Not really true at all. Android has far far far more variation in hardware specs. This can impact on devs in trivial ways (e.g. having to support every screen resolution from 120x80 to 1280x800) to extremely difficult to work around ways (e.g. having to support everything from no graphics card at all to Tegra 3s). Either you cut your available market, or you have to target some pretty insanely low end hardware.
Compare this to the iOS world where you must support exactly 2 resolutions – 320x480 and 1024x768 points (note, points, all you do to support retina displays is provide images with 2 pixels to the point), and where you can rely on every single person with an iPhone in the last 3-4 years having at least a PowerVR SGX 535, and an iOS you're *way* better off.
Note – this is the most commonly used logic in industry for not supporting Android, along with the fact that users seem far less willing to pay for software on Android than on iOS.