I don't think his position is that the defense is over when you are locked into the spawnroom... but the point is that you have to try a drastically different tactic when that does happen. Doing what you've always been doing up until the point of losing tactical control of a base won't help you really (unless you get a massive numbers boost). The tactics you suggest, like MAX crashes, are of course ways to break out of the spawnroom. Yet at the same time there are also disadvantages to this tactic as well. Consider your typical Tech Plant fight. You're the attacking team and the point has been cleared, the enemy confined to their quarters. You're sitting somewhere around the point and suddenly notice that the enemy has gotten a bit more quiet. Thanks to a Motion Detector near their spawnroom, you see on the minimap that yes, they're beginning to amass MAXes there. So you give out orders to switch to HA, and to prepare an ambush in the garage bay (because almost all MAX crashes pop out of there). By the time the enemy MAX crash happens, they walk into a wall of Bulldogs/rockets/AT mines/C4. Why did this happen? Because the enemy was in a position where their behavior and path was completely predictable, which happens when they have a set start and end point. Now consider an atypical experience, where the same number of MAXes and support infantry rain from the sky via a Galaxy counterattack. The differences are immediately apparent. First, the attacking (now defending) force has much more limited intelligence. They probably noticed that numbers in their hex dropped, but they can't be sure if the enemy just got bored and left or if they are counterattacking. Second, the attacking force doesn't have just one approach to defend... the airborne MAX crash can be dispersed or come from any direction (the balcony, the gun deck, etc). This means that the attacker either has to spread out their assets or make a gamble and only defend the point/shields (neither of which is good tactically). Third, the attacking force is now much more vulnerable to vehicle attacks because they can't camp the vehicle spawns anymore. Counterattacking instead of pushing from the spawnroom has many advantages to it, even if the same basic tactic (like MAX crashing) is used. I think when he says "the defense is over", what he means is that the defenders should be switching to a counterattacking mode, making use of flanking and surprise. These are elements of the attacker (or counterattacker), not the defender.