Hearts of Iron pops to my mind, and Paradox games in general, that let you play any faction in historical games that span from 769 AD to 1947. You get to play a few rulers that would be considered tyrants in history book if you want.
Back to Doctrine, that I’ve been playing a bit over the weekend.
Still like it, but the game suffers from a few flaws that can real hurt one’s enjoyment.
On the tactical combat layer, we have an unpleasant combo :
LoS issues :
- LoS uses a sidestep mechanic like FiraXcom, but while FiraXcom sidestep only applies for units in covers, Doctrine’s units project a 3*3 hitbox at all times.
- Shooting angles through windows and doors are calculated as if walls had no thickness, meaning you can shoot almost parrallel through a wall and still go through a window to hit something
- These two things create unrealistic and hard to judge lines of sight, but there is no way to preview if you will have LoS on a target without actually moving somewhere. Since the game uses a 2 moves per turn system you don’t really want to waste a move doing so.
Combined with omniscient AI not bound by the same rules as the player :
- It always knows where your entire team is. In a game where maps are cramped with small rooms and corridors, it can be frustrating to the extreme and bloody obvious after a few turns!
- It doesn’t seem to be bound by range rules, as it can use weapons to shoot you across the maps but when your units try to use them you get told you’re out of range
- It doesn’t seem to suffer from the same restrictions regarding use of movement/action points as it can do a double move and use LMGs in full auto while your troops can only do so after a simple move
On a few scripted missions where firefights are intense, it can be infuriating, but one the bright side, many of these issues can be patched, some may even have been since I experienced them. Devs have also acknowledged LoS issues and are working on it.
While the infiltration mode is not as infuriating, it feels rushed and simplistic. It only relies on not crossing the enemies’ LoS unless disguised, your units will happily jump through windows and glass walls without anybody batting an eye. You can litterally leave a restricted area by jumping through a window in front of a police guard and he won’t react. After all, he never saw you in the restricted area, he only saw you smashing a window to leave it 
On the other hands, your agents are careful not to run and attract attention when there are any witnesses, which is only a cosmetic thing since everything is turn based, but it leaves me with the feeling that time pressure led to cut content as there was room for all these mechanisms that are conspicuously absent.
The strategic layer feels ok, with the exception of agents able to teleport on tactical mission, which is odd considering carefully manging flight time and map coverage with your teams is a key element. Once again, this feels like a late design “choice” made to fix something.
However, bear in mind that despite all these flawsl I still find the game quite enjoyable and it will be even more so after a few patches!