Why touch controls make or break a strategy game
Strategy on a phone is a control problem before it's anything else. You can have brilliant systems, but if selecting a unit is a wrestling match, none of it lands.
Frontline Command got this right by keeping drag-selection clean and letting you queue orders. That sounds small, but it's the difference between feeling in command and feeling like you're fighting the interface.
When I test a strategy game, the first thing I check is a chaotic mid-battle moment. Can I still grab the right units and issue orders without misfires? If not, the review is going to say so.
Screen size matters here too. Something that's tight but playable on a phone often sings on a tablet. We'll usually tell you which one we'd recommend.
