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Detailed description of the Seljuk Sultanate roster.

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Greetings! Today I will covering the stats and availability of the Seljuk 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 their 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 Seljuk Sultanate

The Sultanate strategy revolves around their archers, both mounted and dismounted, to weaken their enemies before charging in with their cavalry. When they become available, the Janissaries will become the core of your infantry forces, which will provide excellent ranged firepower as well as staying power in melee. 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 glory and conquest, on to war!

1) General's Bodyguard

me bodyguard info


  • Unit Size: 32
  • Melee Attack: 8
  • Charge: 7
  • Secondary Melee Attack: 9
  • Defense: 24 (Armor 12, Defense Skill 10, Shield 2)
  • 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) Azabs

azabs info


  • Unit Size: 150
  • Missile Attack: 10
  • Melee Attack: 2
  • Charge: 2
  • Defense: 8 (Armor 1, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Mustering Hall, (Motte and Baily)

These men are hardly professional soldiers, but can be useful for weakening enemies with their javelins.

3) Levy Archers

me peasant archers info


  • 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.

4) Spear Militia

me spear militia info


  • 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 Garrison Quarters, (Wooden Castle)

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

5) Saracen Militia

saracen militia info


  • Unit Size: 200
  • Melee Attack: 3
  • Charge: 2
  • Defense: 13 (Armor 4, Defense Skill 2, Shield 7)
  • 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) Turkish Archers

turkish archers info


  • Unit Size: 150
  • Missile Attack: 4
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10 (Armor 2, Defense Skill 6, Shield 2)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

These men serve as cheap but effective archers, good for weakening enemies down range and capable of serving as light infantry if needed.

7) Turkish Javelinmen

turkish javelinmen info


  • Unit Size: 150
  • Missile Attack: 11
  • Melee Attack: 3 (AP)
  • Charge: 2
  • Defense: 9 (Armor 0, Defense Skill 7, Shield 2)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Good for peppering down enemies at close range, these men are especially good for killing tightly packed enemy formation with their javelins.

8) Turkish Horse Archers

turkish horse archers info


  • Unit Size: 80
  • Missile Attack: 4
  • Melee Attack: 4
  • Charge: 5
  • Defense: 2 (Armor 0, Defense Skill 1, Shield 1)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

While vulnerable to returning fire, these horse archers are cheap and very easy to field in large numbers, allowing the Sultanate to draw out and overwhelm their enemies.

9) Turkoman Cavalry

turkomans info


  • Unit Size: 80
  • Missile Attack: 5
  • Melee Attack: 4
  • Charge: 5
  • Defense: 5 (Armor 0, Defense Skill 3, Shield 2)
  • Attributes: Cantabrian Circle, Free upkeep
  • 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.

10) Azer Spearmen

dismounted sipahi lancers info


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 4
  • Defense: 16 (Armor 6, Defense Skill 5, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

These men serve as sturdy spearmen to hold the Sultanate's battle line, making them well worth their cost.

11) Seljuk Sipahis

seljuk archers info


  • Unit Size: 80
  • Missile Attack: 4
  • Melee Attack: 6 (AP)
  • Charge: 4
  • Defense: 16 (Armor 6, Defense Skill 6, Shield 4)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

Strong horse archers, excellent at harassing enemy heavy cavalry and drawing out enemy forces.

12) Sipahi Lancers

sipahi lancers info


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 9
  • Secondary Melee Attack: 8
  • Defense: 15 (Armor 6, Defense Skill 5, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

A sturdy medium cavalry, these men are good for hammer and anvil tactics or going after enemy missile infantry.

13) Ottoman Infantry

ottoman infantry info


  • Unit Size: 150
  • Missile Attack: 4
  • Melee Attack: 6
  • Charge: 3
  • Defense: 16 (Armor 5, Defense Skill 8, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men serve as an excellent hybrid unit, great for killing enemies at range and fighting in melee as a tough medium infantry.

14) Seljuk Macemen

sipahi macemen info


  • Unit Size: 150
  • Melee Attack: 7 (AP)
  • Charge: 3
  • Defense: 18 (Armor 7, Defense Skill 7, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

A strong armor-piercing infantry, these men are a great force for dealing with heavily armored enemy infantry.

