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Trying to be unbiased here, but I AM a colonial only player myself
/s
lol. It's just a fact the game has very few players. And the clans usually decide who wins the war. Depends on which side they decide to roll on. Without a clan the Wardens have barely anyone on. Last I played they would lose nearly the whole map at night time.
A single soldier can win wars. For expample, that one guy that farms sulfur all day long and drop 20k sulfur in a port base. That wins wars. Now imagine in one war there are 3 on one team. So each port base now has 20k sulfur for one team. The other team doesn't have the three guys mining sulfur all day long. They have 0 sulfur in their port base. The team with the sulfur guys win, the team without the sulfur loses. This is a simplistic example meant to illustrate a singular factor. Now imagine those 3 guys switch teams next war, and now the reverse is true.
Other factors include clans switching teams, important people burning out or taking a break during war, and many many other factors.
The winners and loser of foxhole ebb and flow. Eventually you get to the point that you enjoy foxhole, not just for winning, but for just playing, even when your team is losing.
Yesterday colonials raided a super fob on a hill top they said it belonged to 82dk this place was just a waste of resources that could have been put elsewhere. It served no strategic advantege for the wardens it did not protect any towns only a base to park heir vehicles and 1,2k howi shells among other absurd amount of resources.
So yeah props to the colonials for working together they are clearly superior!
Spine had previously been occupied by the Colonial enemy and was now bereft of defenses and tower coverage all the way down to the river. When someone sent out a call to reinforce the Carpal Trail bridge to Spine, half a dozen players responded (including me) and started building like crazy. We built over a hundred defenses along with two FOBs (one on each side of the river) to power those defenses. I also made sure there was 100% of tower coverage on the entire north half of the map, from Spine to Callahan's Gate. When finished, I looked it over carefully, saw no holes, and thought it was a good job done. I then went to another area to work and periodically checked my map thoughout the day.
After we all left the bridge area, the first thing the Colonial enemy did was take down the watch tower south of the river closest to the bridge. I saw this but didn't respond. Then another tower went down and then, later, the FOB went white. Unhappy about the FOB, I considered dropping everything I was doing to fix the issue. But I decided to finish what I was doing first since the north side of the bridge was still on radar and well defended with its own FOB. Also, there was no evidence of enemy activity around Liberation Point (which still had good tower coverage).
About an hour later, I checked map again and noticed the north FOB was now white, many towers were missing all the way up to Spine, and defenses had been thinned. This time, I decided to do something so I got some bmats to rebuild the north FOB. However, by the time I had finished getting materials, another Warden had rebuilt the FOB, placing it further back from the river and (hopefully) out of range of the south side where the enemy was likely using mortars to attack with. So I used my own bmats to rebuild watch towers so area had good coverage once again. Rebuilding the missing defenses I figured I could do later.
A couple hours later (yes, I had gotten busy), I saw in Team Chat that the enemy had a gunboat on the river and I figured they'd been using that to take out the FOBs that powered our defenses. With FOBs down, defenses aren't powered and can be easily destroyed. At this point, I checked my map and noticed my towers were gone but someone else was building new towers in new locations. Later, those towers were gone, too. This is when I realized there was a consistent enemy presence undermining everything that defended that bridge, slowly, systematically, and over a period of many, many hours.
This is what I found suspicious and I started trying to figure out their meta-game. For about 8 hours, every obstacle to the Carpal Trail bridge was negated one way or another. However, no enemy attack to the bridge ever came. So why would one enemy (or a team) spend so much time harassing a bridge but never use it to cross? Then it occurred to me. They were "plowing the road"...meaning they were softening defenses up to and across that bridge so that, when their invasion army did come, it could reach all the way to Spine in a single one-hour push.
This is when the light-bulb came on. Over the course of WC17, I had already noticed that Spine was frequently the go-to town for Colonials trying to cross the river (as opposed to Callahan's Belt or Abandoned Ward). In fact, for a period of time, late in the war, the Colonials held Spine at the exact same time as the Wardens held Salt Farms. That's a long and dangerous logi route for Colonials but, somehow, the Colonials made it work. This route also gave Colonial partisans easy and consistant access to the northern maps.
This strategy of controlling Carpal Trail bridge could even have allowed an eleventh-hour victory for the Colonials due to the fact that many Warden defenses were heavily decayed around Deadlands and (most likely) on back maps, too. Fortunately, on that last day of WC17, every Colonial invasion of Deadlands failed to keep territory long enough to make a push across the river.
Next war, WC18, I will be better prepared now that I've gotten a peek at the Colonial playbook.
The amount of meme tier events that happened that war
Had a pair of mexican players teamkill and steal FA