Right now I’m playing two things, anyway, because amazingly two turn-based tactical shooters came along at once:
This is really fun, jolly, precise TBTS (tibbets?), which consistently makes a lot of sense, and where you get a strong sense of how you could do better when you have problems. I love the breach mechanic and the contained fights.
Part of the Xbox Game Pass thing for PC, and wow, it is also great, and both similar and different. It has no base-building at all (at least up to level main mission 6 or 7, and having done some side missions too), and it seems like it has a maximum of 4 characters/mission*. Equipment is gained from succeeding at missions, opening chests on missions, when you recruit people they often have pretty good equipment. The combat is excellent, and you have a base of 3 actions/turn, instead of 2 as with XCOM, and which can all be used however you choose (no “shooting ends your turn” like XCOM), which makes for a lot of flexibility - you can also do a lot of stuff that gives you more actions, sometimes for the entire team (executing an enemy, for example, gives everyone except the executioner an extra action), and these can stack up. Overall this makes the game flow much more. Overwatch is a bit more complex/interesting too, as you can shoot as many times as you have actions left, but have to specify a cone (like in Chimera, actually), you can choose how big the cone is (sometimes you don’t want them shooting until enemies are close, or are doing elaborate overlaps and don’t want everyone to shoot at once), and so on. There’s a lot more healing too, and you all heal to full after every mission (no injuries etc. if you live - but you can die, which fails the mission if it’s a main character, or permanently loses the character if not). It also doesn’t have a visible grid, and the invisible grid seems to be finer than the XCOM one.
All this adds up to a game that flows really well but to make up for all the gains, the enemies are total bastards who make the XCOM ones look like a bunch of friendly dudes. Not only are they hard to kill, and do a lot of damage, and use their abilities more aggressively (and generally more intelligently), but they also really take advantage of any fuck-ups you make, and if they can kill one of your soldiers, they absolutely will. There are really a lot of them too, constantly coming up through holes, or being air-dropped or whatever, as is traditional for Gears games. Many of them have bastardly abilities which make your abilities risky, like the melee enemies can make D&D-style opportunity attacks if you try to move away from them, or try to melee them.
It’s a really good gain though and very expensive-feeling. My only complaint so far is that because there kind of isn’t a grid (there sort of is for movement, but only sort of), and it has slightly complex grenade physics (though will show you exactly where the grenade will end up before you commit), this can turn trying to throw grenades into a pixel hunt, as you see the skull symbol (meaning you will definitely kill an enemy) flash up, but then have to try and find the exact pixels to throw the grenade at that will do it! That’s relatively rare at least though. Most grenade throws are straightforward (and grenades are very effective).
* = Sometimes less! I just did a mission were you could only take one character - fortunately I chose to bring Augustus “Cole Train” Cole, a man who is such a Hollywood stereotype it almost feels racist - was able to deal with the entire situation, largely by throwing grenades and charging screaming at enemies with his bayonet. Remarkable that his shtick has remained completely constant since the original Gears of War back in 2006.