I'm going to try and sort my thoughts about squad based tactical games that were released during current year (or released into early access or had available demo) that I've played.
Battle Brothers - This was Codex darling prior to release. It didn't turn out to be new coming of X-com (nothing has or nothing [probably] never will be quite as good as X-com), but it is more than decent game about early medieval shield wall infantry skirmishes in fantasy world. RNG heaviness and procedural world creation combined with level scaling makes one wonder if this could have been even better game with fixed map where events take place.
Still one of of the best, if not the best tactical games that's been released during last decade.
rapsdjff and co. where ever you are now or whatever you are doing for your next venture, good luck in it.
Stellar Tactics (early access) - This was actually released into early access 23 September 2016, but might as well comment on this since this has seen many improvements since then (for example design dead end of "precision aiming" where player should try to hunt just the right pixel on enemy model, which is animated the whole time btw, to gain a few % bonus to hit was dropped.)
This is a very ambitious project that tries to do both turn based ground combat system and RTwP space combat (with only 1 controllable ship).
Haven't encountered space combat yet so I won't comment about that, but on the space navigation I wish developer(s) would try to copy autopilots from Freelancer or Rebel Galaxy.
Ground combat (which uses AP system) has few problems:
1. Game isn't grid or hex based; sometimes routes that look usable aren't so, also units might block each other in ways that is somewhat hard to fathom on quick glance.
2. Game has system where different body parts of the enemies and players characters are targettable. This is good feature to have, but on execution player have to point mouse cursor on right spot on enemy model which is animated. Depending on camera angle targeted body part might cycle from arms to torso and legs; good luck on timing it right.
Game also level scales which is another reason to worry, but overall it's promising passion project with developer that actively engages with community.
Vigilantes (early access) - AP system using grid based tactical combat is heart of this game. There is no FoW or any interactions with environments or levels that aren't directly related to combat.
Game has system for targeting enemy body parts which has more user friendly implementation than Stellar Tactics. There is also rudimentary morale system which causes badly wounded enemies to try to escape. There is still some very rough edges like for example implementation of shotguns and "deepness" of strategic layer, but it is still very much work in progress.
This might become nice little game with developer that's been active on feedback.
edit.- Melee animations deserve honorary mention.
Pit People (early access) - This actually isn't WEGO, phase paced or whatever the hell people people call games where both sides plan their turns and then watch how the execution unfolds simultaneosly.
Pit People is turn based game where each sides turns get partitioned into 2 parts where one side plans their movement and then executes it and then 2nd side does the same.
In practice during battle moving players units is only thing player decides about, what enemy players unit(s) targets is wholly dependent on positioning and unit's load out (there is no changing unit's load out mid battle).
Game delivers its narrative in cartoony, humorous manner, but gets repetitive soon (I played 10 hours before getting bored). I think that if someone wants tactical game with cartoon humour, then he is better off with Skulls of the Shogun.
Warbanners - Sequel to Drums of War (which sadly is on Slitherine back catalog with pricing that comes with Slitherine). It pretty much offers the same as it's predecessor (sieges, environment that can be molded by unit abilities or items, lighting levels that affect units CHT) with improved graphics, tweaked morale system and added stamina mechanics. Sadly no orc campaign this time.
edit. Developer is active on various forums and game gets new patches quite often.
Torment: Tides of Numenera -
Darn thing crashed when I got into 1st real fight. Haven't really touched it since.
Its been patched since then, but the few turns that I managed to play its 2 action based battles didn't impress. Of course combat isn't the main course on "Torment" -game, but early world building and narrative left me somewhat cold too.
I will check it out again later, but I still suspect that WL 2 is the better Inexile game.
Westslingers - I'm only 3 missions in basic campaign. Feels a little bit like Syndicate with much fewer people on levels. Combat so far has been simplistic "draw weapon and shoot someone on the back and then take cover before you mow down rest of the enemies" -affair.
Developers have recently added sand-box mode into game in addition of the original campaign. I will comment more about the game if there is more to comment about.
Fort Triumph (demo) -Tried the recent Steam demo and really not feeling it with this.
Nu-XCOM style 2-action system combined (with additional enemies that activate when you explore too far) with levels that mostly seem to be narrow corridors seems to be a very unfortunate combination.
Low expectations with this one.