Roar of Conquest: Republic of Venice Roster

Greetings! Today I will covering the stats and availability of the Venetian 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 Venice’s 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 Republic of Venice

The strength of Venice revolves around good infantry supported by archers and crossbows to take down the most dangerous enemies from range. While Venice does get a decent selection of shock cavalry, you will find that they are not as readily available, or as potent in battle, as the knights of your neighbors. This disparity in cavalry becomes especially evident in the later stages of the campaign. Your cavalry will most likely need to play a supporting role in your battle tactics rather than being the star of the show. 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 God and gold, (mostly gold), forward unto conquest!

1) Peasants

peasants 2

  • 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”, this unit is good for dying and garrisoning settlements to maintain public order, and little else.

2) Levy Archers

levy archers 4

  • 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.

3) Urban Spear Militia

urban spear militia 1

  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10 (2 Armor, 1 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Watch, (Town), or Garrison Quarters, (Wooden Castle)

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

4) Peasant Crossbowmen

peasant crossbowmen

  • Unit Size: 120
  • Missile Attack: 6
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0, (0 Armor, 0 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

Cheap but potentially effective crossbowmen, decent at damaging early-game armored enemies.

5) Spearmen

spearmen 3

  • Unit Size: 150
  • Melee Attack: 2
  • Charge: 2
  • Defense: 8 (0 Armor, 1 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Cheap early-game spear unit with slightly better morale than most early-game militia.

6) Archers

archers 1

  • Unit Size: 120
  • Missile Attack: 3
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10, (2 Armor, 6 Defense Skill, 2 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

A sturdy, professional archer to help bulk out your ranged forces until your other ranged units become more readily available.

7) Spearmen Sergeants

spearmen sergeants 3

  • Unit Size: 150
  • Melee Attack: 3
  • Charge: 3
  • Defense: 14, (4 Armor, 3 Defense Skill, 7 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A sturdy and reliable unit to serve as a front line, especially in the early game.

8) Light Men at Arms

light MAA 7

  • Unit Size: 120
  • Melee Attack: 4
  • Charge: 3
  • Defense: 16, (4 Armor, 7 Defense Skill, 5 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A sturdy infantry unit, especially useful for clearing out enemy spearmen and archers.

9) Mounted Sergeants

mounted sergeants 1

  • Unit Size: 60
  • Melee Attack: 3
  • Charge: 8
  • Secondary Melee Attack: 6
  • Defense: 10, (2 Armor, 3 Defense Skill, 5 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

A useful light cavalry, good for charging enemy archers or running down routing units.

10) Urban Crossbow Militia

urban crossbow militia

  • Unit Size: 150
  • Missile Attack: 8
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0, (0 Armor, 0 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A slightly more effective version of Peasant Crossbowmen.

11) Pavise Spear Militia

pavise spear militia 2

  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 13 (4 Armor, 0 Defense Skill, 9 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A sturdy spear unit, good for holding the line against the enemy and defending settlements.

12) Cavalry Militia

cavalry militia 2

  • Unit Size: 60
  • Melee Attack: 1
  • Charge: 14
  • Secondary Melee Attack: 5
  • Defense: 12, (6 Armor, 3 Defense Skill, 3 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Militia Drill Square, (Large City) or Merchant’s Guild, (City)

A good medium cavalry, these men can cause quite a bit of death on the charge, but will die quickly of not properly supported.

13) Feudal Foot Knights

feudal foot knights 3

  • Unit Size: 120
  • Melee Attack: 8
  • Charge: 4
  • Defense: 20, (6 Armor, 9 Defense Skill, 5 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

A strong infantry unit great for smashing through enemy infantry lines in the early campaign. This unit will cease to be available for Venice after the Full Plate Event, (year 1380-1400).

14) Feudal Knights

feudal knights 3

  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 12
  • Secondary Melee Attack: 11
  • Defense: 17, (8 Armor, 4 Defense Skill, 5 Shield)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

A strong heavy cavalry, excellent at charging down any foe on the battlefield. This unit will become increasingly restricted in availability throughout the campaign, and will no longer be able to be recruited by Venice after the Full Plate Event, (year 1380-1400).

15) Venetian Archers

pesante archers 1

  • Unit Size: 150
  • Missile Attack: 5
  • Melee Attack: 4
  • Charge: 2
  • Defense: 12, (6 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

An excellent archer unit with long range, these men can also hold their own in melee combat as light infantry.

16) Carroccio Standard

carroccio standard 1

  • Unit Size: 150
  • Melee Attack: 5
  • Charge: 4
  • Defense: 16, (4 Armor, 5 Defense Skill, 7 Shield)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City Hall, (Large City)

Protected by strong spearmen with high morale, this standard helps buff the morale of Venetian troops close by.

17) Urban Militia

urban militia 1

  • Unit Size: 150
  • Melee Attack: 5 (AP)
  • Charge: 3
  • Defense: 7, (2 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A cheap shock infantry, useful for weakening enemy heavy infantry.

18) Pavise Crossbow Militia

pavise crossbow militia

  • Unit Size: 150
  • Missile Attack: 10
  • Melee Attack: 1
  • Charge: 2
  • Defense: 12, (4 Armor, 1 Defense Skill, 7 Shield)
  • Attributes: Free upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A far more sturdy and effective version of Urban Crossbow Militia, these men are excellent at dealing with armored enemy threats.

19) Hand Gunners

hand gunners 3

  • Unit Size: 150
  • Missile Attack: 11
  • Melee Attack: 4
  • Charge: 3
  • Defense: 19, (7 Armor, 5 Defense Skill, 7 Shield)
  • 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 men at arms 1

  • Unit Size: 120
  • Melee Attack: 7
  • Charge: 4
  • Defense: 20, (11 Armor, 7 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Armory, (Citadel)

A strong heavy infantry, good for holding the line against the enemy.

