The Art of War(craft): Strand of the Ancients part II

Teams on offense, needless to say, should take advantage of the siege vehicles. These are the fastest way to destroy the gates, which don't have much hit points. It's notable that siege vehicles deal the most damage when they're right up against the gate, so they can use both the boulder throw and the battering ram. If teams call out which gate to go for -- either the Gate of the Green Emerald, or green, or the Gate of the Blue Sapphire, or blue -- offense can make relatively quick work of a gate with sufficient focus fire.
This follows for the next tier of gates, the Gate of the Purple Amethyst on the West and the Gate of the Red Sun on the East, or purple and red. If there's an idle siege vehicle -- you can have four active tanks at any one time -- offense is not at its optimum. By the same token, every player should have a Massive Seaforium Charge regardless of whether they're piloting a vehicles or not. Explosives deal considerable damage to gates and explode ten seconds after they're planted.
Once either green or blue has been destroyed, the very first priority for players on foot should be to capture a graveyard as this moves their rezz area forward and opens up a Siege Vehicle Workshop on the second tier. This is the nearest place where players can obtain a siege vehicle, making it critical to offense. It's also important that players don't capture the Southern Graveyard until after the final chamber is breached, otherwise, it's a long run North just to get tanks and explosives. In a timed scenario, this eats up precious seconds you can't afford to waste.
Players should always protect their siege vehicles from enemy players, and ranged DPS can focus on cannons, which can damage siege vehicles from afar. Sometimes, taking down the cannons won't be necessary, and it's more important to keep players off the tanks because they can deal much more damage in a shorter amount of time. Offense is pretty straightforward -- get vehicles and bombs, break down the gates, capture the graveyards, capture the relic. Easy, fast, and fun.
Defense
Because siege vehicles are such critical part of the offense, teams on defense simply have to focus on them. To a lesser degree, players should also watch out for Massive Seaforium Charges on the ground near the gates. It's easy to solve this problem by killing players before they reach the gates. Between a player with an explosive and a vehicle, however, it's more important to destroy a vehicle. The farther away vehicles are destroyed, the more time players buy for defense.
It's also important to prevent offense from capturing graveyards. After the first wave of vehicles is destroyed, it's imperative to prevent easy replenishment of vehicles by protecting the Eastern and Western graveyards. Give the Southern Graveyard away, as offense who capture it shoot themselves in the foot. The farther away offense rezz from siege vehicles and explosives, the better. Defense is all about buying time. Baiting players into fighting away from gates and graveyards is an excellent tactic, too, as long as siege vehicles are taken down as well.
As soon as one gate is broken, defense must fall back into the next tier, because once a gate is breached and siege vehicles are still on the go, the next gate will fall shortly after. Once a gate has been destroyed, the other gate on the same tier is no longer as important. Defense is all about harassment. It's about distracting the offense long enough to take their focus away from the goal. In a game where a team can win by one second, every manner of delay is important.
If either the red or purple gate is broken through, fall back to the Gate of the Yellow Moon. If that's destroyed, that becomes the chokepoint where vehicles and players must be burned down. It's quite possible to hold off offense for a considerable amount of time through the yellow gate, even if they break the first two tiers early.





