We played through 1 round of the tutorial, and then started a new game.
We got an easy game of Infiltration mission type.
1. Easy is very easy. We were never in any danger of losing--though ufos did start to ramp up 2 turns after the base was revealed.
2. Infiltration meant very few UFOs in orbit. (Like, three times the whole game.) But it also meant typically at least 3 crisis cards were being drawn every round.
3. We opted to not send any troops on the normal mission the first round. This allowed us to front load troop and interceptor building.
4. We also cashed out our emergency fund over the first two rounds. Crisis cards mean you can lose the funding anyway--so we thought it best to invest early.
We lost 1 continent, our final round. And we lost it because we didn't want to do all the interceptor rolls, so we just herded all the UFOs to North America since it was 1 panic shy of revolt.
I can see the appeal of the timer now. Given enough time you can always find the most efficient use of your funds/cards/choices. That being said, I still hate the timer for things like "place a UFO in orbit, NA, and Asia." And as the Central Officer I spent half of the game with my head in app, and not interacting with my friends. I love the randomness the app provides--and it's very well written and stable. I just know I wouldn't want to be the Central Office again if I could avoid it.