On this layout the potential exists for some very fast and destructive points to be put up from the D-side. This is true despite the fact that many D-wire bunkers are in a disadvantageous position vis-a-vis the snake. The key to those fast points is to either quickly eliminate D-side players and/or deny them wide spots on the field while taking large chunks of real estate early. But instead of outlining just how that can happen I want to spend time discussing the counters and to transition from control bunkers to ignite the offense on the snake side.
Let's begin with the D-side, midfield Can in blue. The D-wire design limits the control the corner bunkers have over movement along the wire while creating an initial gunfighting lane between the symmetric pair of MDs. Home does command a couple of gaps in upwire movement but does so with partial vision at best which neutralizes Home's effectiveness unless Home is able to maintain a constant stream of paint in the gap or gaps. While the D-side Pin may be played--particularly if the opponent(s) are already on the wire--it is a very high risk position that is very susceptible to crossfield shots. That leaves the blue Can as the best (of a poor batch) of control bunkers on the D-side. It offers the option of a secondary shooting lane OTB along with a commanding position over the core primary D-side options. Of course the Can is at similar risk to the Pin from crossfield shots which limits how long the Can can be played safely and effectively.
The placement of the blue Can forces the players into a quick transition--or a quick elimination--when the Can is used to play a point with an extra gun up and inside/out. But what else is the Can good for?
First, let's look at the options available to the player in the Can. When the Can is played to the D-side the player's secondary options are bump out to the wire (Temple, mini-A) or rotate back and over to the D-wire MD. Or, up field to the orange Pin. Normally this move is reserved for situations where your opponent's wide player has been eliminated. The object is to cut off the field, deny your opponent an opportunity to reach the D-wire, pressure Home and look for quick snake side eliminations. Alternatively the blue Can be played on the cross either in conjunction with the snake side 20 MT or independently. The value here is that the blue Can can deny rotation into the snake with only the mimi-A (that feeds the snake) able to contest the lane. However, given the distances involved it is necessary for the Can to keep up a semi-constant stream of paint.
If the blue MT is also used on the cross (with the Can) it cannot put the same pressure on the opponent's corner Temple or MD but it does offer reasonable gap control for containing upfield wire movement. Ideally, like the Can, a near constant stream of paint in the targeted gap offers the most promise. Otherwise the blue MT to command the snake, contest snake wire movements & gunfight with the TCK. It is also an ideal launch point for pushing additional players into the snake. Or an upfield move to the green MT.
On this layout snake side play can easily bog down into a repetitious pattern of blazing gunfights as teams/players try to force the action to get into the snake. However I think the placement of the two MTs goes a long way toward neutralizing the snake's potential effectiveness. And when the opportunity presents itself players pushing the D-wire will bypass the most at risk (from the snake) bunkers completely. There is the potential though to make a strong play upfield along the MTs. The same applies to a move, either OTB or on a slight delay, to the snake side of the X. (I'm not calling it an A.) The upfield MT (green) blocks the majority of snake side primary positions which will allow and X-side player to gun down any move to the snake, wrap and attack Home & even bump to the opponent's forward MT and attack crossfield positions or snake side primaries. And as long as there are no snake players the same lane of movement and attack is available between the upfield MTs. Used judiciously this attack should disrupt your opponents and force them to address the possibility each time they breakout.
UPDATE: It was getting late last night and it appears I left out the green Pin. Given identical or near identical placement it should be possible to use the Pin as a launch point into the snake. The advantage over the mini-A for making the rotation into the snake is that the player is on his/her feet, is more mobile and can make the transition more swiftly. And should it prove necessary the Pin can contest edge control with the corner TCK or the mirror of the green MT.