The key was that Order, for whatever reason, did not bunker in the lord room but either tried to hold the bottom or pushed out on a couple of occasions to try to control the jail. This lead to a series of chaotic pushes and counter-pushes with both Order and Destro streaming back in to the fight over and over again. It was both tense and interesting and while I don't think we ever were really likely to retake the Lord room there were at least a couple of pushes that looked solid enough to be a threat.
It got me thinking how do we make this anomaly the norm?
From my perspective there were two key features:
1) The jail was always open b/c we controlled it so we could just keep fighting
2) The attacker needs to have a reason to not just bunker in the Lord room i.e. they need to have to split their forces a bit.
To facilitate this I would to see two things happen:
1) Get rid of the jail as a concept. It doesn't actually do anything to make the game more fun and it incentivizes NOT taking risks i.e. fighting.
2) Make it so the attackers have to at least devote some of their forces to not bunkering in the lord room after it has been taken by either:
a) having some sort of mandatory resource circles that have to be held by a minimal number of folks on the first floor to make the lord vulnerable or
b) allowing the defenders to "air drop" into the third floor (just like the attackers can) after the lord is under attack or
c) < insert your own idea here

Anyway, as stated, it was a lot of fun and reminded me of the type of great moments this game is capable of when things are set up (on purpose or by accident) to facilitate them.