Unofficial fan reference · game files of Crusader Kings III 1.20.0.3 “Crozier”
CK3 Database

Men-at-arms counters calculator

Add regiments to both armies to see which of them get countered and by how much. Values are the base ones from patch 1.20.0.3; see all men-at-arms for each regiment's counters.

Your army

No regiments yet.

    Damage
    0
    After counters
    0
    Toughness
    0

    Enemy army

    No regiments yet.

      Damage
      0
      After counters
      0
      Toughness
      0

      The formula

      For each base type T on one side:

      counter points = Σ (sub-regiments of each enemy regiment × its "counters" value for T)
      needed         = 2 × sub-regiments of type T
      damage cut     = 0.9 × min(1, counter points ÷ needed)

      From the game's combat defines (NCombat in game/common/defines/00_defines.txt): MEN_AT_ARMS_MAX_COUNTER = 0.9 — “when RATIO_FOR_MAX_COUNTER is hit, the damage output for the MaA will be reduced by this much. For values lower, it'll be linear”; and RATIO_FOR_MAX_COUNTER = 2 — “you need this many effective regiment chunks to counter a single regiment chunk. Modified by counter effectiveness”. A regiment is made of sub-regiments (chunks) of the regiment's stack size; it has REGIMENT_DEFAULT_MAX_SIZE = 3 before size bonuses, and new regiments here start at that size.

      Damage and toughness totals are the base stat × soldiers; levies count 10 damage and 10 toughness each (LEVY_ATTACK, LEVY_TOUGHNESS). Not modelled: commanders, knights, terrain, innovations, buildings, advantage, damaged regiments (all sub-regiments count as full) and the battle phases. Siege weapons are left out (they don't fight in the main phase).

      Source: game/common/men_at_arms_types/*.txt, game/common/defines/00_defines.txt and the English localisation, Crusader Kings III 1.20.0.3.