...and possibly I am looking for a way to eliminate it entirely.
In my card/board game, each card represents a unit, and has hit points. Hit points are typically 3 or 4 for a light unit, 5 or 6 for a regular unit, and 7 or 8 for a heavy unit, though there are some exceptions with more or less.
Typical damage is around 3 or 4 per attack, though as low as 1 and as high as 6. Units can be healed, though healing averages 2 points. Simply, when a unit takes damage, you recored a number (somehow), equal to damage dealt. When you heal, you remove that much. Simple enough, eh?
My problem is keeping track of it. Some things I've tried:
Damage Counters: What the game was designed for. Problem is, It is a little cumbersome, what with the large number of damage counters that accumulate.
Rotating cards: no rotation = no damage, 45 degrees = 1, 90 = 2, 135 = 3, 180 = 4... etc. The problem is it isn't exactly intuitive, and players seem to naturally want to "tap" a card to indicate that it has acted.
Dice: Probably the best method - one dice is set on top of the unit's card, and the number showing represents how much damage it has taken. Roughly one set of polyhedral dice is required per player. Not a problem for playtesting in my basement, but it would be expensive if the game ever saw production.
I'm really happy with the combat system, and the damage/healing aspect has a great balance, and is fairly well entrenched within the game. However, I'm wondering if it wouldn't be better to nix damage and going with an "all or nothing" approach. The current system works, I just know it would be faster without it.
Oh, and cards themselves sit at the side of the board. You control a "squad" that is represented by a figure on the map. All of the units in front of you are treated as though they are in that space. It's pretty slick, and there are some neat things I've been able to do in terms of balance. So, you don't really have to worry about having to physically move the cards around too much.
How about have life points as stackable chips (aka mini poker chips), and obviously when they get down to zero chips the unit dies. This way the players could easily tell how many HPs each unit had by the height of the stack of life point chips.
It's the only thing I can really come up with at the moment. Good luck!
-Darke
One miniature represents the whole squad of units. The units themselves are represented by cards. So, if you've got a full squad, you have six cards layed out in front of you, and one miniuature on the board representing the location of the group of six units.
HP tracking is not that important to your foes as it is to you. When a squad gets attacked, a random target takes the damage (1d6, count cards left to right). If that man is already dead, nothing takes damage... smaller squads have a tendency to live longer, but are less effective in combat (fewer attacks). Your opponents really don't care about damage from one unit to another, they just fire at the group.
There are some exceptions... if your group is taking cover, you roll a d8 to see what takes damage, so 7 and 8 are always misses.
The squad based aspect has let me do some cool things. For example: movement is based on the SLOWEST member of your squad. So, while that guy with the heavy machine gun will mow down enemy troops, you may reconsider him because of how slow he is.
Some things: I considered using a slider, but came to the realization that it takes up a considerable ammount of real estate on a standard playing card. Stackable chips are really the same as individual counters, once you come down to it. Markers = messy. A miniature is great (I have a ton of mage knight miniatures), but again, one unit.
However, I didn't consider sliders on the side of a card. How does that work? Is it like a mini paper clip that grips the card and moves up and down?