Wuz wiv all dees flashy-lookin' muvin pictshuursh? Yer talkin' more than ya crumpin! Now, dis ere is da only proppa 'taktik' ya gitz need ta be rememberin:
Noice but a little warning: What you describe is a classic 3 point sequential push. Basically you don't bother with capped points until you had all 3 for extra time. The danger here is that you might fall into a daisy chain situation where you effectively only ever hold 1 point ticking for the bar. Even with 15 minutes, that's not enough to make it. Therefore my hint: Don't leave the first captured point completely undefended. 1 (maybe 2) player is enough, you just want to guard against solo recappers that try to clean up behind your main force. Eldar in particular often did that (Right now it's too much freshmeat it seems). You want to hold 2 points effective for some time and nothing is more grating than losing a point to a single guy who just ran in there and nicked it from you. 1 point held fills about 1/4 - 1/5 of the bar in 5 minutes, two points held do about half a bar in 5 minutes. Three points I'm uncertain with since it rarely happens long enough to judge progress. If you make a good initial push and get two points, it's often a better tactic to defend those two points for a bit, especially if the caps happen quickly after start. The enemy team is under "Zugzwang" in this situation. They have to contest one of your held points long enough to make you slip below the 2 point for win range (normally 5 minutes left and half a bar missing on the progress). If the enemy commits a big force on one of your points, push his remaining point with the defenders of the attacked point which gives you again 2 points ticking and +5 mins. Disadvantage is that it's harder to coordinate since people tend to ignore orders and don't understand that particular move.
Da Skip Launcher. Nuff sed. A weapon so 'good' they nerfed it twice. (The ammo currently is a tooltip error.)