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Detailed description of the Kingdom of Leon and Castile roster.

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Greetings! Today I will covering the stats and availability of the Castilian 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 Castile'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 Leon and Castile

Castile Is very much a faction that evolves in warfare as the campaign progresses. In the early campaign they rely on skirmish infantry and cavalry to pick apart and destroy their enemies piecemeal. Later on in the game, Castilian tactics revolve around excellent gunpowder units and pike formations, with tough medium infantry for support. 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. Let the Reconquista commence, and let Iberia be united under one Christian banner!

1) General's Bodyguard

se bodyguard info 3


  • 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 10


  • 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) Javelinmen

javelinmen 1


  • Unit Size: 120
  • Missile Attack: 11
  • Melee Attack: 3
  • Charge: 2
  • Defense: 9 (Armor 0, Defense Skill 7, Shield 2)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Cheap but effective skirmish infantry, these men will whittle enemies down at close range before acting as light infantry in melee with their spears.

4) Levy Archers

levy archers 9


  • 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) Jinetes

jinetes 1


  • Unit Size: 60
  • Missile Attack: 11
  • Melee Attack: 5
  • Charge: 6
  • Defense: 8 (Armor 2, Defense Skill 3, Shield 3)
  • Attributes: Cantabrian Circle
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

Swift and deadly light cavalry, these men can run circles around enemy heavy cavalry and pick them apart, or charge into melee against exposed enemy skirmishers at will.

6) Urban Spear Militia

spear militia 10


  • 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 3


  • 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) Swordsmen Militia

sword militia 2


  • Unit Size: 150
  • Melee Attack: 5
  • Charge: 3
  • Defense: 15 (Armor 5, Defense Skill 7, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Militia Drill Square, (Large City)

These men are excellent at bolstering armies in the field or defending settlements on your borders, and remain so even in the later portions of the campaign.

9) Castilian Infantry

castilian infantry info


  • Unit Size: 150
  • Missile Attack: 12 (AP)
  • Melee Attack: 7
  • Charge: 5
  • Defense: 14 (Armor 2, Defense Skill 8, Shield 3)
  • Attributes: Free upkeep,
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These fierce warriors are deadly at range, and will gladly charge into melee after they have thrown all their ammunition.

10) Light Men at Arms

light MAA 8


  • 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.

11) Peasant Crossbowmen

peasant crossbowmen 2


  • 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) Archers

archers 3


  • 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.

13) Pavise Crossbowmen

pavise crossbowmen 1


  • Unit Size: 120
  • Missile Attack: 11 (AP)
  • Melee Attack: 2
  • Charge: 2
  • Defense: 13 (Armor 4, Defense Skill 2, Shield 7)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men are a study crossbow unit, good for enduring enemy missile fire and returning it with their armor-piercing bolts.

14) Feudal Foot Knights

feudal foot knights 5


  • 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.

15) Feudal Knights

feudal knights 8


  • 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: Castle

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

16) 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.

17) Late General's Bodyguard

se 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) Monteros de Espinosa

dismounted conquistadores info


  • Unit Size: 150
  • Melee Attack: 13
  • Charge: 6
  • Defense: 24 (Armor 11, Defense Skill 9, Shield 4)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: City Hall, (Large City)

These deadly heavy infantry traditionally serve as the bodyguards of Castile's royalty, and as such are a force to be reckoned with in melee.

19) Hand Gunners

hand gunners 6


  • 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.

20) Foot Men at Arms

foot MAA 7


  • 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.

21) Men at Arms

MAA 5


  • 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.

22) Mounted Crossbowmen

mounted crossbowmen 3


  • Unit Size: 80
  • Missile Attack: 7 (AP)
  • Melee Attack: 5
  • Charge: 6
  • Defense: 5 (Armor 4, Defense Skill 1, Shield 0)
  • Attributes: Cantabrian Circle
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Marksman's Range, (Citadel)

Fast cavalry skilled at penetrating armor, this unit is invaluable in taking out slower enemy shock cavalry.

23) Chivalric Foot Knights

chivalric foot knights 3


  • 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).

24) Chivalric Knights

chivalric knights 3


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 12
  • Defense: 20 (Armor 13, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Fortress

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

25) Pike Militia

pike militia 7


  • 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.

26) Halberd Militia

halberd militia 7


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 5
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Army Barracks, (Huge City)

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

27) Arbalest Militia

arbalest militia 1


  • 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.

28) Sword and Buckler Men

sword and buckler men 2


  • Unit Size: 150
  • Melee Attack: 7
  • Charge: 4
  • Defense: 17 (Armor 5, Defense Skill 9, Shield 3)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

A tough and quick medium infantry, these men are excellent for supporting pike and shot formations when melee is met.

29) Tercio Pikemen

tercio pikemen 2


  • Unit Size: 250
  • Melee Attack: 6
  • Charge: 5
  • Defense: 10 (Armor 3, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Army Barracks, (Huge City)

These men are strong professional soldiers, capable of holding the line against the strongest of enemies.

30) Arbalesters

arbalesters 3


  • 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: New World Event, (year 1400-1406)
  • Building Requirement: Marksman's Range, (Citadel)

A strong crossbow unit that can also serve as a medium infantry in melee.

31) Spanish Arquebusiers

spanish arquebusiers 2


  • Unit Size: 150
  • Missile Attack: 22 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Matchlock Developed, (year 1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

A superior version of Arquebusiers compared to most other factions, these men give Castile an edge in early gunpowder warfare over most enemies when they become available.

32) Gendarmes

gendarmes 1


  • 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.

33) Late Tercio Pikemen

tercio pikemen 2


  • Unit Size: 250
  • Melee Attack: 7
  • Charge: 5
  • Defense: 17 (Armor 10, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

Highly trained and disciplined, these men are a superior version of Tercio Pikemen.

34) Musketeers

spanish arquebusiers 2


  • Unit Size: 150
  • Missile Attack: 32 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Royal Armory, (Huge City)

A devastating upgrade from Arquebusiers, this unit's volley can tear apart any enemy foolish enough to get in range.

35) Mounted Arquebusiers

mounted arquebusiers 3


  • Unit Size: 80
  • Missile Attack: 14 (AP)
  • Melee Attack: 5
  • Charge: 6
  • Defense: 4 (Armor 2, Defense Skill 2, Shield 0)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

A fast skirmish cavalry, capable of devastating volleys against elite enemy units.

36) Demi Lancers

demi lancers 4


  • 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.

37) Late Musketeers

spanish arquebusiers 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)

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

38) Pistoliers

pistoliers 2


  • 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) Halberdiers

halberdiers 3


  • 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.


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

Comments
Guest
Guest

dude how tf late musketeers weaker than og musketeers ??

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Lord_Vinciullo Author
Lord_Vinciullo

As of the latest update, that is no longer the case.

Reply Good karma+1 vote
mikeboix
mikeboix

OMG, thats a big roster indeed. Desperta ferro!

Reply Good karma Bad karma+3 votes
Guest
Guest

I hate the fact that Stainless Steel gave so many of Portugal's unique units to Spain (Lusitanian Javelinmen and Portuguese/Spanish Arquebusiers). It is such a mindboggingly bad decision by leaving a faction that lacked a certain uniqueness to their roster without any change and then giving most of their uniqueness to Spain. Personally, I would revert these changes and add something like Monteros de Espinoza for Castille-Leon, if they really need it.

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Lord_Vinciullo Author
Lord_Vinciullo

As of the latest version of ROC, things have been improved.

Reply Good karma+1 vote
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