Missions and or hoards today seem to be bent on failing. Almost all of them violate the basic realitys of taking down the town and suppressing auto defenses. Everyone wants to rush over in jabo, toss a few eggs around, then vulch uppers. Fairly often de-acking is an after thought while everyone positions themselves to start vulching. If they do de-ack, someone gave up on taking down the vehical hanger, and wirbels up to replace the auto ack. And everyone hovers around waiting to vulch.
Then everyone is incredulous as the town ack comes back up. That's about the time they remember M3 can resupply the town. And you get your one to three sector wide darbar fronts that stagnat on all night because some mission couldn't keep to the plan as soon as vulching targets tried to up.
The missions that take a field inside of 5 minutes all have something in common. Mission members received assignments with a backup to finish that assignment and jabo were assigned to hold off just incase of needing a third backup. De-acking happened within the first 60 seconds along with the VH down. M3 were actively searched for at the spawns. While the mission leader convinced at least 3 members to fly 3 boxes of heavy bombers to flatten the town who understood the town layout and bombed accordingly in their flight paths.
Once your fighters change to mental vulch mode, they become useless to capturing the field. And you start hearing all the screeching on range about protect the goon, how did that M3 get through, why didn't we de-ack first and so on.
Another thing at least with the knights I watch that dooms a base take. The knights think you can take bases with a GV assault instead of adding their numbers to the air assault. Bases have to be overwhelmed while the ability to defend is completely neutralized or seriously suppressed to buy the short window of time needed to deliver troops to the map room. You have about 5 minutes over the target to accomplish all of this, then you are shifting into a war of attrition as that country takes your attack seriously and ramps up their defense creating a giant stagnant furball.
The hoard is just one weapon available to us in this game. Capturing a base opposed to creating a fight over a base, dictates bringing enough resources to bare against the target that it's ability to defend itself is negated inside of the first 5 minutes of your assault. Just like ACM, large scale strategy to maneuver resources on target to accomplish goals inside of a limited time window is an art form. As Musashi said, there is no difference in fighting 1 or 10,000. But, then Musashi lived in a time that he didn't have the luxury to fixate on any single way of fighting due to the limiting nature of that manner of fixation.
If you don't want bases captured because the nature of the activity requires saturating the area with resources to suppress the defenses. Then post a wish to eliminate any kind of object capture mechanism from the game.