It does take strategy, though. I outlined it in the beginning of my overview of Turf War basics.
"There are three main sections to these maps, home base, enemy base, and the middle. These sections are all connected by 3 corridors, providing easily defensible choke points. Each of these sections have different value and priority to them.
The first in value and priority is the middle. It is equally accessible by both teams, and is the only spot that isn't replicated somewhere else on the map. If both teams hold only their base, the score is 1 to 1 in sections. If a team gets the middle, it tips to 2 to 1 for the win.
The second in value and priority is home base. Your team has a much easier time getting to and inking home than the opponent. It is less valuable than the middle, as it will not tip the scales to a win, and prioritizing it over the middle will give the enemy team the win. It is more valuable than the enemy base, though, as it is still needed to win. If the enemy inks your base while you hold the middle, and you never address it, you lose 2 to 1 in terms of sections.
The final section on the list is the enemy base. It is final in priority for two reasons. The first is that it is easily taken by the enemy as it is where they spawn. The second reason is that it isn't needed to win. If you hold your base and the middle, you win 2 to 1. The enemy base never needs to be touched.
With the basics out of the way, it is obvious that both teams will be in a constant battle over the middle, making higher level turf war matches look a lot like splat zones. It is from this natural tendency that what I like to call Line Theory comes from."