1) Your plan never survives first contact with the enemy. HA! Your plan never survives your first introduction to the reality in which you're placed. "Ok we'll go here and there and we'll put this base here and" expect to be proven wrong in 2 minutes. About all of that @#(!.
2) Plan to lose first contact with the enemy. There's an old adage, "hold forces in reserve in case you're winning," but it fails to mention, "hold forces in reserve in case you get your hat handed to you and get shown the door."
3) When you lose first contact, the fight isn't over. When you win the first contact, the fight is only over if your opponent is an idiot. I can't count the number of times I've relied on the opening furball, but I can tell you this: I have either lost it and, by extension, the game... or I've won it and had a 50% shot of winning.
4) "Fight only battles you have already won." Winning the game by occupying their team with a TP to their techbase is addicting. It's like saying "sorry brah, you focused on this thing that was going to win the game for us, but instead we won the game this other way." Sun Tzu was right about this @#(!.
5) #4 only happens if you were going to win in the first place. I can always beat TenForward or InsertVoobHere. I can't always beat Dome or TheAlaskan. Against Dome or Alaskan, I have to be careful and concede fights.
6) Sometimes it's correct to pick a fight you know you will lose. It occupies your enemy's attention so you can actually achieve your objective.
7) Unless you're a democracy, which Allegiance is not, the number of deaths has nothing to do with the acheivement. Winning and having the most kills aren't just two separate things, they are VERY OFTEN opposed goals.
8) If you're not willing to sacrifice a techbase, you're not willing to win.
P1 is drunk and thinking about commanding

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.