge: 4
  • Defense: 21 (Armor 11, Defense Skill 7, Shield 3)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Armory, (Citadel)

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

20) Men at Arms

MAA 6


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

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

21) Scots Guard

scots guard 1


  • Unit Size: 150
  • Missile Attack: 7 (AP)
  • Melee Attack: 7
  • Charge: 4
  • Defense: 17 (Armor 11, Defense Skill 6, Shield 0)
  • Attributes: Place Stakes
  • Availability: New Era Event, (year 1300)
  • Building Requirement: City Hall, (Large City)

Armed with deadly longbows and plate armor, these displaced Scotsmen fight with the same ferocity under the French banner as they do on their native soil.

22) Chivalric Foot Knights

chivalric foot knights 4


  • Unit Size: 120
  • Melee Attack: 9
  • Charge: 4
  • Defense: 22 (Armor 11, Defense Skill 8, Shield 3)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

An elite heavy 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).

23) French Chivalric Knights

french chivalric knights


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

Arguably the best elite shock cavalry when it becomes available, this unit becomes more readily available later on in the campaign, replacing the Feudal Knights after the Full Plate Event, (year 1380-1400).

24) Noble Foot Knights

noble foot knights 1


  • Unit Size: 120
  • Melee Attack: 20 (AP)
  • Charge: 7
  • Defense: 17 (Armor 11, Defense Skill 6, Shield 0)
  • Attributes: Free upkeep
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Citadel

A powerful shock infantry in their own right, these men can deal with even the most heavily armored enemies with their polearms.

25) Noble Knights

noble knights 1


  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 14
  • Secondary Melee Attack: 15
  • Defense: 23 (Armor 15, Defense Skill 5, Shield 3)
  • Attributes: Free upkeep
  • Availability: Man Made Inferno Event, (year 1350)
  • Building Requirement: Citadel

A superior version of the French Chivalric Knights, these men fulfill the same role on the battlefield.

26) Arbalest Militia

arbalest militia 2


  • Unit Size: 150
  • Missile Attack: 10 (AP)
  • Melee Attack: 2
  • Charge: 2
  • Defense: 7 (Armor 4, Defense Skill 3, Shield 0)
  • Attributes: Free upkeep
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: City Watch, (City)

A very cost-effective unit for dealing with armored enemies at range.

27) Arbalesters

arbalesters 4


  • Unit Size: 120
  • Missile Attack: 13 (AP)
  • Melee Attack: 6
  • Charge: 4
  • Defense: 15 (Armor 9, Defense Skill 6, Shield 0)
  • Attributes: Place Stakes
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Archery Range, (Fortress)

A strong crossbow unit that can also serve as a medium infantry in melee, these men replace Crossbowmen when they become available.

28) Pike Militia

pike militia 8


  • Unit Size: 250
  • Melee Attack: 4
  • Charge: 3
  • Defense: 4 (Armor 0, Defense Skill 4, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Militia Barracks, (Large City)

A good defensive unit, great for holding choke points against any enemy.

29) Lancers

lancers 1


  • Unit Size: 80
  • Melee Attack: 8
  • Charge: 16
  • Secondary Melee Attack: 13
  • Defense: 32 (Armor 26, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: King's Stables, (Citadel)

One of the most elite shock cavalry units in the game, these men are difficult to kill and are devastating both on the charge and in melee combat.

30) Gendarmes

gendarmes1 4


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 16
  • Secondary Melee Attack: 12
  • Defense: 28 (Armor 22, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: Army Barracks, (Huge City)

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

31) Arquebusiers

late musketeers 1


  • Unit Size: 150
  • Missile Attack: 14 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11 (Armor 7, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

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

32) Pikemen

pikemen 10


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 8 (Armor 2, Defense Skill 6, Shield 0)
  • Attributes: Spear Wall
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

An excellent unit in defense, especially against cavalry.

33) Demi Lancers

demi lancers 5


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

A fast cavalry with strong offensive output.

34) Mounted Arquebusiers

mounted arquebusiers 4


  • Unit Size: 80
  • Missile Attack: 14 (AP)
  • Melee Attack: 5
  • Charge: 6
  • Defense: 4 (Armor 2, Defense Skill 2, Shield 0)
  • 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.

35) Late Arquebusiers

late musketeers 1


  • Unit Size: 150
  • Missile Attack: 18 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 9 (Armor 4, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Army Barracks, (Huge City)

A better range version of Arquebusiers.

36) Late Pikemen

late pikemen 8


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 15 (Armor 9, Defense Skill 6, Shield 0)
  • 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.

37) Musketeers

late musketeers 1


  • Unit Size: 150
  • Missile Attack: 32 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • 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.

38) Pistoliers

pistoliers 3


  • Unit Size: 80
  • Missile Attack: 10 (AP)
  • Melee Attack: 10
  • Charge: 5
  • Defense: 15 (Armor 11, Defense Skill 4, 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.

39) Late Musketeers

late musketeers 2


  • Unit Size: 150
  • Missile Attack: 36 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Army Barracks, (Huge City)

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

40) Halberdiers

halberdiers 4


  • Unit Size: 150
  • Melee Attack: 11 (AP)
  • Charge: 6
  • Defense: 18 (Armor 11, Defense Skill 7, Shield 0)
  • 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.


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

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