(sorry for the grammar/spelling, not to be found on this pc)
Here's a new possible way:
Just having a limited ammount of pieces that indicate which unit it is.
Thus a set of pieces to indicate a basic infantry, or a basic tank, or a support tank, or a support infantry, or a "grenadier", "juggernaught", "hero". etc.
Simple symbols, no advanced pictures.
Bottom line, allowing players to have only around 12 different units in a game.
Now, to create more diversity. Each player will have a set of 12 cards, that indicate which piece is which unit. As example, one card indicates what kind of basic infantry unit you are using. With all the stats on it. (no need for a giant table for references)
The card set will be completely customable at the start of a game.
The game is everything you need.
The expansion is simply a set of cards.
Not doing anything evil here, ok?
The question: This idea... any good?
To clarify things.
*****
Short version:
Current version has;
2x2 cm pieces on the board.
Each piece has a picture of the unit.
Each unit has it's own set of pieces.
Statistics to be found in a table.
More units mean;
Bigger table with statistics.
More pieces, depending on the unit, a variable increase.
Devoted attention to the picture art on a piece.
"improved" version has;
2x2 cm pieces on the board.
Each piece has a symbol of the unit.
Each unit can be assigned to a symbol.
Statistics to be found on a card.
More units mean;
More cards, but only one per new unit.
*****
TLDR version:
On the board, each unit is a little picture of that unit, 2x2 cm. Some are abundant (12-36), others are just a few (3-11). Another chip can contain the number 3 or more to indicate that one chip stands for several units.
As example, take a look at Advanced Squad Leader. My game looks a lot like that game.
To keep track of statistics:
Some games use a big table of contents.
Now I have such a table as well. An old version is on this forum, somewhere...
http://www.bgdf.com/sites/default/files/images/Unit%20Statistics%20Card_...
There it isss...
Each unit statistics is in that table, each statistic is used. No useless information in there (except for the group column)
However, trying to look something up in that table and pit it against another statistic from that same table will be some work if you don't know yet where to look.
Also making sure you are looking at the right row and column might be troublesome.
Not to mention, when I expand this table from 33 units in that table to ... many many more (like how MtG is expanded).
Another fact is that players start with only the rifle infantry, then get new units with each mission. Like how many RTS work.
Now that we are clear of that, the table is actually Huge! for beginners. While they start with rather, well, notching.
A way to change this is actually putting all the statistics of just 1 unit on a card. This card contains the information that you need. This card also makes it easier for players to compare information to another card.
A card leaves room open for extra special information. Like, it has a double bonus against a certain type.
A card also has more room for the picture.
The table can be discarded. And a player can gather the cards instead. Only using those that matter for a game.
You only need 1 card for the unit.
I hope this has clarified things.
*****
Regarding to many statistics.
XP is rather useless lately. Useful for beginners, but the pro can deal with hero units easily.
I am thinking about discarding the XP. Even though it is cool to create hero units by training them. The bonus is not really worthwhile when you do start training them.
I mean, if you need to kill 3 rifle infantry, to get your own rifle infantry to increase 3 health. (effectively, the unit is 50% better)
I think about having bigger steps.
And
To spend a lot of XP on one unit at one time, some sort of training centre.
No more tracking XP/unit of XP/squad.
Don't worry about symbols, for each statistic; I have one.