I love it when Rad comms, he always has 'rines capping nodes way way far away from base only minutes into the game. This is tremendously hard on the early game cap'n-go gorges, who are often caught at nodes they figured were safe to drop. The implications of this are obvious, and soon res starved aliens are stuck in their single hive, unable to move. The only thing I've seen that breaks Rad's gradual takeover strat is a team of monstrously aggressive aliens. Aliens that seem to be everywhere at once in decent numbers, always chewing nodes and furiously (and successfully) destroying groups of marines before they can setup any sort of outpost. Of course aggressive aliens can be a problem, but when they come at you piecemeal (as most do) then it's usually not a problem. But combine that aggression with coordination... yea, hard to beat.
Occasionally the bad 'rine team comes along. You know, the team that, boiled down, is about as coordinated as a wet brick in flight.
The one that no commander can put up with, and really, the only other thing that will stop Rad from winning.
In the field, Rad is quick to answer requests, and will give you what you need and nothing more. Just enough for you to accomplish your task without sacraficing too much res. (Of course, if he has the res, he's a champion ammo/med spammer)
And finally, Rad's wonderful attitude and complimentary habits draw tremendous respect from me and hopefully other regs as well. It's this level of trust and respect that makes the magic happen.
However, I've always seen your strategy as gradual, never overly aggressive nor passive. It's like a loose bulldozer in a suburb, crushing only what gets in the way, never in a hurry to do so, and at the same time being very hard to stop. Since I've never scrimmed before, I'll refrain from trying to think up an answer as to why your strats wouldn't work, but I bet it has to do something with the faster pace of play.
Anyway, thats my 2 cents along with whatever else was in my pocket. :huh: