I know work is being done on this faction and the historical inaccuracy of the Ottoman components are being removed. But perhaps some of these suggestions will still be useful -- in any case I've designed them to be more of a temporary solution that uses the current models and skins available since so much work has already been done. Maybe this would be useful for a pre-3.0 update.
I've included 2 eras, early/pre-Mongol invasion and late/post Mongol invasion. The Sultanate of Rum at this early time was composed of three main army elements which can be generalized into the following categories:
Turcomans,
Ghulams, and local
levies/mercenaries of mixed origins (Greeks, Turks, Danishmandids, Armenians, Georgians, etc) -- this 3rd category is mixed into the following roster and includes the Tribal Turcoman warrior shepherds, Igdish Infantry and the AoR troops already in game such as Anatolian axemen and Anatolian (spear) levy.
Turks of Rum should be, as a whole, light mounted warriors skilled with bow and javelin. Largely composed of frontier Turcomans and horse archers, they should be
overall, more lightly armed and armored than their surrounding enemies. But faster and more agile, especially in the 'early' army. The Ghulams should be the only real exception category, aside from a couple other exceptions in the other 2 categories. Even then, the Sultanate of Rum should only have access to the mid-range Ghulams.
Their strengths should lie in unparalleled battlefield mobility, surprise and ambush tactics, and an interesting array of ranged units which, when employed effectively can do the jobs of swords and spears without ever even touching the enemy.
Basic summation:
Strengths -- Numerous and diverse horse archers allowing for a great deal of tactical options and battlefield mobility, fast light cavalry, early (but limited) access to Ghulams, ambushers and units which can use the hills, grass and terrain to hide anywhere. Exceptional late era heavy horse units.
Weaknesses -- Limited and largely poor early infantry. Limited (but highly effective) late infantry. Lack of native spear infantry.
Early army
Mounted:
Turcomans and Seljuk Turks
Seljuk Turk horse archers (RB and CB), Frontier Turcoman horse archers (RB and CB), Tribal Turcoman warrior shepherds (AoR).
The core of the Sultanate's army, a wide variety of horse archers. Using a combination of long distance archer harassment (the RB units) and horsemen trained in daring short range barrages capable of piercing armor (the CB units) the Rum Turks can deliver knock out blows to all but the most disciplined enemies before having to close in for melee.
Common attributes: light armor (no armor but shield for the 3 Turcoman units), excellent archers, large quantity of arrows, high (Seljuk) - medium (Turcoman) accuracy, cantabrian circle, poor melee, good - average morale, hide in woods, Turcomans hide_anywhere.
Nobles and light cavalry
Turks of Rum Nobles, Akinci javelin cavalry, Mounted Turcoman Ghazi's
Mixed in with the horse archers, the Turks of Rum have no shortage of fast, light cavalry capable of running down fleeing troops, engaging other light cavalry, and engaging enemy infantry that has been withered down by their missiles. Note: Nobles fight with bow but are adept melee fighters when need be.
Common attributes: Medium armor (light armor for Turcoman), good morale, good melee, extremely fast mounts.
update: Akinci / Akinji have been definitively shown to be more than a term for a light raider, but the official name of an Ottoman era military unit. Unless someone can show that the term was used to describe light horsemen of the 12-14century it will not work for BC.
Ghulams
Regular and Jr Horse archers, Regular and Jr lancers.
The Turks of Rum had varying degrees of access to Ghulams depending on the time frame and the ability to pay for the relatively high cost of attaining these slaves, raising, training and equipping them. They form the professional, standing army of the Sultan, loyal and fearless.
Common attributes: Medium (jr) armor - Heavy (regulars) armor, Good - high morale, powerful charge, high accuracy archers, good - excellent melee.
Foot:
Foot archers, skirmishers and foot infantry.
Seljuk Swordsman, Turcoman foot archer, Igdish infantry(formerly frontiersmen), Seljuk Majra bowmen (crossbowmen) Turcoman Ghazi's, Turcoman Javelin Ghazi's.
The Seljuks of Rum were not known for fighting on foot, until later, but sometimes infantry is necessary, if not at all preferred. Note: the
Igdish Infantry are hardy warriors from Anatolia from mostly a mixture of Turkish and Greek stock, including Christian intermarriages. The term frontiersmen is redundant since all the Igdish, Turcomman, and Ghazi's were basically all
frontiersmen. The
Majra unit does not truly use a crossbow, but a kind of precursor to the crossbow which uses a bow and an arrow guide to fire darts....it is more unique and Turkish, so seems a better and more interesting fit. They could be slightly less powerful than a crossbow but also fire faster.
Common attributes: Fast moving, excellent stamina, light - medium armor (ghazi's no armor but shields and caps), average to good morale, hide in forest, Ghazi's and Igdish hide_anywhere.