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Detailed description of the Teutonic Order roster.

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Greetings! Today I will covering the stats and availability of the Teutonic 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 the Order'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 Teutonic Order

If the Teutonic Order roster had to be summed up in one word, that word would be "juggernaut". The Order has an excellent selection of heavy infantry and cavalry throughout their roster. The key to victory is to charge your enemies down and grind them into pulp in melee; the Order's options for range warfare are average at best, so don't expect them to win your battles. 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 conquest and the destruction of the pagan ways, forward onto war!

1) General's Bodyguard

ritterbruder


  • 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 2


  • 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 Halls, (Motte and Baily)

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

3) Order Spearmen

order sergeants


  • Unit Size: 150
  • Melee Attack: 4
  • Charge: 4
  • Defense: 18 (Armor 6, Defense Skill 5, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Exceptionally strong spearmen, these men can hold the line for long periods of time, giving time for the Order's cavalry do their deadly work.

4) Levy Archers

levy archers 3


  • 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) Prussian Auxillia

prussian auxillia


  • Unit Size: 60
  • Missile Attack: 11
  • Melee Attack: 3 (AP)
  • Charge: 5
  • Defense: 8 (Armor 4, Defense Skill 1, Shield 3)
  • Attributes: Cantabrian Circle, Free upkeep
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

These men serve as a effective harassment cavalry, but must be cautious when trying to engage with the superior range of enemy horse archers .

6) Order Militia

order militia


  • Unit Size: 150
  • Melee Attack: 3
  • Charge: 2
  • Defense: 8 (Armor 0, Defense Skill 6, Shield 2)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Guard, (Large Town)

A cheap sword infantry, these men are good for dealing with enemy spear militia or archers, but should not be counted on when fighting professional warriors.

7) Burgher Pikemen

burgher pikemen


  • Unit Size: 250
  • Melee Attack: 4
  • Charge: 3
  • Defense: 9 (Armor 2, Defense Skill 7, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A fantastic defensive unit, especially in the early game, these men will hold the line against all enemies, and are especially deadly in chokepoints.

8) 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.

9) Prussian Swordsmen

prussian swordsmen


  • Unit Size: 150
  • Melee Attack: 5
  • Charge: 3
  • Defense: 17 (Armor 5, Defense Skill 7, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A strong offensive infantry, great for clearing enemy spearmen and light infantry.

10) Teutonic Axemen

prussian axemen info


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 4
  • Defense: 17 (Armor 7, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A strong heavy infantry, these men are good for holding the line and dealing out damage in melee.

11) 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.

12) Knechten

knechten info


  • Unit Size: 60
  • Melee Attack: 4
  • Charge: 9
  • Secondary Melee Attack: 6
  • Defense: 12 (Armor 4, Defense Skill 3, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Cavalry Stables, (Castle)

These men serve a a fast light cavalry, good for catching and bogging down the swift enemies of the Order.

13) Sword Brethren

sword brethren


  • Unit Size: 150
  • Melee Attack: 9
  • Charge: 4
  • Defense: 20 (Armor 9, Defense Skill 7, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These men serve as a strong heavy infantry, capable of taking damage and dealing it out in equal measure.

14) Livonian Auxiliaries

livonian auxiliaries


  • Unit Size: 120
  • Missile Attack: 10 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 13 (Armor 3, Defense Skill 3, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

A useful unit for killing armored enemies at range.

15) Christ Knights

christ knights


  • Unit Size: 60
  • Melee Attack: 6
  • Charge: 12
  • Secondary Melee Attack: 7 (AP)
  • Defense: 15 (Armor 6, Defense Skill 4, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

A strong shock cavalry in their own right, these men will bash their enemies with their maces after completing their deadly charge.

16) Foot Ritterbruders

foot ritterbruders


  • Unit Size: 120
  • Melee Attack: 12
  • Charge: 4
  • Defense: 21 (Armor 9, Defense Skill 8, Shield 4)
  • Attributes: None
  • Frighten Infantry
  • Availability: Campaign start
  • Building Requirement: Fortress

The iconic face of the Order, these deadly warriors strike fear into their enemies, cutting through their foes with terrifying skill and efficiency.

17) Ritterbruders

ritterbruder


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 14
  • Secondary Melee Attack: 14
  • Defense: 21 (Armor 10, Defense Skill 6, Shield 5)
  • Attributes: None
  • Frighten Infantry and Cavalry
  • Availability: Campaign start
  • Building Requirement: Fortress

The iconic face of the Order, these terrifying warriors will charge down their enemies with reckless abandon, causing men to flee before them rather than facing their devastating charge.

18) Merchant Cavalry

merchant cavalry


  • 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.

19) Late General's Bodyguard

to late bodyguard info


  • 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.

20) 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: 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.

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) Mounted Crossbowmen

mounted crossbowmen 1


  • 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) Foot Halbbrüders

foot halbbruders


  • Unit Size: 120
  • Melee Attack: 14 (AP)
  • Charge: 6
  • Defense: 20 (Armor 11, Defense Skill 5, Shield 4)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Fortress

These men are extremely deadly and versatile in battle, able to tear apart heavy infantry or cavalry with their fearsome halberds.

24) Halbbrüder

halbbruders


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 13
  • Defense: 19 (Armor 12, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Fortress

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

25) Arbalesters

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.

26) Arquebusiers

arquebusiers 1


  • 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 Event, (1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

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

27) Pikemen

pikemen 1


  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 8 (Armor 2, Defense Skill 6, Shield 0)
  • Attributes: Spear Wall
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

An excellent unit in defense, especially against cavalry.

28) Late Arquebusiers

late arquebusiers 3


  • 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)

A better range version of Arquebusiers.

29) Mounted Arquebusiers

mounted arquebusiers 1


  • 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.

30) 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.

31) 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 or cavalry at will.


So there you have it, the entire roster for the Teutonic Order! 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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