Right, I've thought back to the beginning, and really things started to go wrong very early indeed.
One thing that has to be understood is that policy in TF was decided by group discussion, so in theory, everyone should've been onboard with every decision.
A very early decision was that straight out of B.P., some players would go for conquests, others support attacks, and others would provide def support. Everyone agreed, and I went for def. However, it just didn't happen; come the end of BP, almost everyone was going for conquests, and virtually nobody was providing any support. It didn't really matter at that point; people were strong enough to catch victims off guard, and those of us who were providing def support - it felt like only me, but there must've been some others - weren't getting any BP. So before long, I realised it was a mug's game, and I wanted in on the conquest action. So now everyone was going for it, nobody was providing support, and still the opposition was weak. But gradually, we ran out of weak targets, and everyone else started getting their act together; we started losing CSs and their supporting forces because we had no support from others. So Zues put in a process to slow up the rate of conquest so that we would support each other - but it just didn't happen; people waited impatiently for their turn in the queue, and weren't prepared to use their forces to support ongoing conquests. So nothing changed. Next, we tried geographical squads, but still there just wasn't the teamwork there, we just had three queues instead of one. We introduced ops, which did help to start with, but perhaps their planning was a bit rushed, and certainly individuals were thinking too much just about their next conquest, not the tactical or strategic aims of the alliance as a whole; the final failed op really was just a symptom of the way people were going about the game, and it's not surprising Zues had had enough - everything he tried was scuppered by the selfishness of pretty much the whole team, and STILL people couldn't or wouldn't see what the problem was - no more nor less than people putting themselves first, and using the alliance as a vehicle for their ego rather than as a group of mates to die in a ditch for. Grepo just doesn't work like that, however good you are, and the moment you forget it, you're finished.