There are several versions of OHS so I can't speak for a whole gametype. In Ridgewood's "standard/unlimited" version, the game was played for a set time limit. The team with the most kills/points would win.
Keeping track of the score can be easier or more difficult depending on the rules used and how the players treat the battle. Unlimited had a very "sporty" feel because of the way we did the scoring. Individual players could either track their own kills, or the game score. Captains only were concerned with keeping the game score. Radios were used to communicate score changes when squads split and the such. Originally, captains had the right to call time out and freeze gameplay to settle the score and to make sure both teams knew what it was. That later expanded to anyone calling timeout if a dispute arose. Shouting the score is less effective with a higher number of participants.
Disputes were settled in time out. Same-time hits gave the affected players a choice: All dead, all alive, or duel on the spot to decide (with very constricted space). The score had to be agreed upon before leaving time out.
For respawning we required a dead player to wait 2 minutes. Gun held in the air indicates a dead player. They had to spawn behind at least one live teammate, away and out of water gun range from any fighting going on. Time was usually kept on a watch and they had to yell "clear" like in Nerf before being considered alive.
OHS does have different tactics than OHK and soakfests. There is a much wider selection to choose from, and there are some non-intuitive dynamics made possible. Outnumbered Offense can be effective and the SSC article makes it sound decisive. However, outnumbered offense is only as good as the players utilizing it. I never got around to posting Counter Theory, which states that every tactic has at least one effective counter. You may have to be creative in finding the weakness, but there is always a weakness. Outnumbered offense has several. This, as you've pointed out, is an aggressive, fast-moving style. Rushing players in that offense are best countered the same way you'd counter any player with speed. Well-executed ambushes, using your larger numbers to create more/better covered ones, can shut that offense down.
You can use speed against speed. Send your best fighters out to make the first contact or use them to cover your more vulnerable players, using their speed to deter easy shots. Saving is just as important as killing in OHS games. OHS differs from OHK lives in that deadbeats hurt the whole team. Them getting out in OHK doesn't necessarily hurt an elite squad, but in OHS, all points carry equal weight. You really have a team and it's not all about shooting to get the other side, it's a more complex shooting dynamic. You need to stop them from getting points. The balance of which is more important - saving or killing - changes as time and score change. You also don't get the giant momentum swing that OHK provides when one team starts to lose players. Instead, momentum will shift back and forth like it does in sports, as the score changes.
Outnumbered offense is also only as good as your guns. If 2 take on 5, there is no gaurantee that they'll actually get at least 2 to break even. Kamikaze style rushing, as I learned at one of the Goffle wars, can get you killed with nothing to show for it. Range, output, wind, dodging, blocking, etc come into play. Outnumbered offense has to be played smartly, it's not like soakfest rushing.
Of course, at the community war, the sides will be more equal, so I wouldn't be very concerned. Outnumbered offense has a steep, almost geometric curve - it is least effective when the numbers are close to equal and only gets good as the disparity grows enormous.
The best strategy against it is simply to know how to use the larger side better than the smaller side knows how to use the smaller side. The tactics may be a tougher call, but the strategy is very simple.
OHS was intended for mature players who wanted a more sporty, yet still hardcore, feel to water wars. It has few cheating safeguards or specified rules (it defaults to common sense) because those were not concerns for the players using it. They can be added, but it dilutes the simplicity of the game family.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers