I think KillerPoodle is seeing what I am seeing.
I also see the common "Point and yell 'Charge!'" tactic. By this, I mean a war-boss tells his alliance to send everything at a target now (hence, charge!). Which is why we often see a single army from an alliance hit a flag with many, many hours passing before the next army arrives from that same alliance.
Here are my thoughts...
For holding a flag (i.e., defense), Spears and Bows are the prime defensive units.
For clearing a flag (i.e., offense), Swords and Horse are the prime offensive units.
Now, let me add that the above is a general rule. Terrain can alter this. Bows don't do well in woods, for example.
Race can have an impact, too. For example, while Bows are ordinarily defensive, Elven Trueshots can be very effective on offense.
Commander bonus can also have a signficant impact if properly matched to units and mission.
I think a lot of players combine all they have into a single army and send it with Occupy orders. I suggest that the alliance will do better if players separate their units into separate Offensive and Defensive armies and send them separately. Offensive armies using Attack order. Defensive armies using Occupy order.
The alliance that makes the effort to gather army speeds and schedule out launch time across a group of members and armies such that arrival at flag by all armies is as close as possible will achieve the best possible results with the least possible cost. A superbly executed assault would see several large Offensive armies all arrive at a flag within 1 hour or less. And in the minutes following the last Offensive army, Defensive armies would arrive so that all defensive armies for that wave arrive within 1 hour. This would then provide a large defensive stack of armies ready to absorb several offensive armies. And overall, this tactic should result more total flag possession time with less overall unit losses for the alliance using the tactic.
Edited by The_Dude - 05 Jan 2011 at 23:52