I'm currently prototyping a turn-based tactical game. Most similar games that I've played or heard of (sadly, mostly the latter) structure turns in one of two ways:
On each turn, units are alotted a quantity of generic points, which players can arbitrarily spend on movement, combat, etc. In some games, attacking always uses up a unit's remaining points.
Each player's turn – or sometimes a whole round – is divided up into separate phases in which players can only take one type of action. Usually there will be, at least, a movement and an attack phase, in that order.
What are some of the strengths and drawbacks of each of these schemes, are there any other ways you know of to structure turns, and which one would you recommend?