Fault Line is a favorite map of many due to how it provides quick and often large battles early on in the match due to how the map is designed. The majority of ships will fan out to either the 1-3 lines or the 8-10 lines on the map since the center of the map is to risky for large fleets to travel through early on. Fault Line does a good job at balancing battleships, cruisers, destroyers, and aircraft carriers with the amount of islands and open space available in the key areas that most fighting will take place in. If one class is to standout and be vital to a team on Fault Line it would be destroyers since it is very important early on prevent the enemy from securing the E/F lines since without these areas your team is stuck in mostly open water.
This World of Warships Fault Line map strategy outlines key routes, tactics, and conflict areas for the Fault Line map. This map strategy was created with the help of MapTactic.com which is a great tool for creating strategies for World of Warships and several other online games.
Fault Line is a very straightforward in where most of the fighting will take place and how it will take place. Both teams start in open water with many islands separating them that focus on the fighting towards the east/west edges of the maps. The center of Fault Line is largely open water aside from one small island but due to it being open to taking fire from multiple angles it is unwise for any ships other than destroyers to advance through the center early on in the match. This leaves the 1-3 lines and 8-10 lines for cruisers, battleships, and other destroyers which leads to many quick decisive matches since often the first team to score a critical blow and win a flank comes out on top. Playing as an aircraft carrier you should do your best to travel slowly behind your stronger flank and to stick in the J line for the red team and B line for the green team. Overall it is above all important to have your team win at least one flank since if your team is locked out of the middle of the map(and thus stuck in open water) you will almost always face certain defeat as the enemy picks you off.
Playing as a destroyer on Fault Line provides you with the most opportunities at success(and failure) out of all ship classes. With how the islands are placed getting into advanced positions at the start of the match to launch torpedoes to make the enemy come to a halt or face a wall of torpedoes is key to preventing your team from being stuck in open water. For team 1(green) destroyers have an easier time pushing down the 8 and 9 lines compared to team 2(red) due to starting positions. Alternatively you can spot enemies in the center, disrupt them if you make it across, and/or focus on the 3 line on the other flank. Playing as a destroyer on team 2(red) due to the positions of the islands you have an advantage playing aggressively in the 3/4 lines since the opposing team has an island that hampers support. Otherwise spotting enemy ships in the center is viable and if you make it across the multiple smaller islands provide better cover for you than if you were pushing south in a destroyer on the other team. Lastly, keep in mind that in the 8/9 lines the enemy destroyers have a slight leg up in map position and also surprising you due to the shape of the islands.
As a light cruiser on Fault Line your primary purpose should be backing up your destroyers early on and to try to take out the enemy ships that push hard early on while they are vulnerable. Both teams play roughly the same since as a light cruiser you do not have the mobility/speed of a destroyer to make it safe enough to push to far into the middle of the map early on. Your best play is to usually support either flank and to stay in the D line(green) or G line(red) for your initial “pass” until you can judge if it is safe to push ahead or to turn around. Don’t be afraid to use the center of the map after the first 4-6 minutes pass in the match but do be aware of where most of the enemy team is and to use the islands to your advantage.
Being a heavy cruiser you shouldn’t venture into the center of the map until your team has secured either the east or west side of the map. This is due to you not having enough mobility or survivability to withstand a lot of fire if the enemy decides to pick you off. Early on you are limited to supporting either the east or west flank and doing your best to judge appropriately whether it is worth playing it safe or risking it all by pushing depending on what enemies are located there. Keep in mind that enemy destroyers are your biggest threat since you are almost always within torpedo range on Fault Line and that battleships can often pop up out of nowhere in the first 3-5 minutes from around a corner.
As a battleship you are limited by how much you want to risk being annihilated early on and also by how many enemies your destroyers(hopefully) detect heading towards your flank. Typically if you are facing off against an equal or weaker force on either the 1-3 line or 8-10 line it is better to push hard before the enemy can reinforce the side if you are in a battleship. With how Fault Line is set up if you can force the enemy to retreat there is little room to retreat safely if you push early on. Enemy battleships and slower cruisers will need to turn before hitting the edge of the map and thus will lose some or all of the primary guns while turning(giving you a huge advantage). The downside of pushing early against an equal or weaker foe is if you do not know where enemy destroyers are since that is a huge gamble since torpedoes will be hard to dodge at 2-5km.
On the other hand if you find yourself heading towards a flank where you are vastly outnumbered. You have the option of turning away from the enemy either south or north into open water and slowly stalling them while you wait for help. Your second option is to take a bigger risk and to turn hard into the center of the map and hope that the enemy continues to push up along the edges of the map. While this tactic is more risky it does work very well if you have a couple destroyers(or cruisers) in the center of the map since you get support much faster.
Being an aircraft carrier you should always be following your stronger flank so you remain safer and can reduce the trip your planes need to travel. For team 1(green) sticking in the B line or even slightly further south will see that you aren’t seen by the enemy behind your stronger flank while giving you a reduced reload time. For team 2(red) the J line or even slightly further north will be your best option to start out with. Since Fault Line is not a very large map it does allow you to easily target an enemy carrier early on since it is very easy to find them. Otherwise trying to inflict a critical hit to help your strong flank roll over the enemy quickly gives your team the best chances of winning.