The "attack-move-execute" structure allows the player to theoretically play as many matches as he has pilots/mechs. If you've either been grinding or buying 100 mechs' worth of stuff, then you could theoretically bounce between 25 different matches. Though, each lance is committed to its specific battle -- you can't just make an obscenely bad-ass foursome and use that to stomp on five opponents simultaneously. My main concern is the developer's decision to go with an Attack phase before a Move one. I'm told that it's to more closely echo the original board game, which I earlier confess my ignorance of. Still, I'm used to strategy games generally letting you move and attack within the same turn, or if they are separated, to have you choose movement and then attack after said movement. The reversal of attack-then-move could take some getting used to. The work-in-progress build had goofy features such as no indicator for heat management (as it was a sort of "just look at how pretty and easy to play it is" type of demo, so heat management was basically turned off), or small quirks that just take getting used to (such as moving each mech one hex at a time, rather than selecting a destination, as to give players more fine control over where their mechs go). But a fundamental change from other turn-based strategy games feels a bit odd to me. Then again, like its action-sim sibling, it's free to play, so whenever it rolls out live, it probably won't hurt to check it out. Maybe I'll like it enough to ask for a mobile version when it's done.
Turn-based strategy, but with the attack phase before you move