Actually, funny thing there about requiring a big army to claim an important point. In MOM, one of the spots with the hardest guardians were the nodes; the places that added to your mana and power directly. They often had nasty monsters. One way to beat them was to get an army together, destroy the guardian, and then bind a guardian spirit to the node, making it yours. If an opposing player could get a guardian spirit to that now unprotected node, they could essentially steal the node from you, so it required you to protect it as well, even after you took it. An alternative method to take nodes was to move a guardian spirit close to the node, cast "plane shift" on it, move it over one spot on Myrror, then plane shift it back. It didn't attack the nasty monsters that were originally guarding the node, and you could bind the node to you without having to take it over.
Armies aren't always the answer. Magic and adventure ("The Naga hissed at Winnihym, it's eyes narrowing. 'Yessss....' it hissed, the guardian's eyes glowing blood red, 'thissss issss the lossst library of Asssstragar. If you bring me a midnight sssstone, you may have accessss to its myriad tomesssss....' Winnihym smiled. 'A midnight stone, you say? I happen to have...erm...seven of them, right here.'") could equally well overcome the obstacles.