So how did this thread start? A guy recounting a fun time he had on a squad mission.
Sarcastically tongue in cheek title, didn't insult anyone, even poked a little fun at the failure of the mission. Nothing offensive about it.
Ah, but others just couldn't resist the opportunity to make derisive comments about the squad.
Yep, the Claimjumpers are really the problem here.
In some ways they are the problem, much like the other "megasquads". Running an NOE with 20 guys gets the comments rolling quick because the only fight your promoting is one with buildings, ack, and the radar tower, none of which really fight back all that well.
MegaSquads" have built this reputation that they can take any base and will because their fun is more important than anyone else's fun. Unfortunately, the ClaimJumpers have fallin into that group, that is why a post like this one gets jumped on so much.
You asked
That is a point.
I was just contrasting with the public "squad denigration extravaganza"
If you'll post an outline of what kind of play you think is acceptable, I'll present it to the squad.
While I'm sure you were being sarcastic, here's a suggestion that while could still be fun for your squad, might also be fun for the enemy you attacking.
Instead of running an NOE with 20 guys, build a real plan!
- up 3 buff groups and 2 goons from a base 1.5 sectors back from the target. For added safety/spice, have the goons up for two different bases. Grab to 12-15k, goons too.
- 10 minutes after the buff launch, launch 10 fighters, 4 heavy. 2 fighters each rondevous with goons just outside the dar circle, other hook up with buffs. All light escorts are to defend ONLY, not gang a lone enemy
Hvys can go light if you need more defense, or hold to do clean up on GVs or missed buildings - 5 ins after buff launch, last 5 guys up hvy in fighters. Primary target is VH and radar, then to set up a cap. CAP, not a vulch!
Same 20 guys, but now you have to work together, more of a challange. You have to make sure all you buffs make it in, at least one of your goons survive, fighters have to FIGHT, maybe even use wingman tactics to work in "elements" <--- look it up

Your guys still have fun, still have a good chance to "capture" a base, mean while you have created a fight where the enemy can have some fun trying to defend. Leave the field ack up, and pick the edges of the ack bubble. This give the defenders a bit of space to get some air under their wings and give you a fight in return.
Sure it might be a bit harder to capture the base, heck you might even FAIL !!! but look at it this way, the game still costs $15 a month whether you capture all the bases, or loose all the bases, it's all about the fun! Sure one of the objectives is to "capture the bases and win the war", great, but lets have fun doing it. What if we had a nuke? one guys flies in, drops one bomb, and another drops troops. Whoopie we got another base !!, but wheres the fun?
The megasquads are the one who generate the hordes, who seem to force everyone to either join the horde, or avoid the horde. That style of game play while maybe fun for the megasquad ( though I would think you'd get bored doing the same mission time after time), takes away a lot of the fun other can or are trying to have. While you may get mad that someone busted your NOE on 200, others are mad you just trashed their furball, or double spawn GV battle.