The Dark Queen of Krynn
Wasn't that one of TSR's D&D adventure game with an isometric tactical map?
Are you looking for tactical examples, or other rather rooted in RPG (with a small party vs the world).
Also are you solely focused on the combat aspect, or the general feel?
I played Natuk over a decade ago, which was an original take on this. But it might be dated
How do you feel that Baldur's Gate is so different from this game?
And yes, Battle of Wesnoth is a different kind of game indeed. Thank got it's free too!
DQOK was SSI (Strategic Simulations Inc) http://en.wikipedia.org/wiki/Strategic_Simulations
They published and/or developed this and a few other in the series that were more of less the same game telling different stories and with minor feature differences.
Yeah the turn based combat is what I'm interested in - not necessarily isometric as a rule (DQOK was). Very much the party vs world, different roles of party members, and the large scale battles where you really need to manage your turns to an expert level to make it through. BGII for me was about halfway to NWN in combat (not that I'd played NWN yet at the time) - not quite really turn-based, and with arbitrary movement rather than holding and controlling squares strategically. I loved every minute of BGII and I enjoyed the combat very much as well, it's just different.
an example combat scenario from DQOK:
Begin the battle, assess the location and abilities of enemy units. There are a few extreme threats on the opposing side in this battle, so your mage/s are going to need to assure your survival by taking them down ASAP. You take one forward on the attack, but you'll need to end your turn with a fighter in front of them controlling that space or your mage will be gone immediately. You might take a different fighter around a flanking path to mop up, but you have to be careful not to overextend because any individual party member could be killed in a single turn if you're careless. A few turns in, you've established a front line in the clash as best you can. You're taking heavy damage, your mages have unleashed a bunch of heavy spells to mitigate the worst threats, and suddenly you're thinking very carefully about every individual remaining resource you have left. How many times can you heal some one getting hacked apart from 3-5 sides (inc diagonals), which combination of actions can most reliably remove remaining threats from the board and reduce the damage taken, etc. You might take a long time to ponder a single turn as you figure out the best approach.
That's the kind of strategy I got so engrossed in. I used to rush through easy battles so I could purposefully look for extremely difficult ones, basically to challenge my tactical wits and strategic thinking (it often ended badly, but that's ok).
The classes and character customisation are a big part of it too though. Designing a well balanced party is a strategic challenge in itself and I loved that. Right down to individual choices of memorised spells, with a potentially profound impact on any given encounter.
I never played Pen & Paper D&D, or any board games versions, mainly because I was never really too crazy about the role-play aspect, it really was almost entirely the tactical/strategy/character loadout aspect that roped me into this and similar games. I did enjoy the story as well, but for me story (or rather narrative, I guess) and RP are not co dependant.