15) Azer Swordsmen

dismounted hasham info


  • Unit Size: 150
  • Melee Attack: 9
  • Charge: 4
  • Defense: 20 (Armor 8, Defense Skill 9, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These men serve as a strong melee infantry, good for dealing with a wide range of enemy infantry.

16) Turkish Ghulams

turkish ghulams info


  • Unit Size: 80
  • Melee Attack: 9
  • Charge: 10
  • Secondary Melee Attack: 7 (AP)
  • Defense: 20 (Armor 12, Defense Skill 5, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Amir's Stables, (Fortress)

A strong shock cavalry, these men are skilled both on the charge and in melee combat, even against armored enemies.

17) Turkish Crossbowmen

turkish crossbowmen info


  • Unit Size: 150
  • Missile Attack: 10 (AP)
  • Melee Attack: 2
  • Charge: 2
  • Defense: 9 (Armor 4, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These men provide fantastic armor-piercing bolts from range, helping the Sultanate dealing with their armored enemies.

18) Late General's Bodyguard

me late bodyguard info


  • Unit Size: 32
  • Melee Attack: 6
  • Charge: 12
  • Secondary Melee Attack: 8 (AP)
  • Defense: 27 (Armor 16, 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.

19) Hand Gunners

hand gunners 5


  • Unit Size: 150
  • Missile Attack: 11 (AP)
  • Melee Attack: 5
  • Charge: 3
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • 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.

20) Janissary Infantry

janissary swordsmen info


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 4
  • Defense: 18 (Armor 7, Defense Skill 8, Shield 3)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

The heart of the Sultanate's infantry corp, these men are a force to be reckoned with in melee.

21) Janissary Shock Infantry

janissary heavy inf info


  • Unit Size: 150
  • Melee Attack: 18 (AP)
  • Charge: 6
  • Defense: 20 (Armor 9, Defense Skill 8, Shield 3)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

Excellent professional troops, these men are skilled at killing armored enemies whether they are mounted or on foot.

22) Janissary Archers

janissary archers info


  • Unit Size: 150
  • Missile Attack: 6 (AP)
  • Melee Attack: 6 (AP)
  • Charge: 3
  • Defense: 14 (Armor 6, Defense Skill 8, Shield 0)
  • Attributes: Place Stakes
  • Availability: New Era Event, (year 1300)
  • Building Requirement: City Hall, (Large City)

Fantastic professional troops, these men excel in slaughtering enemies at range, and are a force to be reckoned with in melee.

23) Naffatun

naffatun


  • Unit Size: 40
  • Missile Attack: 15
  • Melee Attack: 4
  • Charge: 2
  • Defense: 10 (Armor 4, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Cannons Developed Event, (1305-1330)
  • Building Requirement: Militia Barracks, (Large City)

These men are armed with deadly bombs, capable of destroying even the most dangerous of enemies with their explosive missiles.

24) Iqta'dar

iqtadar info


  • Unit Size: 80
  • Missile Attack: 6
  • Melee Attack: 6 (AP)
  • Charge: 7
  • Defense: 20 (Armor 11, Defense Skill 6, Shield 3)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

An elite unit, these men are one of the best heavy horse archers in the campaign.

25) Qapukulu

quapukulu info


  • Unit Size: 80
  • Melee Attack: 9
  • Charge: 12
  • Secondary Melee Attack: 8 (AP)
  • Defense: 23 (Armor 14, Defense Skill 6, Shield 3)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Caliph's Stables, (Citadel)

Serving as excellent shock cavalry, these men are capable of going toe-to-toe with most other faction's heavy cavalry in melee.

26) Janissary Arquebusiers

janissary arquebusiers


  • Unit Size: 150
  • Missile Attack: 18 (AP)
  • Melee Attack: 7
  • Charge: 4
  • Defense: 14 (Armor 6, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Matchlock Event, (year 1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

Excellent professional troops, these are both skilled in shooting down enemies at range with shot and fighting in melee combat.

27) Janissary Musketeers

janissary arquebusiers


  • Unit Size: 150
  • Missile Attack: 30 (AP)
  • Melee Attack: 7
  • Charge: 4
  • Defense: 14 (Armor 5, Defense Skill 9, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

The pinnacle of the Sultanate's gunpowder infantry, these men are superior at range to their Arquebusier counterparts.


So there you have it, the entire roster for the Seljuk Sultanate! 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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