The Holy Roman Empire Early Campaign

Map of The Holy Roman Empire in Medieval Total War 2, Stainless Steel ModThe Holy Roman Empire is a particularly misleading name for Europe's largest collective of kingdoms and fiefdoms, regardless which way one looks at it. For starters, it is the Empire based around Constantinople, the Queen of Cities, that truly carries on the legacy of the ancient Romans, and the notion that the Kaiser (the Germanic name for "Emperor") truly serves the Roman Catholic Church is presently quite laughable. A great rift in opinion exists between Kaiser Henry IV and Pope Gregory VII as to the legitimacy of the Papacy's recent move to do away with secular investiture, a change of law that has taken away all of the Kaiser's power over the Catholic Church. How the Kaiser should react to this is undoubtedly the biggest dilemma facing the Holy Roman Empire at present. When a ruler of nations allows a man of the cloth to dictate what he can and can't do, he sets a bad precedent. Of course, if he leads his people into open conflict with the church itself, he is arguably setting an even worse one. With both extremes looking like perilous choices the Kaiser will need to find the best middle ground he can, very much the same situation he faces when looking at his borders. The Empire itself is Europe's middle ground, centrally located, with opportunities to expand in almost every direction, but also potential competition to come with each opportunity. It is a far cry from the days of Charlemagne when all of Western Europe answered to the Emperor. Now France is a separate entity, Italy has become a formidable group of city states, the Danes block the route into Scandinavia and the kingdoms to the east are more of a threat than a place to lay claim to. Should the Kaiser successfully deal with the dissent that lingers within the Reich at present, there seems no reason the Reich cannot consolidate and expand into something to rival the first Roman Empire... Though this time it won't be a simple matter of bettering the barbarians..


The Holy Roman Empire Late Campaign

Map of the Holy Roman EmpireSurrounded by rivals and subject to internal dissent, the Holy Roman Empire sometimes appears weak, a realm held together only by the most fragile of bonds. No one within the Empire really thinks of themselves as Imperial subjects - their loyalties are to the principality, the duchy, the free city, or even the village where they live. The Holy Roman Empire seems an ideal in the minds of men more than a physical reality, and in the hands of a weak leader it is sometimes barely this much. But under a strong Emperor, Imperial power can be awesome. The magnates can be forced to bow to Imperial authority, and once dissent and disloyalty are controlled great things can be achieved. The Empire can be held together by force of will and force of arms, and it can be made greater still by both of these.
Above all other strategic considerations, the Emperor must avoid war against more than one opponent at a time. His central position in Europe may allow attacks in any direction, and the Empire can be strongly defended against counterattacks, but a surrounded man is still surrounded, no matter how great his strength. Imperial power needs to be used against one opponent at a time, and Imperial diplomacy should be aimed at making sure enemies do not act in concert.
A drive to the east against Poland or Hungary can be profitable, although the warlike nature of these peoples should not be underestimated. Beyond is the space to expand almost at will. To the west, the French may be distracted by war with England, a long running rivalry that can be exploited. In the north, the Danes will need careful watching, intent as they are on creating their own empire. To the south, the rich provinces of the Italian peninsular are a temptation, and the long-running dispute with the Pope as to the nature of Papal authority may require an army to occupy Rome, even if this results in a religious backlash.
Finally, no Emperor should overlook the possibilities for power presented by a Crusade. Nothing lasting may yet have been achieved in the Holy Lands by Crusaders, but who is to say what benefits might be available to a cunning ruler in the wake of such an adventure?