21) Men at Arms

ital MAA 2

  • Unit Size: 60
  • Melee Attack: 4
  • Charge: 14
  • Secondary Melee Attack: 9
  • Defense: 20, (13 Armor, 4 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Earl’s Stables, (Citadel)

A decent heavy cavalry, good for bolstering your mounted forces.

22) Venetian Heavy Infantry

fanteria pesante 1

  • Unit Size: 150
  • Melee Attack: 5 (AP)
  • Charge: 4
  • Defense: 18, (7 Armor, 6 Defense Skill, 6 Shield)
  • Attributes: None
  • Availability: Partial Plate Event, (year 1310-1330)
  • Building Requirement: Armory, (Citadel)

The backbone of the Venetian infantry line, these men are great at holding the line or charging forward and bashing through the enemy with their war hammers.

23) Mounted Crossbowmen

mounted crossbowmen 1

  • Unit Size: 80
  • Missile Attack: 7
  • Melee Attack: 5
  • Charge: 6
  • Defense: 5, (4 Armor, 1 Defense Skill, 0 Shield)
  • 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 for the Venetians in taking out enemy shock cavalry.

24) Pike Militia

pike militia 5

  • Unit Size: 250
  • Melee Attack: 4
  • Charge: 3
  • Defense: 4, (0 Armor, 4 Defense Skill, 0 Shield)
  • 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) Stradiots

stradiots 1

  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 9
  • Secondary Melee Attack: 11
  • Defense: 12, (4 Armor, 5 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Earl’s Stables, (Citadel)

Fast cavalry, suited for quick but devastating charges and fast withdrawals. Their maneuverability more than makes up for their lack armor.

26) Broken Lances

broken lance cav 1

  • Unit Size: 80
  • Melee Attack: 5
  • Charge: 16
  • Secondary Melee Attack: 10
  • Defense: 18, (13 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Royal Barracks (Huge City)

A strong shock cavalry, good for supporting the Venetian infantry and missile line.

27) Dismounted Broken Lances

broken lances 2

  • Unit Size: 150
  • Melee Attack: 7
  • Charge: 4
  • Defense: 23, (13 Armor, 7 Defense Skill, 3 Shield)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Royal Barracks, (Huge City)

Strong heavy infantry, good for holding the line against enemy infantry.

28) Halberd Men at Arms

halberd maa 1

  • Unit Size: 120
  • Melee Attack: 8 (AP)
  • Charge: 6
  • Defense: 17, (11 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Armory, (Citadel)

A strong heavy infantry, capable of taking on heavy infantry or cavalry in equal measure.

29) Arbalesters

arbalesters 2

  • Unit Size: 120
  • Missile Attack: 13
  • Melee Attack: 6
  • Charge: 4
  • Defense: 15, (9 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Place Stakes
  • Availability: New World Event, (year 1400-1406)
  • Building Requirement: Marksman’s Range, (Citadel)

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

30) Arquebusiers

late arquebusiers 1

  • Unit Size: 150
  • Missile Attack: 14
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11, (7 Armor, 4 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Militia Barracks, (Large City)

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

31) Pikemen

pikemen 9

  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 8, (2 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Spear Wall
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

An excellent unit in defense, especially against cavalry.

32) Late Arquebusiers

late arquebusiers 1

  • Unit Size: 150
  • Missile Attack: 18
  • Melee Attack: 3
  • Charge: 2
  • Defense: 9, (4 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

An upgraded version of Arquebusiers, with the same role in battle.

33) Late Pikemen

late pikemen 7

  • Unit Size: 250
  • Melee Attack: 5
  • Charge: 4
  • Defense: 15, (9 Armor, 6 Defense Skill, 0 Shield)
  • Attributes: Spear Wall
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

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

34) Musketeers

late arquebusiers 1

  • Unit Size: 150
  • Missile Attack: 32
  • Melee Attack: 4
  • Charge: 2
  • Defense: 5, (0 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • 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 1

  • Unit Size: 80
  • Missile Attack: 14
  • Melee Attack: 5
  • Charge: 6
  • Defense: 4, (2 Armor, 2 Defense Skill, 0 Shield)
  • 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.

36) Demi Lancers

demi lancers 3

  • Unit Size: 80
  • Melee Attack: 5
  • Charge: 16
  • Secondary Melee Attack: 10
  • Defense: 15, (11 Armor, 4 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Earl’s Stables, (Citadel)

A fast cavalry with strong offensive output.

37) Gendarmes

gendarmes1 2

  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 16
  • Secondary Melee Attack: 12
  • Defense: 28, (23 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

Fantastic heavy shock cavalry, these men are well worth the expense and wait to recruit.

38) Pistoliers

pistoliers 1

  • Unit Size: 80
  • Missile Attack: 10
  • Melee Attack: 10
  • Charge: 5
  • Defense: 15, (11 Armor, 4 Defense Skill, 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 2

  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 6
  • Defense: 18, (11 Armor, 7 Defense Skill, 0 Shield)
  • 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.

40) Late Musketeers

late arquebusiers 1

  • Unit Size: 150
  • Missile Attack: 22
  • Melee Attack: 3
  • Charge: 2
  • Defense: 5, (0 Armor, 5 Defense Skill, 0 Shield)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Royal Armory, (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 Republic of Venice! As it stands now, the planned release of version 4.0 of Roar of Conquest, (read more here: Roar of Conquest 4.0 Announcement), will not include any dramatic changes to Venice’s roster. 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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