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Detailed description of the Kingdom of Hungary roster.

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Greetings! Today I will covering the stats and availability of the Hungarian 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 Hungary'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!


Kingdom of Hungary

Hungary is an interesting faction to play due to their evolution in cavalry tactics; in the early campaign, Hungarian horse archers give the faction a lethal edge in battle, but in the late campaign it is their shock cavalry which will bring them victory. The truth remains that Hungarian conquest lies in their cavalry at all stages of their campaign; command them wisely, and you will achieve victory. The Hungarians do boast some surprises in their infantry choices, so be aware of that! 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 gateway to Christendom; let all heathens and heretics fall before your righteous wrath! To war!

1) General's Bodyguard

ne bodyguard info 4


  • 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

spear militia 3


  • 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)

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

3) Urban Crossbow Militia

urban crossbow militia 1


  • Unit Size: 150
  • Missile Attack: 8 (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)

A decent early-game crossbow unit, readily available in bulk.

4) Slav Levies

slav levies


  • Unit Size: 150
  • Melee Attack: 1
  • Charge: 1
  • Defense: 8 (Armor 0, Defense Skill 1, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

A cheap fodder unit, good for taking enemy cavalry charges instead of your more valuable units.

5) Levy Archers

levy archers 4


  • 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.

6) Magyar Cavalry

hungarian nobles


  • Unit Size: 80
  • Missile Attack: 5
  • Melee Attack: 6
  • Charge: 6
  • Defense: 4 (Armor 2, Defense Skill 2, Shield 0)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

Fast and deadly with the bow, these horsemen are ideal for harassing enemy forces, but are quite vulnerable to return fire or melee.

7) Pavise Spearmen

pavise spear militia


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 3
  • Defense: 17 (Armor 5, Defense Skill 3, Shield 9)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A strong spear unit to serve as the Hungarian infantry core, especially in the early campaign.

8) Light Men at Arms

light MAA 2


  • 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.

9) Croat Axemen

croat axemen


  • Unit Size: 120
  • Melee Attack: 12 (AP)
  • Charge: 5
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These men serve as a useful light shock infantry, good for dealing damage to heavily armored enemies in the early campaign.

10) Bosnian Archers

bosnian archers


  • Unit Size: 120
  • Missile Attack: 3
  • Melee Attack: 2
  • Charge: 2
  • Defense: 9 (Armor 0, Defense Skill 6, Shield 3)
  • Attributes: Place Stakes, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

A cheap but useful archer unit, good for killing lightly armored enemies and placing stakes to obstruct enemy cavalry.

11) Crossbowmen

crossbowmen


  • 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.

12) Hungarian Nobles

magyar cavalry


  • Unit Size: 60
  • Missile Attack: 5
  • Melee Attack: 9
  • Charge: 6
  • Defense: 14 (Armor 5, Defense Skill 6, Shield 3)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

These deadly horse archers have far greater range than the Magyars, and are quite capable in melee combat should the need arise. This unit will become increasingly rare as the campaign progresses, until they are no longer available after the Full Plate Event, (year 1380-1400).

13) Feudal Foot Knights

feudal foot knights


  • 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) Feudal Knights

feudal knights


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

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

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) Battlefield Assassins

battlefield assassins


  • Unit Size: 120
  • Melee Attack: 10
  • Charge: 4
  • Defense: 16 (Armor 2, Defense Skill 11, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City Hall, (Large City) or Assassin's Guild, (City)

These men serve as a high-morale, hard-hitting medium infantry, able to carve through most enemies with ease with their deadly blades.

17) Late General's Bodyguard

ne late bodyguard info 2


  • 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.

18) Pavise Spear Militia

pavise spear militia 1


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 14 (Armor 4, Defense Skill 1, Shield 9)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: City Watch, (City)

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

19) Halberd Militia

halberd militia 2


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 5
  • Defense: 11 (Armor 4, Defense Skill 7, 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.

20) Pavise Crossbow Militia

pavise crossbow militia 1


  • Unit Size: 150
  • Missile Attack: 10 (AP)
  • Melee Attack: 1
  • Charge: 2
  • Defense: 12 (Armor 4, Defense Skill 1, Shield 7)
  • 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.

21) Hand Gunners

hand gunners 3


  • Unit Size: 150
  • Missile Attack: 11 (AP)
  • Melee Attack: 4
  • Charge: 3
  • Defense: 19 (Armor 7, Defense Skill 5, Shield 7)
  • 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.

22) Hungarian Heavy Sergeants

hungarian infantry info


  • Unit Size: 150
  • Melee Attack: 8
  • Charge: 4
  • Defense: 18 (Armor 7, Defense Skill 6, Shield 5)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

Tough professional soldiers, these men will form the mainstay of the Hungarian infantry line when they become available.

23) Foot Men at Arms

foot MAA


  • 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.

24) Men at Arms

men at arms


  • 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.

25) Dismounted Banderium Knights

dis banderium knights


  • Unit Size: 120
  • Melee Attack: 9
  • Charge: 4
  • Defense: 23 (Armor 11, Defense Skill 7, Shield 5)
  • 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).

26) Banderium Knights

banderium knights


  • Unit Size: 60
  • Melee Attack: 6
  • Charge: 14
  • Secondary Melee Attack: 12
  • Defense: 21 (Armor 13, Defense Skill 3, Shield 5)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Fortress

This elite shock cavalry becomes more readily available later on in the campaign, replacing the Feudal Knights after the Full Plate Event, (year 1380-1400).

27) Hussars

hussars 1


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 12
  • Secondary Melee Attack: 10
  • Defense: 14 (Armor 5, Defense Skill 6, Shield 3)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Earl's Stables, (Citadel)

These fast, hard-hitting horsemen give the player the ability to rapidly turn the tide of battle with a well-placed charge.

28) Royal Banderium

royal banderium


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 12
  • Defense: 29 (Armor 19, Defense Skill 5, Shield 5)
  • Attributes: Free upkeep
  • Availability: Portable Pipe Organ Event, (year 1400)
  • Building Requirement: Citadel

Terrifying heavy shock cavalry, these men will trample any man foolish enough to stand in the way of their charge.

29) Arquebusiers

arquebusiers


  • Unit Size: 150
  • Missile Attack: 14 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11 (Armor 7, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: Matchlock Developed, (year 1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

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

30) Late Arquebusiers

late arquebusiers


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

An upgraded version of Arquebusiers, with the same role in battle.

31) Pikemen

pikemen


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

An excellent unit in defense, especially against cavalry.

32) Mounted Arquebusiers

mounted arquebusiers


  • 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.

33) Demi Lancers

demi lancers


  • 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) Late Pikemen

late pikemen


  • 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.

35) Late Musketeers

late arquebusiers


  • 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)

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

36) Halberdiers

halberdiers


  • 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 infantry or cavalry at will.

37) Pistoliers

pistoliers


  • Unit Size: 80
  • Missile Attack: 10 (AP)
  • Melee Attack: 10
  • Charge: 5
  • Defense: 15 (Armor 11, Defense Skill 4, Shield 0)
  • 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.


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

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