The Holy Roman Empire 1450 Campaign

Over the last century the Holy Roman Emperors have been remarkable and insignificant in turn. One Emperor managed to get himself excommunicated no fewer than three times, was crowned King of Jerusalem (against the wishes of the Church), "forgot" his promises to go on Crusades, and even made an alliance with the Islamic Egypt! For nineteen years there were two Emperors, both so unimportant that the throne had to be considered empty. But most importantly of all, there has been an end to the Hohenstaufen dynasty and the Hapsburgs are the new Imperial family. The Hapsburgs' holdings and family connections are what now give strength to the title of Emperor. The family are masters at the art of dynastic marriage: few opportunities to extend Hapsburg lands by treaty and marriage are ever ignored! And the lands they gain are held and rarely allowed to leave family control. The Holy Roman Empire may not have the power that it once possessed, but the Hapsburg Emperor is a powerful man in Europe. His lands, wealth and armies are the envy of other monarchs. Even the disapproval of the French-influenced Papacy has not been enough to cause him problems. Disloyalty still plagues the Empire as its principalities, duchies and free cities all pursue their own policies, but a strong Emperor can overcome these obstacles. In central Europe there are lands to be secured against regional rebels. As long as the homelands of the Empire are secure, there are opportunities for war and diplomacy on all sides. French, Danish, Polish, Hungarian, and Italian lands can all be taken, provided that the other powers can be neutralised at least for the duration of a successful war. A sensible Emperor should always bear in mind that fighting on two borders at once means that Imperial power is, by definition, split. Imperial power, when it can be used against a single target, is crushing. And as long as Imperial diplomacy can keep enemies from uniting, military power can be used in just this fashion. Finally, no Emperor should overlook opportunities for lasting alliances with kingdoms beyond his immediate neighbours. A counter-strategy of surrounding rivals by alliances or blood-relatives can be very successful in extending Hapsburg and Imperial influence.


Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


  • Levied Peasants

  • Light

    101

    Rural Levy

    Peasant

    120

    100

    3

    2

    0

    2

    2

    (0+2+0)


    Mustering Hall

    Until the Heavy Mail Event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Spearmen

  • Spearmen

    77

    Early Professional

    Militia

    140

    135

    9

    2

    0

    2

    8

    (0+7+1)


    Garrison Quarters

     


    Bonus Fighting Cavalry

    Combat Bonus in Woods

    Good Morale

    Can Do Schiltrom

  • Light Men at Arms

  • Light

    61

    Early Professional

    Average

    280

    180

    11

    4

    no

    3

    16

    (4+7+5)


    Drill Square

     


    Combat Bonus in Woods

    Good Morale

    Good Stamina

  • Mailed Foot Knights

  • Heavy

    63

    Feudal

    Superior

    545

    360

    13

    6

    0

    4

    17

    4+8+5


    Fortress

    until the Heavy Mail event in the early 13th century ( about 1200 -1215 )


    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Feudal Foot Knights

  • Heavy

    63

    Feudal

    Elite

    795

    480

    15

    8

    0

    4

    20

    (6+9+5)


    Citadel

    until the Full Plate event in the late 14th century (1380-1400)


    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

  • Peasant Infantry

  • Light

    76

    Rural Levy

    Peasant

    120

    100

    3

    1

    0

    4

    3

    (0+3+0)


    Mustering Hall

    after the Heavy Mail event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Effective against armor

    Combat Bonus in Woods

  • Spearmen Serjeants

  • Spearmen

    78

    Early Professional

    Average

    280

    200

    11

    3

    0

    3

    14

    (4+3+7)


    Drill Square


    Can Do Schiltrom

    Combat Bonus in Woods

    Goosd Morale

    Bonus fighting Cavalry

  • Urban Spear Militia

  • Spearmen

    101

    Urban Militia

    Militia

    290

    200

    7

    2

    0

    2

    10

    (2+1+7)


    City Watch

    after the Heavy Mail event in the early 13th century (1200-1215)


    Can Do Schiltrom

    Combat Bonus in Woods

    Bonus fighting Cavalry

  • Imperial Foot Knights

  • Heavy

    63

    Feudal

    Superior

    840

    480

    15

    6

    0

    3

    21

    (11+7+3)


    Fortress

    early 14th century (1310-1300) and available until the Pike and Shot event in 1530.


    Excellent Morale

    Effective against Armor

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Foot Men at Arms

  • Heavy

    63

    Early Professional

    Superior

    480

    270

    13

    7

    0

    4

    22

    (12+7+3)


    Armoury

    aafter the New Era event in 1300


    Good Stamina

    Good Morale

  • Zwei Hander

  • Heavy

    78

    Late Professional

    Superior

    1000

    225

    13

    9

    0

    6

    8

    (7+8+0)


    Barracks

    after the New Era event in 1300


    Good Stamina

    Excellent Morale

    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Halberd Militia

  • Heavy

    77

    Urban Miliotia

    Militia

    290

    150

    8

    5

    0

    4

    11

    (4+7+0)


