I've just finished playing Symphony of War: The Nephilim Saga, a turn-based strategy game by Dancing Dragon Games. Playing on the hardest difficulty, I think you're likely to average about 60 hours into this title. Collectively, it took me a little over 80, with some AFK time in there.
The game is inspired by games like Final Fantasy Tactics, Fire Emblem, etc. and you take on the role of a young academy cadet, who gradually builds their army from nothing to fight against cults and empires. The story is... truthfully not very good, haha. It's about the level you'd get from things like Final Fantasy III~V; however, it's perfectly serviceable for moving the story from mission to mission.
As I just mentioned, the game revolves around missions which you deploy your armies into. Each of these missions have not only main objectives, but also optional side objectives, or even challenge parameters. Many of the optional side objectives involve seizing chests with rare items, or mines with rare materials. However, the challenge objectives are often a bit tricky, requiring you to complete a mission within X number of turns, or similar tasks.
Outside of missions, you can build some basic relationships with your companions. More importantly, you'll spend your time recruiting conscripts from a mercenary board, purchasing items from the market place, and investing these resources into your troops to boost their combat potential. Here, definitely, is where the game stands out from a lot of tactical RPGs. You can be EXTREMELY micro-managing with your squads, to the point where I easily spent hours just managing my army.
Every unit not only has a branching unit rank progression (soldiers can evolve to knights, or heavy pikeman, etc.) but also elemental aptitudes which effect their statistics, and up to three feat slots. Every unit can also be designated as a squad leader, not just story characters. You can use items bought in the market place to change a unit's elemental affinity, or give them feats like boosting their ability to crit a damaged enemy, or a magic barrier at the start of combat. Some feats only apply if that unit is assigned as the squad leader.
What works really well is that the game has a "capacity" system on your squads. Units have a stat called LDR (Leadership) which augments the capacity of a squad they're a leader on. As you add units to a squad, the marginal capacity needed for each additional unit increases. Likewise, there are items called "Artifacts" which you add to a squad to augment their abilities, or how they operate on the battlefield. When you play around with this a lot, you can make some really really goofy squads, like the example in the screenshot below of "Lysander's Squad." Artifacts also require capacity to apply to a squad, so you'll also be juggling item management across 15+ squads for most the game.
I enjoyed my time with the game, but I don't think I can generally recommend it to all gamers. I think you'd have to be someone who likes tactical RPGs, and furthermore is willing to overlook a fairly generic story in exchange for some pretty great gameplay. Some downsides for me included the final boss, which I thought was a bit of a tedious mission, and some missing quality of life features. The main one being the inability to check your squad capacity from the squad overview menu, meaning you'll do a lot of clicking into your squads individually to check if they're full.