Ring of Red is a mech SRPG set in an alternate Cold War timeline. The divergence point begins in August 1945, when Japan does not surrender after the dropping of the bombs. The Soviets aren't intimidated and invade Japan, claiming the relatively undefended North while the Americans are bogged down fighting the Japanese in the South. Having exhausted their momentum and the war turning into a stalemate, the Allies decide to settle and thus Japan is partitioned between North and South.
A proxy war between the US and the USSR through their North and South puppets breaks out in 1950, but once again ends in a stalemate and the creation of a demilitarized zone in 1954. Another 10 years later, in August 1964, the plot of the game begins when a legendary Japanese war hero (who also fought in the Vietnam war) hijacks an experimental mech for the Soviets. The player's team is disavowed by the South Japanese as mercenaries and invades North Japan with a company of soldiers (and some assistance from rebels in NJ) to recover or destroy the stolen experimental mech.
In the story, mech development began in Germany, but wasn't ready in time to change Germany's fate. German engineers escaped to Japan and finished their work there. The mechs (called Armored Fighting Weapons, or AFWs) proved themselves in Japan's extremely mountainous terrain and have become a standard part of an army's arsenal.
You have a pretty interesting cast of characters. The main character is a half German, half Japanese boy who angsts over his blood. Two of your superior officers are Nazis who escaped to Japan, one of whom is a confirmed war criminal. You have an American marine who was discharged. An Italian who wants to prove that his race aren't cowards and volunteers to fight alongside his Japanese and German allies. Several child soldiers who have grown up knowing nothing but poverty and angst. An old man who has been leading a dwindling resistance movement in the mountains for 20 years. And one sane officer who recorded the events of the story in his journal.
Gameplay wise, the main gimmick is distance. Different AFWs are more effective or ineffective at different distances. Light chicken-walker AFWs totting around machineguns are strongest when at close range to their target, but are hit with a nasty damage and accuracy falloff the further away they are. Quad legged 4AFWs carrying huge artillery pieces are the opposite, being most effective at long range, but are ineffective at close range. Bipedal medium AFWs do pretty okay at any distance, but can also slug it out in close combat. AFWs are also accompanied by three squads of soldiers who can perform repairs, lay down landmines or electrical wire, clear debris out of the path of the mech, load special shells into the mech's gun, shoot at enemy soldiers, etc.
So the meta is this: your light chicken walkers and your heavy 4AFWs should engage the enemy first and take out their soldiers. Your Light AFWs should engage enemy 4AFWs at short range, where the enemy quad mech's weaponry is ineffective. Likewise your 4AFWs should engage enemy light AFWs at long range, where the enemy chicken walkers are ineffective. Wipe out the enemy soldiers accompanying the opposing AFW. The squads assigned to your light and 4AFWs should be dedicated to anti-personnel tactics, such as infantry squads or crews that can load incendiary ammunition into the mech. Then, you send in your medium AFWs who can concentrate on destroying the enemy AFW unharrased by enemy soldiers who can't deploy smoke or flashbangs to decrease your accuracy or deploy wires or landmines that prevent you from entering into melee range and clobbering the defenseless mech. Your medium AFWs should be escorted by squads that maximize damage against the enemy AFW, such as mortar squads or crews that can load HEAT ammunition into your mech.
The best part of Ring of Red is its cinematic presentation of combat. When two units enter into combat, a 90 second montage begins showing your mech slowly march into enemy fire. You can order your squads around. When the crew on your mech loads the next shell, you look down the scope at the enemy mech wait as the hit percentage slowly goes up. As your scope is zeroing in on the enemy mech, you can see your infantrymen lobbing grenades or being turned into pink mist or being gassed while intense music is playing. There is the fear that the enemy mech might fire first, and if they do hit your mech then your hit percentage resets (which means more time waiting for your accuracy to go up enough that you are likely to hit) and you've lost a shot in the engagement.
There is also the fear that your squads might be eviscerated before you can exit the scope and order your men to retreat behind your mech for protection, so there is pressure to fire your gun early before it is zeroed in on the enemy mech enough to likely hit. The 8 pilots are immortal and respawn in the next mission, but there is permadeath for your squads and they are limited in number. You arrive in North Japan with about 10 squads but can only recruit a couple dozen more squads of rebels. I had lost about 10 squads by the half way point of the game before I figured out the meta.
Unfortunately, the spectacular combat is also the game's great weakness. Often times, the combat sequences can take upwards of two minutes because time pauses when an infantry squadron is ordered to do something or a mech uses a special ability. It usually takes at least 2 or 3 combat sequences blow up an enemy mech (sometimes as much as 5 if an enemy mech is in a fortified position such as a city or if it is a boss mech). Missions can have you face 10 to 30 enemy mechs. A mission can easily take over an hour and a half, and there are 17 missions. So you're looking at a 30-50+ hour long game. Perhaps if you could fight up to 2 or 3 mechs in an engagement and cut down the number total engagements by 1/2 or 2/3, making the game into 10-20 hours long, the game would have been more enjoyable. After the novelty of the first few hours wears off, you really want to play the game on turbo.