I hope You can enjoy what I have done in spite of my poor English skills ;)
After seeing Escaflowne I realized I have always sucked for Kawamori since Robotech has been aired here in Italy, so I came up with this game.
On a Tekken3 FAQ I've read that there are pitbull fighters that play offensive, turtle players that play defensive, and then there are nutjob/crane fighters, who like to know every single move of all characters. Let's say I am sort of a crane. This is not limited to Tekken (which by the way I stopped playing long ago): I liked to know even Magic and Pokemon cards, and even the units in strategic games like Starcraft and Super Robot Wars. For many reasons, I actually didn't have played a lot, so I'm not that a good player, but I sublimated, and I enjoyed to fantasize on battles which were really tactical :)
I'd liked there was a game with lots of tactics. I'd liked there was a game where nothing was leaved to fate (ie coin flip, dice roll or card drawing), and all was determined by players' choices. I'd liked it was turn based rather than real time, so a player could take his time to think carefully.
And I'd liked there was a game with Escaflowne (actually, I know there is one, but I've read it is awful, and it is not what I'd want anyway).
I thought of a game which was fought in a large battlefield (12x12 squares). There was two factions ("goods", few powerful units and lots of weak but cheap ones, and "bads", lots of strong units), and their goal was to exterminate other mothership. The mothership was a concept taken from Total Annihilation, where you have a robot which build all other robots and facilities. A moving base was nice. In that game I put even energist mines, which were squares were a unit stood to retrieve an energist at the end of the round. The gameplay centred on controlling those mines, since with energists you could build other units (ala Warcraft/Red Alert type of games) and even using some special moves of some units. On the battlefield (drawn from the Gaea map) there was even seas (where you could only fly above), cities (a unit in a city suffered less damage, and could be repaired little by little) and mountains (which should be flown above or outflanked). I used the concept of Action Points (a term I've heard in Fallout) to allow a player to move more than one unit, but not enough to obliterate other player moving all his units.
I thought this game had its limits. I thought that different terrains were nice, but the battlefield was too wide to allow a really tactical game of retreats and advancings. And I thought there wasn't a great choice of units. So I decided that I should include some other mecha shows, and (obviously) I took Macross universe (I know them better). Later I thought that I could include customization of units with different pilots and equipments. I thought this would make the game complex enough. And I think that Kawamori mechas are a good choice, because some of them have some funny powers, which allow a more various gameplay. I kept the idea of energist, but without mines I thought of number of destroyed units as a source of power. This could keep the game balanced, since a losing player can use more special moves (sorta like desperation move), and this keeps useful even cannon fodder units.
So, that was MECHAMATCH.
Overall, MECHAMATCH may not be a good game. It may not be even that tactical. It may simply be the closest thing to Escamon. Game makers are not the best judges of their creations. I think that someone could play MECHAMATCH simply because there are units which came from his favourite mecha shows. I think that at least the basic concept could be saved, while there can be many improvements. I think that there should have been a game like this.
One last thing: the stats I chose cannot be used as an official source of power comparison. I chose the moves I chose because I thought they were suitable for a balanced gameplay, without thinking if it was a proper damage/type of damage. This is not a RPG (well, even RPGs don't need to be that exact).
I realize something of my game will be confusing, so I will draft a FAQ as soon as your questions reach me :)