While watching a video about how the new runebound combat system works (by flipping tokens) it gave me a new idea for combat resolution.
Instead of rolling dices for each unit, for example, why not simply put the units on token and flip the unit tokens. Each side of the token will have different combat values that will change the combat resolution. For example, you could have a unit called:
Assasins
Heads: Attack 3 initiative B
Tail: Poison 5 initiative C
So here the assasins can either attack or poison the enemy units. The attack value must exceed the targeted unit's defense while the poison strength must exceed the target unit resistance value. The initiative letter determine the order of resolution.
In that kind of system, there is less cross referencing, and all units always hit, but they hit differently.
The only downside is regarding the quality of the components. Flipping card board tokens might not be a good durable solution unless they are very think. It might be more convenient to use labels on poker chips. But in both situation, it would increase production cost. It also depends on the number of units required by the game.
A similar results could be achieved with dice. Like saying
Assasin
Roll 1-3 = Attack
roll 4-6 = poison
You could also play with those number range, but the problem is that it's much more fiddly to resolve as each die needs to be matched to a unit. Which should increase combat resolution time.
Using dices, a la "dragon dice" is another option I like, but it seems much more heavier and expansive to produce. You alre also much more limited in drawing surface.