    Army Barracks

    after the Pike and Shot event of 1530


    Bonus Fighting Cavalry

    Effective against Armor

    Can Form a Spear Wall

    Good Morale

  • Halbred Men-at-Arms

  • Heavy

    63

    Early Professional

    Superior

    420

    270

    13

    8

    0

    6

    17

    (11+6+0)


    Armoury

    after the Full Plate Armor event of the late 14th (1380-1400) century to the Pike & Shot event of 1530


    Bonus Fighting Cavalry

    Effective against Armor

    Good Stamina

    Excellent Morale

  • Pike Militia

  • Spearmen

    128

    Urban Militia

    Militia

    385

    250

    7

    1

    0

    2

    0

    (0+0+0)


    Militia Barracks

    after the Full Plate event of the late 14th century


    Bonus Fighting Cavalry

    Bonus Fighting Cavalry

    Very Long Spears

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Verlorene Haufe

  • Spearmen

    33

    Rural Levy

    Militia

    190

    40

    8

    10

    0

    5

    13

    (9+4+0)


    Mayor's Palace

    after the Partial Plate event in the early 14th century (1310-1330).


    Bonus Fighting Cavalry

    Good Morale

    Very Good Stamina

  • Gothic Foot Knights

  • Heavy

    63

    Feudal

    Superior

    1180

    480

    15

    12

    0

    7

    25

    (17+8+0)


    Citadel

    after the Pike and Shot in 1530 until the Flintlock event in the late 16th century (1580-1600).


    Bonus Fighting Cavalry

    Good Stamina

    Excellent Morale

  • Pikemen

  • Spearmen

    128

    Late Professional

    Average

    810

    250

    11

    2

    0

    3

    3

    (2+1+0)


    Army Barracks

    after the Pike & Shot event in 1530.


    Bonus Fighting Cavalry

    Can Form a Spear Wall

    Good Stamina

    Very Long Spears

  • Late Pikemen

  • Spearmen

    128

    Urban Professional

    Average

    1265

    250

    11

    2

    0

    3

    10

    (9+1+0)


    Royal Armoury

    after the Advanced Matchlock event in the mid-16th century (1550-1560).


    Bonus Fighting Cavalry

    Effective against Armor

    Good Stamina

    Excellent Morale

  • Halberdiers

  • Heavy

    76

    Late Professional

    Superior

    1165

    225

    13

    8

    0

    6

    18

    (11+7+0)


    Armoury

    after the Advanced Matchlock event in the mid-16th century (1550-1560)


    Bonus Fighting Cavalry

    Effective against Armor

    Can form a spear wall

    Excellent Morale

Ranged Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Levy Archers

  • Skirmish

    61

    Rural Levy

    Pesant

    80

    55

    3

    1

    80

    40

    1

    1

    0

    (0+0+0)


    Bowyer


    Can Use Flaming Arrows

    Combat Bonus in Woods

  • Peasant Crossbowmen

  • Skirmish

    61

    Peasant

    Rural Levy

    80

    80

    1

    6

    85

    30

    1

    1

    0

    (0+0+0)


    Practice Range

     


    Poor Morale

    Combat Bonus in Woods

  • Archers

  • Missle

  • 61

    Early Professional

    Average

    255

    120

    9

    3

    160

    35

    2

    2

    8

    (2+6+2)


    Practice Range

    Available until the early 13th Century (around 1200-1215)


    Long Range Missles

    Combat Bonus in Woods

    Can Use Flaming Arrows

    Good Morale

  • Pavise Crossbowmen

  • Missle

    61

    Early Professional

    Average

    240

    180

    9

    10

    140

    20

    2

    2

    13

    (4+2+7)


    Archery Range

     


    Combat Bonus in Woods

    Long Range Missiles

    Good Morale

  • Crossbow Militia

  • Skirmish

    61

    Urban Militia

    Peasant Militia

    115

    100

    13

    7

    100

    25

    1

    1

    1

    (1+0+0)


    City Watch

    until the Full Plate event in the late 14th century (1380-1400).


    Combat Bonus in Woods

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Hand Gunners

  • Skirmish

    75

    Urban Professional

    Superior

    870

    225

    11

    11

    55

    12

    4

    3

    19

    (7+5+7)


    Militia Barracks

    after the New Era event in 1300


    Combat Bonus in Woods

    Good Morale

    Good Stamina

  • Arbalest Militia

  • Skirmish

    76

    Urban Militia

    Militia

    255

    150

    6

    10

    135

    20

    2

    2

    7

    (4+3+0)


    City Watch

    until the Full Plate event in the late 14th century (1380-1400).


