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If Defenders manage to hold all 3 while on AV, taking out 4 Rhinos, it'll take off a lot of pressure.
Point B of Pegasus is identical to Point C of Medusa, and suffers from the same choking Points in the Upper Floors. Can set up a Crossfire well here. Beacons attached below the Walkways can work on both floors, while pretty much safe of Grenades.
Attacking A from point B on Pegasus is a rather easy approach with up to 5 Points of Entry.
If Attackers Manage to take AB or AC or BC. Pegasus can be won with 2 Points. AC and AB are connected by the Bridges, and that shortens the way on foot from A to both. While many Maps are in favor of ESC > Redeploy, on Pegasus you can be anywhere rather fast on foot. Just need to get a foot in the door first.
A kind of general Approach: Initial Attack on C, drawing them there. While C is under pressure, the Team must split to A, starting a Cap here. If C fails, watch the Stairs, the small ramp on the backside half and the Front entry on C side. By the time you capture either of those, Attackers shouldnt have lost more than 2 Rhinos to Assault B from Bottom Bay and A Side, making a Pincer Move and going in all Sides. If you manage to Capture AB or AC this Way, its time to go active AV and destroy the Defenders Vehicles to Pin them into spawning on B. Attacking C from B without a Transport as Defender is as much of a Suicide Commando as from Attacker Spawn to C.
A will be under constant threat of Denial Capture to deny Influence gain.
If a cap of A or C is started, one can attempt to swap either of those for B. C is very close to Defenders Spawn, allowing them to still make it on foot. Trading B for C is a valuable in my eyes, as without a Transport, from C to B, suicide. Again, C is connected by Bridge to Top-Floor A, leaving A vulnerable after all.
This all bases on first Cap to gain Time.
Just one of the possible Scenarios.
also, there's no backend data being collected afaik, so this is all individual experience talking here.
i like the in depth strat but i'd like to add one or two things:
"vehicle control" defenders shut down matches on any map; the bigger the map, the more impact it has.
this said, pegasus is small enough that it matters much less since the attackers can establish a foothold on A without any transports, and both C and B are easily reachable on foot from there.
given both teams have equal numbers and similar skill distribution, pegasus is a map where all 3 points get capped and switch owner multiple times during a match. if you're seeing something one-sided on this map, it's usually because one team dominates the other either in terms of numbers, skill or experience.
even B point has at least 6 entrances, 3 of them to the upper floor.
as to what you might be seeing, THROGG:
the small size of this map makes it so that snowballing is very very easy; usually after a point flips (let's say B), half the defending team will just have spawned there and/or continue fighting around that point.
all it really takes then is a handful of attackers to quickly move onto the next target and start a capture.
rinse, repeat.
ofc the small map size plays into the defender's role as well.
the bottom line was, B is the most defensive point on that map, but it's not the "win or lose" point.
Traffic jam defense on Pegasus.
At the very beginning of the match, Defenders........
1. Pull all the vehicles including the spawn points, and drive them as fast as possible to the , corner angle between the open door at the A point, and just slighly forward of the bridge across to C point, and turn 2 sideways to block the road to B. Preds are best as gun bunkers to destroy enemies, guys above and below can use anti tank to help.
2. and vehicles pulled under C point and turned sideways can block access thru there, and bottle up the enemy early on in a game during the first 5 minutes.
Doing both is just like 20 feet from another and multi meltas eat rhinos for lunch........well insert fav faction.