One thing no one has mentioned, is that this has the potential to keep the town down, in a capturable state, LONGER than before... or to keep it down AS LONG AS YOU WANT TO while you attempt to overcome the defenders and get troops in the maproom if done in the proper timing and sequence.
Example:
1) The clock starts running on the town as soon as you drop the first building. So let's assume that Player A drops 25% of the town in one pass with lancasters. 45 minutes are on the clock for "Sector A"
2) 10 minutes later, Player B drops 25% of the town with more lancasters. 35 minutes are on the clock for "Sector A" and 45 are on the clock for "Sector B". Town is now ready for capture.
3) 10 minutes later, Player C drops an additional 25% of the town. 25 Minutes are on the clock for "Sector A", 35 minutes for "Sector B", and 45 minutes for "Sector C". Town is still ready for capture.
4) 10 minutes later, Player D drops an additional 25% of the town. Town is now 100% down. 15 minutes are still on the clock for Sector A, 25 minutes for Sector B, 35 minutes for Sector C, and 45 minutes for Sector D.
Here is where it now gets interesting. Even when Sector A starts to "pop"... the town will remain in a capturable state, (with the execption of the auto-ack that would need to be re-dropped... and very easy to do) for an additional 30 minutes... allowing ample time to redrop the sections that were hit first as they start to come up.
Will this be easy to accomplish? No. But is it possible? Absolutely. So not only do you have to take down less of the town now, you can keep it that way longer if the group working the base times it right.