I think makes BaronDeMoroz a quite good assessment of the proposed rules here: http://forums.taleworlds.com/index.php/topic,215244.msg5173099.html#msg5173099
Having fewer players means that the importance of a single player rises.
If 100 players are fighting per team (not likely, just for the sake of this premise), one player would make up 1% of the team. If ten players are fighting, one player would make up 10% of his team. And if eight players are fighting, one player makes up 12,5% of his team. Obviously the person making tactical decisions will think about the risk involved in any action. If he had 100 players at that start, he could lose 10 players and retain the same percentage of players as a commander with a starting number of ten losing one player.
The commander with only eight players at the beginning of the round would lose more in terms of percentage when he loses one player, when compared to the commander of the 100 player team losing ten. If the team loses three players (37,5%) without making the enemy lose an equal amount (or more), any tactics risking the loss of these 37,5% could become game-changing with this number of players, as it would leave five players fighting eight.
If it is likely that these three players would be able to seriously hurt the other team, the commander would split them from the main group nonetheless. But, as both teams are likely to watch the other team before making such a decision, that means they will probably play defensively at the beginning of the round until they can see how the round develops. Here the round time comes into play, as probably one minute or more of the available time will have gone by. As BaronDeMoroz argued in the linked post, why risk anything if it is likely that the flags will spawn within few minutes? Even if no players are lost, sending them away from the flag spawns or splitting them up could make fighting around the flags much harder, so keeping the team together at a place from where all/most of the flags can be accessed seems the sensitive solution for a commander who is not interested in risking losing the round. That would essentially mean camping.
It had also been argued that fewer rounds mean that individual rounds are more important. That means commanders (and teams of course) are more interested in winning every round and will play accordingly. I have seen a lot of overly defensive play (camping in matches) work, but have seldom seen overly aggressive play work as good. Coordinating and directing a group on the move is harder then in a fixed location and hence the chance of error (becoming split up, some people lagging behind) becomes greater. Imagine a group of four infantry crossing an open space in a formation that is not entirely cohesive and prepared to repel both archer fire and cavalry charges. It can be pulled of, but it is more risky to do then just camping. That is not to say that camping is not risky, but aggressive play is imo more risky. I am also unsure if "risky" is the right term in this case. Even if we assume that defensive and aggressive play are both equally as risky, I still would expect people to play defensively under these circumstances and only aggressively if they are inexperienced and not prepared or very experienced and meticulously prepared. Because I'd say that playing aggressively seems, more risky then defensively - regardless of whether it is or not. My experience has been that teams play aggressively if they can afford to lose some players, which - as argued before - they can't really in an 8v8 match.
In short:
- The fewer players there are in a team, the more each individual player is important for the chance to win
- The less time there is, the more important is quickly assessing what the situation is and what should be done. Due to the limited time available and the limited number of players, commanders are likely to use less risky tactics
- The fewer rounds there are in a match, the more each rounds is important for winning the match. Hence risky tactics that could lead to losing the match are less likely to be used
- Camping is in my opinion not a very risky tactic (presuming the team stays alert and ready to react to tactics of the opponent), so even when it might not be the ideal tactic for winning, I believe commanders would use it due to it's inherent defensive nature