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Detailed description of the Kingdom of Portugal roster.

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Greetings! Today I will covering the stats and availability of the Portuguese 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 Portugal'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 VII. Now onto the details!


The Kingdom of Portugal

Portugal is a faction that focuses very much on defensive tactics. They excel at warfare where they take a defensive stance and whittle down their enemies with their ranged units, then use their infantry and cavalry to push off any enemies that make it through. These tactics work in both in early and late campaign; practice them, and you will find victory! 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 Christendom, let war commence!

1) General's Bodyguard

se 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 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) 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 8


  • 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


  • 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 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 5


  • 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


  • 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) Light Men at Arms

light MAA 3


  • 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) Lusitanian Javelinmen

lusitanian javelinmen info


  • Unit Size: 150
  • Missile Attack: 13 (AP)
  • Melee Attack: 5
  • Charge: 3
  • Defense: 14 (Armor 2, Defense Skill 9, Shield 3)
  • Attributes: Free upkeep, Place Stakes
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

Serving as a capable defensive infantry, these men can ward off cavalry with their ability to place stakes while devastating enemy formations with their javelins.

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


  • 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) Conto Crossbowmen

conto crossbowmen info


  • Unit Size: 150
  • Missile Attack: 12 (AP)
  • Melee Attack: 7
  • Charge: 4
  • Defense: 15 (Armor 8, Defense Skill 7, Shield 0)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

A powerful hybrid unit, these men are able to rain deadly bolts at range or charge into melee as strong medium infantry at will. Can also place stakes to ward off enemy cavalry if need be.

14) Feudal Foot Knights

foot knights of santiago


  • 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 4


  • 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) Caravan Guard

alammanoi 1


  • Unit Size: 150
  • Melee Attack: 7
  • Charge: 4
  • Defense: 20 (Armor 8, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Merchant's Guild, (City)

Accustomed to protecting merchants and their wares on the road, these guild-specific troops can sometimes be called upon in battle as experienced warriors.

17) Late General's Bodyguard

se late bodyguard info 3


  • 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) Hand Gunners

hand gunners 2


  • 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.

19) 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.

20) 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.

21) Mounted Crossbowmen

mounted crossbowmen 4


  • 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.

22) Portuguese Foot Knights

portuguese foot knights


  • Unit Size: 120
  • Melee Attack: 19 (AP)
  • Charge: 7
  • Defense: 18 (Armor 11, Defense Skill 7, Shield 0)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

These men serve as deadly shock troop infantry, capable of carving through even the most elite enemies with their deadly poleaxes. 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) Portugal Knights

portuguese knights


  • Unit Size: 60
  • Melee Attack: 6
  • Charge: 14
  • Secondary Melee Attack: 11
  • Defense: 21 (Armor 13, Defense Skill 5, 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).

24) Pike Militia

pike militia 2


  • 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.

25) 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: 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.

26) Arbalest Militia

arbalest militia


  • 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) Aventuros

late pikemen


  • Unit Size: 250
  • Melee Attack: 8
  • Charge: 6
  • Defense: 13 (Armor 6, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

These deadly pikemen are excellent at holding defensive positions, and are ideal for protecting Portugal's ranged units from enemy infantry and cavalry.

28) Pikemen

pikemen 1


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 8 (Armor 2, Defense Skill 6, Shield 0)
  • Attributes: Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Army Barracks, (Huge City)

An excellent unit in defense, especially against cavalry. Portugal benefits from getting Pikemen far earlier than most other factions.

29) Spanish Arquebusiers

spanish arquebusiers


  • 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 Portugal an edge in early gunpowder warfare over most enemies when they become available.

30) Late Pikemen

late pikemen 1


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 15 (Armor 9, Defense Skill 6, Shield 0)
  • Attributes: Spear Wall
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

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

31) Musketeers

musketeers


  • 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.

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: First Watch Event, (year 1510)
  • 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) Pistoliers

pistoliers


  • 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.

35) 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.

36) Late Musketeers

musketeers


  • 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.


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

Comments
Guest
Guest

One minor change that I would suggest to improve the historical flavour of the mod would be to replace the Aventuros unit's name to Aventureiros, making them a historical reference to King Sebastian's Terço dos Aventureiros.

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