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Detailed description of the Kwarezmian Empire roster.

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Greetings! Today I will covering the stats and availability of the Kwarezmian 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 their 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 Kwarezmian Empire

The Kwarezmian are defined by sturdy spearmen to provide the anvil for their strong cavalry and to give time for their skilled archers to reap a deadly toll. The vast majority of their roster is available from the campaign start, which is a blessing when you are dealing with the Mongols on your doorstep. Once the Mongols are dealt with, the world is your oyster to do with as you see fit. 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. In the name of the Blessed Prophet, on to victory!

1) Levied Peasants

peasants 1


  • 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, they are good for dying or maintaining public order in settlements not on your borders.

2) Spear Militia

spear militia 2


  • 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: Town Watch, (Town), or Garrison Quarters, (Wooden Castle)

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

3) Levy Archers

levy archers 1


  • Unit Size: 120
  • 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)

Cheap archers, useful for volume of fire on lightly armored targets but little else.

4) Archer Militia

archer militia 1


  • Unit Size: 120
  • 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: Town Guard, (Large Town)

Same as Levy Archers, except available from towns and cities instead of castles.

5) Saracen Militia

saracen militia 1


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 2
  • Defense: 13 (4 Armor, 2 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

Sturdy and reliable spearmen, good for holding the line against enemy infantry or cavalry.

6) Saracen Archers

saracen archers 1


  • Unit Size: 150
  • Missile Attack: 4
  • Melee Attack: 1
  • Charge: 1
  • Defense: 8, (5 Armor, 3 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

A useful archer unit, good for weakening enemies down range but horrible in close-quarters combat.

7) Daylami Light Infantry

daylami light infantry 2


  • Unit Size: 150
  • Melee Attack: 4
  • Charge: 3
  • Defense: 13 (3 Armor, 7 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

This light infantry is excellent at cutting through enemy spearmen and archers, but susceptible to enemy heavy infantry and cavalry.

8) Afghan Javelinmen

afghan javelinmen 1


  • Unit Size: 120
  • Missile Attack: 12
  • Melee Attack: 4
  • Charge: 2
  • Defense: 13 (2 Armor, 8 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

These men are excellent for devastating enemy formations with their javelins before closing into melee as light infantry.

9) Persian Spearmen

persian spearmen 1


  • Unit Size: 150
  • Melee Attack: 3
  • Charge: 3
  • Defense: 14 (5 Armor, 4 Defense Skill, 5 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

Another sturdy spearmen, good for holding the line against enemy forces.

10) Persian Archers

persian archers 1


  • Unit Size: 120
  • Missile Attack: 5
  • Melee Attack: 4
  • Charge: 2
  • Defense: 14, (5 Armor, 6 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

An excellent archer unit, good for killing enemies at long range and serving as a medium infantry in melee.

11) Ghulams

ghulams


  • Unit Size: 150
  • Melee Attack: 4 (AP)
  • Charge: 3
  • Defense: 14 (5 Armor, 7 Defense Skill, 2 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

A strong medium infantry, useful in dealing with heavily armored enemies.

12) Turkoman Cavalry

turkomans 1


  • Unit Size: 80
  • Missile Attack: 5
  • Melee Attack: 4
  • Charge: 5
  • Defense: 5, (0 Armor, 3 Defense Skill, 2 Shield)
  • Attributes: Cantabrian Circle
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

A good horse archer unit, great for drawing out and weakening enemy forces and charging down enemy archers.

13) Ghulam Cavalry

ghulam cavalry


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 9
  • Secondary Melee Attack: 5 (AP)
  • Defense: 11, (5 Armor, 4 Defense Skill, 2 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Amir's Stables, (Fortress)

A strong medium cavalry, good for charging into the enemy and dealing with heavily armored opponents with their maces.

14) Cavalry Militia

cavalry militia 1


  • Unit Size: 60
  • Melee Attack: 4
  • Charge: 9
  • Secondary Melee Attack: 2 (AP)
  • Defense: 9, (4 Armor, 2 Defense Skill, 3 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Militia Drill Square, (Large City)

A good medium cavalry, useful for padding out your mounted forces on the battlefield.