    Combat Bonus in Woods

    Long Range Missiles

  • Arquebusiers

  • Skirmish

    76

    Urban Professional

    Average

    585

    140

    9

    14

    90

    12

    3

    2

    11

    (7+4+0)


    City Watch

    until the Full Plate event in the late 14th century (1380-1400).


    Combat Bonus in Woods

    Good Morale

  • Late Arquebusiers

  • Skirmish

    75

    Urban Professional

    Average

    515

    140

    9

    18

    110

    12

    2

    1

    9

    (4+5+0)


    Army Barracks

    after the Pike and Shot event (1530) & available til the Advanced Matchlock event (1580-1600)


    Combat Bonus in Woods

    Good Morale

  • Musketeers

  • Skirmish

    75

    Urban Professional

    Superior

    565

    190

    11

    32

    145

    12

    3

    1

    5

    (0+5+0)


    Royal Armoury

    after the Pike and shot event (1530) until the Advanced Matchlock event of the late 16th century (1580-1600)


    Combat Bonus in Woods

    Good Morale

    Long range Missles

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Late Musketeers

  • Skirmish

    75

    Urban Professional

    Average

    405

    140

    9

    22

    125

    12

    2

    1

    5

    (0+5+0)


    Royal Armoury

    after the Advanced Matchlock event of the late 16th century (1580-1600).


    Combat Bonus in Woods

    Good Morale

Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Mounted Sergeants

  • Light

    31

    Early Professional

    Average

    305

    225

    13

    3

    6

    9

    10

    (2+3+5)


    Stables

     


  • Excellent Morale

  • Powerful Charge

  • Mailed Knights

  • Heavy

    32

    Feudal

    Superior

    790

    450

    15

    4

    8

    12

    13

    (4+4+5)


    Castle

    before the Heavy Mail Event in the early 13th century (1200-1215)


    Excellent Morale

    Can Form Wedge

    Powerful Charge

    Good Stamina

  • Feudal Knights

  • Heavy

    32

    Feudal

    Elite

    1110

    600

    16

    7

    11

    12

    17

    (8+4+5)


    Fortress

    until the Full Plate event in the late 14th century (1380-1400)


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without Orders

    Good Stamina

  • Imperial Knights

  • Heavy

    32

    Feudal

    Elite

    1125

    450

    15

    4

    5

    14

    21

    (15+3+3)


    Castle

    from the Partial Plate event in the early 14th century ( about 1310-1330) till the Portable Clock event in 1510.


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina

  • Men at Arms

  • Heavy

    32

    Early Professional

    Superior

    595

    340

    15

    4

    8

    14

    20

    (13+4+3)


    Earl's Stables

    after the Half-Plate Armor Event in the early 14th century (1310 to 1340)


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Gothic Knights

  • Heavy

    32

    Feudal

    Superior

    1455

    480

    15

    5

    6

    16

    28

    (25+3+0)


    Fortress

    after the Pike and Shot in 1530 until the Flintlock event in the late 16th century (1580-1600).


    Excellent Morale

    Can Form Wedge

    Good Stamina

    Powerful Charge

  • Gendarmes

  • Heavy

    41

    Urban Professional

    Elite

    2475

    400

    17

    7

    12

    16

    23

    (23+5+0)


    Royal Officers Academy

    only by owning Paris or Bruges following the Pike & Shot event in 1530


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina

  • Demi Lancers

  • Heavy

    41

    Late Professional

    Superior

    1525

    300

    15

    5

    10

    16

    15

    (11+4+0)


    Earl's Stables

    after the First Watch event of 1510


    Good Morale

    Powerful Charge

Missle Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Mounted Crossbowmen

  • Skirmish

    40

    Late Professional

    Average

    825

    200

    10

    7

    100

    45

    5

    6

    5

    (4+1+0)


    Marksmen's Range

    after the New Era event in 1300.


