Lagoon (4P, Large)"A large map with a center battleground focused on intesive ship battles."
Perhaps the most commonly played map, likely thanks to being the default selection in game creation, the most striking feature is the large area of shallow water in the center that is its namesake, but beware of becoming a permanent fixture like the many half-submereged shipwrecks that pose a navigation hazard.
In a 2v2, the lack of flanking routes means you should expect head to head battles between capital ships trying to assault into each other's spawn through the deep water channels. Littoral units can use the lagoon to attempt to flank other fleets, but you will surely encounter other enemy light units, and despite the surrounding islands that can be used as cover, are vulnerable to fire from any quarter. the landmasses dividing each bay can provide decent cover for defensive ambushes, for some spawns better than others.
For 1v1s, Lagoon becomes much more interesting depending on the composition of your fleet. A mass of light ships can be quite fun to use as you weave between islands and can quickly strike anywhere on the map from all directions, if you do not get caught in a giant scout battle in the center first. Larger ships might have a hard time getting to the fight if you happen to choose the wrong direction, as you cannot simply cross the shallows to get to the other side, so radar may be helpful in this large map. Spawn pairs are usually NW+SW, NW+SE, and NE+SW.
There also happens to be a small river on the western landmass that a Scout can easily sail into, though for what reason I would not know. It could be a defendable spot for a flagship in Assassination, however, although good luck getting back out while under enemy fire.
Defense (4P, Medium)"A large, open map with a few big islands."
An interesting semi-asymmetrical sized map, the northeast and southwest spawns are a little hard to get out of, but by the same nature, difficult to get into especially with large ships, making Defense a somewhat appropriate name.
In a team match, you will obviously want to attack the non-Defense positions if possible, and otherwise lay siege to the defendable ones. This map is full of sharp corners that makes blind ambushes a possiblity around every turn, so use it to your advantage while watching for enemies that will do the same.
In a 1v1, defense islands are relatively small, allowing a savvy admiral to perform relatively quick flanking manuevers on the spot. Spawn pairs are usually NE+SW or NE+SE.
Sheltered Bay (4P, Large)"A large symmetrical map for team battle."
Similar to Lagoon, expect similar head to head battles in the obvious routes to each spawn. There is some cover for smaller ships to be found in the center among the rocks, and wily admirals can attempt to navigate through them with Scouts.
Unlike Lagoon however, flanking options do exist around each of the small atolls in the corner of the maps, but be wary of committing too large a force through them as it can take quite awhile to get into position. The north and south spawns also have access to deep water channels to bays on either side of them that they might use as shelter for artillery platforms, but it can take awhile to setup as well.
In 1v1s, radar can be crucial as the large size of the map can allow an enemy to hide in any number of the bays. Searching can not only take awhile, but can stretch your formations and lead you into ambushes or minefields. Spawn pairs are N+W, N+E, or W+E.
Skarsgard (4P, Large)"A large map with four massive islands."
The four islands in this map form three channels running north to south, with a shallow water flanking routes connecting the passages at each end. Control of the central channel will determine the victors in a team game, as losing it either means ceding the initiative or allowing an enemy to flank your ally.
In a 1v1, having a flexible fleet will allow you use multilpe routes to your advantage. Spawn pairs are NE+SE, NE+SW, or SW+SE.
Swarm (4P, Large)"A large map surrounded with shallows and rock formations."
For such a large map, things can get heated really quickly depending on spawn locations, especially between the two northern start locations. The small passages lead to easily defendable choke points, but multiple flanking routes do exist, though access to them is awkward and can take precious time.
In 1v1s, flanking becomes easier and more effective as usual. Spawn pairs are NW+NE, NW+SW, and NE+SW.
Channel (4P, Large)"A large map focused around a channel with the possibility of flanking."
With its relatively narrow passages, Channel is chock full of easily defendable choke points, which combined with the relatively large islands make this map a good candidate for artillery use if you can establish sight lines.
In 1v1s, flanking becomes much more viable, but the routes are long so be sure to take into account travel time.
Marstand (4P, Medium)"A large symmetric map with narrow straits."
Despite being a large map, the island configurations cause heavy firefights to erupt. Stay out of the no man's land that is the central bay until you have established dominance, and even then be careful.
In most 2v2s, make sure the partner with access to the flanking route utilizes it while the other fights for control of the center. The person starting in the southeast corner unfortunately only has one exit and can easily be bottlenecked in, but by the same token has an easier time defending.
In 1v1s, common spawn pairs are NW+SW, NW+SE, and SW+SE.
Wolfpack (4P, Large)"A large map featuring open artic sea."
Wolfpack is one of the more enjoyable maps with its many smaller islands. Its name probably comes from how it can favor multiple light units that can make wide flanking maneuvers darting around the icebergs for cover. However, be wary of using a direct route as the open seas give long lines of fire for big guns.
For 1v1s, expect to start with you and your opponent in N+E, N+S, E+S. As usual, flanking becomes extremely useful as you do not have to worry about running into a second fleet.
Forgotten Archipelago (4P, Large)"A large map with three massive islands."
Very similar to Skarsgard with its three north to south channels, many of the same tactics apply with the exception that the shallow lateral crossings at the top and bottom are now deep water. Control of the center will allow allies to support each other, or even make a mad dash to double team an enemy before the other can round the island in pursuit.
Spawn pairs are NE+SW, NE+SE, and SW+SE in 1v1.