... As things stand now the defending team can just turtle up on 1 base and make light attacks to 'defend' the other 2 until the clock runs out to 'win'. Only way for an offensive team to counter this is to 'zergzergzerg' and hope they cap in time.
I wish they had used some form of resources counter mechanic instead of the crappy 3cap win condition but at least this expansion is almost over and we can look forward to whatever crappy world BG they dream up for Pandaria.
The "turtle at one" strategy often leads to failure more often than victory, since the counter mechanic is that you gain control of a 3rd base faster if you control the other two, thus to counter a turtle, yes, you kind of have to zerg it, but at the same time, if you a small squad go for a 3rd while the majority of your forces are hitting a 2nd base, when the large force caps that 2nd one, the small squad, if able to get a foot in, will quickly finish up the game.
Sadly wrong; the imbalance I'm referring to is that horde more often than not have had a distinct numbers advantage in Wg and now TB
After the first 5 for each team, TB (and WG as of a late Wrath patch) limit entry on a 1 for 1 basis. The only way to greatly outnumber a team, assuming it's not {1,2,3,4} vs 5, is if either a large number of people leave the zone/raid group prematurely, or if one side has a large number queue, get accepted, but not enter... in either case, if people continue to queue, while the battle is in progress, the only people getting in would be those on the side that needs the numbers to make it even.
Most of the time, TB battles will be even in terms of numbers. If it starts even, then you lose a bunch of players and become outnumbered, that's neither the Horde players' nor the game's parameters at fault.