Y'know, I've looked around a little and found RTD games of every make and style, from the classic arenas to Total War grand strategy. I don't think there ever was a squad combat RTD. I.e., up to four players, each controlling a squad of three to five people, a-la Laser Squad - point buy system for troops and their weapons. The actual combat mechanics between individual troops would be somewhat simplified to expedite the process of making the turns.
In the interest of making the game last longer, perhaps the whole thing could be made to be like an arena, with a goal to retrieve some sort of artifact that every player - each representing a different corporation - fights to get. As teams are eliminated by enemies, new teams drop in.
So in short, something of a cross between Einsteinian Roulette, Laser Squad, and Cortex Command.
I've been working on a similar concept but it's nothing I could ever GM.
Four or 8 players, each with a 4-man team. One or two players controlling each team. The game starts with each team getting a set amount of points to buy supplies: for instance:
Light Weapons: 1pt per level
Medium Weapons: 2pts per level
Heavy Weapons: 3pts per level
Vehicle: 5pts
Light Armor: 1pt
Medium Armor: 2pts
Heavy Armor: 3pts
Other things are purchaseable, with points. Each player starts with 20 points, and must gain points through objectives: capture vehicle, building, destroy opposing team, etc.
For instance, a sniper might have:
1898 Commisar Sniper Rifle Lv 2 (High Power Scope, Anti Personnel Rounds) 6pts
Light Armor 1pt
Satellite Recon Uplink 2pts
Radio Headset 1pt
or, if they were at the beginning of the game,
Commisar Sniper Rifle Lv1 (AP Rounds) 3pts
Light Armor 1pt
Radio Headset 1pt.
Players have little if any actual control of their units when they send them out, only of average tactics, agressiveness, and drive.
A team sent out to focus on capturing objectives with high agression and drive result in a team that would swarm an objective and slay anything that gets near it, whereas a team sent out to take out enemies with low agression and drive would wait near an objective and pick off anyone who got close, and when fired upon would leave.
For instance, let's take a three-team game.
There's an experimental mobile suit in the middle of the map loaded with only a single antivehicle rifle. There are buildings around it that could have valuable research notes, and the map is otherwise forest.
Team 1 is made up of a lightly armored sniper, two SMG users, and an assault rifle gunner. They've been made with 20 pts.
Team 2 is made up of a heavy LMG gunner, an engineer with a pistol, an SMG carrier, and an assault rifle gunner. 20pts.
Team 1 is after the main objective, are mid-agressive, and have high drive.
Team 2 is after any objectives, are low-agression, and highly driven.
--
A quick bit of the action:
Team 1 SMG gunner fires upon Team 2's engineer, who is behind cover!
Team 1 SMG gunner fires upon Team 2's enginner, who is behind cover!
Team 2's engineer is unhurt, but her cover has broken!
Team 2's heavy gunner fires back at Team 1's exposed SMG gunners!
Team 1's SMG gunner 1 has been shot dead! Team 1 SMG gunner 2 has been hit and downed!
...
Team 2 goes on to win by killing the other team, mainly due to being the one with the first reaction: they were not suprised by the enemy force. Suprisingly it was the engineer who got the last kill, even if it was with the suit (being the engineer, had the best ability to use the mecha, and fired at the sniper).
I would never have the patience or ability to run it though, as it's simply based on playing out the scenarios in my head.