The First Idea
To win in HLL you need to hold more sectors than the other team. To cap sectors, players need to be in the enemy sector to count as cap weight. And having more cap weight than the enemy over a period of time means you are going to take the point. Therefore there are only 2 actions in HLL that directly gets your team closer to winning. First, is to step into the enemy sector. Second, is to kill enemies in the sector. Every other action is either helping or hurting those two. The best way to get into the enemy sector is with spawns. This is why unless the game radically changes, spawn points will always be the most important thing by far. Spawns allow your team to spawn directly in the sector or very close. The more spawns you have the higher chance you have in reinforcing. More spawns = higher chance one of the spawn points are closer to deploy and more options for good positioning to increase combat effectiveness. The other thing with this means removing enemy spawns is incredibly important as it lessens the chance of enemies getting into the sector.
The Second Idea
The second big idea with this line of thought is that you want to minimize the players on defense and maximize the players on offense. This aligns with our idea of needing to get players into the enemy sector. The less players we need to commit to defense, the more we can commit to pushing the enemy sector. To do this we need to maximize the combat effectiveness from our team to allow us to need less people on defense.
The Third Idea
The third idea is maximizing the overall combat effectiveness of your team. Combat effectiveness is the ability to kill enemies. This is important as removing enemies from the active sector increases the chance of your team having a higher cap weight and in turn will start capping. There are many ways to try and maximize combat effectiveness, one way is to run as many tanks as you can and then have people build repair stations. A little bit of time from a support and engineer keeps armor alive which is one of the best ways to keep a high overall combat effectiveness for your team.
The Fourth Idea
The last idea is understanding that every action has an opportunity cost. If you tell squad A to do action X, that is the commander saying that action X is the best use of squad A’s time in relation to the overall team effectiveness. Sometimes one squad will do an action that is inefficient for them but allows other parts of the team to be more effective. Example would be having a solo person sitting in a recon vehicle on PHL. That person has almost no combat effectiveness but they are multiplying the effectiveness of the rest of the team. Arty can get more accurate marks. Armor can take more blind shots. Infantry knows where enemies are at. Not to mention the commander knows where enemies are at and then in turn knows that they aren’t in other places. Another example is supply drops. The commander can drop supplies for 15 munitions or not drop them and arty gets 5 more shells. Opportunity costs are something that has to constantly be thought about.