    Good Morale

    Can Form a Shooting Circle

    Fast Moving

  • Mounted Arquebusiers

  • Skirmish

    40

    Urban Professional

    Average

    675

    155

    10

    14

    90

    18

    5

    6

    4

    (2+2+0)


    Royal Officers Academy

    after the Pike and Shot event in 1530


    Good Morale

  • Early Reiters

  • Skirmish

    32

    Early Professional

    Elite (combonation)

    935

    465

    15

    8

    55

    4

    10

    4

    29

    (25+4+0)


    King's Stables

    after the Pike and Shot event of 1530


    Excellent Morale

    Effective against armor

    Good Stamina

  • Pistoliers

  • Skirmish

    42

    Late Professional

    Elite

    1530

    365

    15

    10

    55

    4

    10

    5

    15

    (11+4+0)


    King's Stables

    after the Rise of Shot event in the mid-16th century (1550-1560)


    Excellent Morale

    Effective against armor

    Good Stamina

Artillery

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Ballista

  • Siege/Missile

  • 21

  • 600

    150

    11

    55

    0

    280

    50

    6

    (3+3+0)


    Ballista Range


    Can Use Flaming Missiles

    Can Impale Several Men

    Very Long Range Missles

    Good Morale

    Ineffective against Buildings

    Can't Hide

  • Catapult

  • Siege/Missile

  • 21

  • 500

    150

    11

    55

    30

    300

    30

    6

    (3+3+0)


    Catapult Maker


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Mangonel

  • Siege/Missile

  • 21

  • 590

    200

    13

    63

    5

    250

    10

    9

    (2+7+0)


    Siege Works


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Trebuchet

  • Siege/Missile

  • 21

  • 700

    250

    13

    55

    60

    285

    30

    6

    (3+3+0)


    Siege Works

    after the "First Rudder" event in 1180.


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

    Can launch rotting cows

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Bombard

  • Siege/Missile

  • 31

  • 900

    250

    11

    45

    90

    325

    30

    6

    (3+3+0)


    Gunsmith

    Bombard are recruited in European Cities or Castles with a Gunsmith after the "Man-made Inferno!" Event of 1350.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can Fire Grapeshot

  • Grand Bombard

  • Siege/Missile

  • 31

  • 1200

    250

    11

    63

    240

    375

    30

    6

    (3+3+0)


    Cannon Maker

    Grand Bombard are recruited in Cities or Castles with a Cannon Maker after the Death of Ibn al-Shatir in 1375.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

    Can Fire Grapeshot

  • Serpentine

  • Siege/Missile

  • 23

    1100

    150

    11

    63

    30

    450

    36

    6

    (3+3+0)


    Cannon Maker


    Can Impale Several Men

    Long Range Missles

    Good Morale

    Can use Sharpened Stakes

  • Cannon

  • Siege/Missile

  • 21

    1300

    250

    11

    63

    180

    380

    30

    6

    (3+3+0)


    Cannon Foundry

    after the Gothic Plate Armor Event of the mid 15th century (1450-1460).


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

  • Basilisk

  • Siege/Missile

  • 21

    1600

    400

    11

    63

    180

    450

    30

    6

    (3+3+0)


    Royal Arsenal

    after the Machines that Fly event of the Late 15th century (1492)..


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

Naval Units

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Cog

  • Light

    25

    540

    150

    15

    5

    8

    (0+8+0)


    Port


  • Holk

  • Light

    37

    710

    200

    15

    10

    12

    (0+12+0)


    Shipwright


  • Gun Holk

  • Light

    37

    840

    270

    14

    16

    16

    (0+16+0)


    Dockyard


  • Carrack

  • Light

    62

    1540

    350

    14

    30

    30

    (0+30+0)


    Naval Drydock


Guild Units

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Foot Ritterbruders

  • Heavy

    63

    Religious Order

    Exceptional

    960

    600

    17

    12

    0

    4

    20

    (7+8+5)


    Teutonic Knights Minor Chapter House

     


    Excellent Morale

    Good Stamina

    Frighten Nearby Enemy Infantry

    May Charge without Orders

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Merchant Cavalry Militia

  • Heavy

    31

    Urban Militia

    Militia

    305

    170

    9

    5

    0

    6

    12

    (6+1+5)


    Merchant's Guild

     


    Good Morale

    Powerful Charge

  • Ritterbruders

  • Heavy

    32

    Feudal

    Exceptional

    1230

    800

    20

    10

    14

    16

    18

    (9+4+5)


    Teutonic Knights Minor Chapter House

     


    Excellent Morale

    Powerful Charge

    Frighten Nearby Enemy

    Can Form Wedge

    May Charge without Orders