- In a straight up deathball, i.e. full frontal assault where 12 attackers are going up against 12 defenders, the defenders have the advantage of turrets and faster respawn. All else being equal, defenders will always win.
- The only way the attackers can win by deathballing is to ensure another advantage. This could be mobility (12 light mechs with jump jets), force (all attackers drop in assault mechs for the first wave) or just plain superior skill and focus fire.
- Assuming two teams have relatively identical composition and skill level, you need to rely more on strategy and teamwork.
- Everything gets far more complicated with organized 10 / 12 man groups on teamspeak, who are able to defend and attack more intelligently and use scouts and communication to avoid big blunders. This thread is aimed more towards the public groups, which are often fairly basic in their approach.
If you imagine two concentric circles around the defender's base, with one being the outer perimeter of the base and the other being the drop zone of the attackers, it's fairly easy to see that defenders always have the advantage of mobility. You see a lot of unorganized attackers (i.e. pugs) who seem to think it's a good idea to just throw death balls at one gate at a time, hoping they will suddenly surprise the defenders. This rarely works, because the defenders have the advantage of mobility. It's easier for them to relocate.
A somewhat better tactic is assymmetrical division between gates. If the defenders aren't sure where the attack is coming from, they will play it safe and deploy their forces evenly across every possible attack route. If you attack two gates, they will often split into two groups of 6. This is a bit better, because it lets one attacking lance try to stall a superior number of defenders, while the other two lances push through against an inferior number of defenders on the opposite side.
The most effective tactic is often the old "switcheroo". Which is to say, you attack one gate, while giving no impression of wanting to attack the other gate(s). Naturally, the defenders will assume the attack is only coming from one side. While the defenders rush to one side, the attackers send a delayed attack with their main force on the opposite side.
This usually only works if the sacrifice lance can stay alive for some time, while at the same time presenting the defenders with attractive targets. In other words, the sacrifice lance cannot be too aggressive or too cautious.
EDIT: The "switcheroo" is also very effective in reverse, because the defenders have hard time seeing the difference between 8 and 12 mechs attacking a gate. And 1 lance with delayed attack can be enough to take out the Orbital Cannon, if the turrets were removed in the first wave of attack.
It's only day 2 of CW, but this has been my experience so far. Thoughts?
Edited by Nicolai Kabrinsky, 13 December 2014 - 06:13 PM.