Map Strategy: Fisherman’s Bay

Fisherman’s Bay contrary to its name largely consists of fields and small rocks/buildings.  Only the eastern part of the map near the harbor do you find what you would relate to a port and the associated town with it.  This leads to a lot of map being decided by mobile tanks and good use of vision/support on a team level.    With World of Tanks 1.0 Fisherman’s Bay received a rework to the 1-7 lines of the map.  At first glance it doesn’t look like a huge change and each flank plays similar as it did prior to 1.0.  However, the map is now more balanced and gives both chances equal chances on all flanks to win them.  This World of Tanks Fisherman’s Bay strategy guide will go over the basic routes, positions, and tactics you will see in most random battles.

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World of Tanks Fisherman’s Bay Strategy

World of Tanks Fisherman's Bay StrategyWindmill Gully (1-2 Lines)

The flank with the most changes is the windmill gully flank in the 1-2 lines.  It is designed with support areas at the north/south ends where tank destroyers can support from a distance.  Meanwhile other tanks race forward down the gully to pin the enemy team on their side.  Usually the side that wins the gully takes the flank since the tanks supporting the pushing tanks have clear shots on defenders.

Yellow Team

Coming from the yellow side(north) you have ample positions in B2 and B3 to support the 1-2 lines and also the center monument area.  With this side of the map rewarding your team for having vision I would only stay here in a tank destroyer with no armor or a bottom tier tank.  The position in A1 is elevated to where you can fire over the buildings.  It can be useful if your team is pinned back a little further than normal.  The downside is that you are too far away to hit tanks in the G and H lines.

For most tanks contesting the gully at the beginning of the match is the right idea.  Light tanks, mediums, and fast heavy tanks can do this.  Other tanks that are slower should take a slow approach and slowly move up the 1 line when it is safe.  Early on get to to the G1 windmill as fast as possible so that you can pin the enemy there.  Compared to the pre-1.0 Fisherman’s Bay the windmill provides a lot more cover from SPGs.

Ideally your team has tanks at the windmill and some behind supporting them.  Use this to your advantage and push together feeding off of one another.  If your team is on the defensive you will want to hunker down behind cover in the B/D lines.  Team mates from the center can assist and take shots back on advancing enemies.  Try not to poke out from cover since you will be hit from tanks you cant see in the 1-2 line.

Blue Team

This side plays similarly to the yellow side except for it is slightly harder to make an early push through the gully.  While it is possible to push up to D1 you only want to make that decision if you have ample support.  Make sure to hug the right wall of the gully and keep pushing.  Usually you will end up near the windmill and be pinned down.  If that is the case then typically it is better to defend.  If you decide to push around the windmill while spotted usually the enemy team picks you off easily.

Since the blue side is typically the side pushed further back your team should make more use of the cover in the J/K lines.  The K line especially has much better cover in the 1.0 update and is far enough away that enemies in B won’t be able to hit you.  The most important thing to remember is don’t rush it on this side if you are spotted.  That will only have your team fall behind early.

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Harbor (8-0 Lines)

The harbor side of the map was largely untouched with the WoT 1.0 rework.  On this side of the map you find that super heavies, armored tank destroyers, and big guns reign supreme. Setting up from either team is pretty straightforward where sidescraping is king.  There are some spots for frail tanks to sit a little further back to fire without drawing too much attention.  One area of note where one side has an advantage over another is in C9.  The yellow side has a decent hull down location here that can help clear F0 out.  Aside from that the harbor usually boils down to taking smart shots and who has more tanks.

Monument (3-7 Lines)

The monument is located dead center on Fisherman’s Bay.  With the World of Tanks 1.0 rework the center town was changed to a large monument and bombed out remains of buildings.  With this cover has been slightly reduced and SPGs can hit tanks slightly easier.  This area still plays roughly the same in that it works best for spotting enemy tanks out of position.  But more important to not push across the center directly since you will be mowed down quickly.  Instead use the ruined buildings for some cover and support either outer flank when the opportunity arises.

The monument area becomes more important as the match goes on.  Whereas early on a strong push on the windmill or harbor flanks can lead to an early lead.  Not controlling the center where the monument is will lead to either flank being hard to push through and into the enemy base.

Base Defense

While there are locations marked just outside of both bases it typically isn’t a great idea to put more than 1 tank at them.  Early on the only shots you have from here will be for enemy tanks that push too far in the center.  Later in a match these areas become important near the base if you need to defend.  You have some cover but more importantly can spot enemies from the bushes.  Your main goal is to set up shots for teammates in the 1-2 lines or closer to the harbor.

Artillery Placement

Setting up in artillery largely boils down to where you team has the most tanks.  If you see most of your team towards the Windmill Gully then set up towards the 1-3 line and vice versa.  If for some reason your team piles dead center on the monument.  Usually setting up towards the Harbor will provide you the better chance at survival.

World of Tanks Fisherman’s Bay Strategy – Pre 1.0 Update

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