15) Kwarezmian Noblemen

kwarezmian noblemen 2


  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 8
  • Secondary Melee Attack: 11
  • Defense: 20, (12 Armor, 5 Defense Skill, 3 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

A fantastic heavy cavalry, this unit's thunderous charge can turn the tide of battle swiftly against your enemies.

16) Armored Spearmen

heavy spearmen 2


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 4
  • Defense: 17 (7 Armor, 5 Defense Skill, 5 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

An excellent heavy spear unit, perfect for holding the line and providing the anvil for your mounted forces.

17) Heavy Spearmen

heavy spearmen 2


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 3
  • Defense: 16 (6 Armor, 3 Defense Skill, 7 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Armory, (Citadel)

While not as effective as Armored Spearmen, this unit is still strong and good for holding the enemy at bay.

18) Armored Horse Archers

armoured horse archers 2


  • Unit Size: 80
  • Missile Attack: 5
  • Melee Attack: 6
  • Charge: 4
  • Defense: 16, (9 Armor, 4 Defense Skill, 3 Shield)
  • Attributes: Cantabrian Circle
  • Availability: Campaign start
  • Building Requirement: Sultan's Stables, (Citadel)

As tough as they are deadly, this unit is excellent for picking apart enemy heavy cavalry and infantry formations.

19) Elephants

elephants 1


  • Unit Size: 45
  • Missile Attack: 16
  • Melee Attack: 10
  • Charge: 8
  • Defense: 16, (13 Armor, 3 Defense Skill, 0 Shield)
  • Hit Points: 6
  • Attributes: Frighten Enemy, Can Rampage
  • Availability: Campaign start
  • Building Requirement: Caliph's Stables, (Citadel)

Expensive to recruit and maintain, this unit can nevertheless win battles for you, trampling your enemies while gunners on the howdahs unleash volleys of lead into the enemy ranks!

20) Hashashim

hashishim 3


  • Unit Size: 120
  • Melee Attack: 10
  • Charge: 4
  • Defense: 20 (6 Armor, 11 Defense Skill, 3 Shield)
  • Attributes: Hide Anywhere
  • Availability: Campaign start
  • Building Requirement: Assassins Guild, (City)

Tough and deadly infantry, this unit is a unique guild-only unit which are an excellent inclusion whenever you can recruit them.

21) Halberd Militia

halberd militia 1


  • Unit Size: 150
  • Melee Attack: 5 (AP)
  • Charge: 4
  • Defense: 10 (4 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A good infantry unit, useful for fighting both enemy infantry and cavalry and holding defensive positions.

22) Hand Gunners

hand gunners 2


  • Unit Size: 150
  • Missile Attack: 11
  • Melee Attack: 5
  • Charge: 3
  • Defense: 11, (4 Armor, 7 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

A short-range gunpowder unit, good for blasting into enemy formations from a defensive position.

23) Heavy Archers

saracen archers 1


  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 3
  • Charge: 2
  • Defense: 16, (6 Armor, 7 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Archery Range, (Fortress)

More heavily armored than Persian Archers, this unit is just as effective at range, but less effective in melee combat.

24) Persian Horse Archers

persian horse archers 1


  • Unit Size: 60
  • Missile Attack: 6
  • Melee Attack: 7
  • Charge: 6
  • Defense: 14, (5 Armor, 6 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Sultan's Stables, (Citadel)

While less armored than Armored Horse Archers, this unit is superior in both missile damage and melee prowess, making them the best horse archer for the Kwarezmian roster.

25) Royal Guard

royal guard 1


  • Unit Size: 150
  • Melee Attack: 10 (AP)
  • Charge: 5
  • Defense: 18 (9 Armor, 9 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Armory, (Citadel)

Devastating heavy infantry, this unit can decimate enemy formations on the charge with their two-handed axes.

26) Royal Guard Cavalry

royal guard cavalry 1


  • Unit Size: 80
  • Melee Attack: 8
  • Charge: 12
  • Secondary Melee Attack: 10
  • Defense: 25, (14 Armor, 9 Defense Skill, 2 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Caliph's Stables, (Citadel)

The cream of Kwarezmian cavalry, this unit is the best heavy cavalry the faction has to offer, and can devastate your enemies on the charge.

So there you have it, the entire roster for the Kwarezmian Empire! 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!

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