I'm going to agree with this much that I've noticed; using basic group tactics is kind of like this.
If teams are evenly matched, then every fight is 50/50, at least in abstract. If every fight is 50/50, and the only fights are duels, then every battle is 50/50. These are the battles that come down to two or three players per side. Victory is ultimately up to chance. If every battle is 50/50, the only way to improve your chance of victory is either imbalanced player skill, or fighting in stacked odds. Imbalancing player skill is practically codified in the clan-stacking mechanism, and I will not disparage it. Fighting in stacked odds means 2v1 or 3v1 fights, or 1v1 fights with one player wounded by an archer, or matching up an enemy to his foil such as pike versus horse.
It is the fundamental concept of teamwork and all useful game tactics to create stacked odds. If one team creates stacked odds while the other team does not, the imbalanced fights would practically assure victory. A team of rambo 2h wielders running like a string of ants head-on into a team of archers behind a wall of 1h shieldsmen would be decimated before hitting the infantry and beaten in 2v1 or 3v1 fights after they did. This is because the strung-out individual 'warriors' are hitting a coordinated enemy one at a time after being engaged by their natural counter, archers. Its simply one team ganking another.
Based on this, one would think the first team to attempt teamwork (hill-camping or other simple tactics) would win. However this frequently isn't the case. Many players react to a call for tactics with lines like 'shield walls don't work' and proceed to ignore the suggestion. This results in a split team; those who are listening to the order to hold at a point, and those who are willfully ignoring the order and continuing in 'team deathmatch' style. This creates a problem. The team that called for tactics but did not implement them in unison is now stacked against itself because half of the team is holding back while the other half is charging forward. The team is engaged in two half-battles, both at 2v1 odds, and destroyed. Thus 'camping didn't work'.
The tactics are failing not because the tactics are bad, but because only about half the team is using them.
Possible solution; designate an NA server as the 'Teamwork' server where like minds can fight, get clans to form a nucleus of tactical play and publicly call the other players in to join them, use banner-stacking to stack team players together in pub matches, change the multi/xp reward mechanism to encourage blobs the way the original proximity-to-death rewards worked to encourage 'xp barns'.