Tactics, not strategy. There is no such thing as strategy in engagements of this size. Strategy, in this context, is for conducting wars, not individual battles, let alone the skirmishes that this game encompasses.
A larger map does not improve the tactical flexibility. The simple fact is that numbers matter and splitting up will generally just mean getting rolled in pieces. It's called "defeat in detail." The most basic tactic in the world is to divide and conquer and splitting up just means you're handing the first half to the enemy. The only thing the extra room adds is making it a bit easier for a partial force to sneak around in an end run for the the base and making it more difficult for a force playing defense to block it and maintain mutual support without actually sitting on the base. This adds some complexity, but not in what I would call a good way. Hopefully future game modes will make the extra room actually count for something positive. Going to E5 is the default not because of the time limit, but because going anywhere else risks that your opponent simply had a shorter route to you base as you took the long way around.
I officially call BS on each and every person that keeps touting the "balanced build" party line in reference to Alpine Peaks. Extremely long sight lines does not, in fact, encourage "balanced builds" unless your definition of "balanced" is synonymous with "long-ranged." In actuality it encourages unbalanced builds as much or more than a small map, but in the opposite extreme, as well as punishing not just slow mechs, but anything that isn't specifically fast. In reality it ends up coming down to a ridge fight as much as, or more than, Frozen because even the relatively fast heavies and slower lights can't move between cover fast enough to avoid getting crushed.
The kicker is that 12v12 will not really change any of this, since it's still not large enough numbers to perform actual tactical maneuvers without seriously compromising the holding force. And all the space to the sides of the sides will continue to go largely unused because, as I said, going the long way leaves you open to a base rush, and leaving defenders leaves you open to defeat in detail even more than on the smaller maps.
Conquest, I believe as actually a much better format for this large map, but desperately needs either increased resources needed for a win or slower resource gain (along with a linger timer) to keep it from revolving entirely around the scout-speed mechs. As it stands now, anything slower than ~100kph is pretty much redundant.
Edit: I forgot to add that I actually enjoy it despite all of the above. Except when my team gets screwed with no, or too few, fast mechs to cap or counter theirs.
Edited by OneEyed Jack, 08 March 2013 - 05:56 PM.