While Fernando pretty much works well in just about every map, he can excel in certain maps or certain parts of the map or the opposite, and usually, it involves you having to switch from an aggressive to a passive playstyle, meaning he's not entirely crap on a certain map, unlike certain characters. This aims to explain what you should do and where you should be.
Best map in the game, no bullshit, no unreachable vantage points, no long push, just pure symmetry, good routes, and medium distance. Defensive or offensive, any type of playstyle will excel in this map, you can get anywhere you want in this map on any flank route, verticle mobility is not needed, you can always get to any area in a reasonable time.
Access to the backlines during the point capture is very easy due to many flank routes having an opening that leads directly to the backline. There's also a very nice cathedral that serves as a very good shelter for point tank Fernandos in case you need to rest or apply pressure from a safe spot, cementing your backlines in there is also a very nice option as you can easily defend your backline with your presence alone due to the enclosed space.
Fernando should be following the payload's path in terms of the push section. Although the flank routes are very close by in case a certain champion is causing trouble, meaning you can quickly chase after them.
In terms of defending, there's a lot of places to hide behind as a good choke point for trying to contest the payload. One problem is the final stand, the top flank route is hard to reach and there isn't a good place to stand shoot while trying to not get killed, it's best to leave that to your teammates.
Another map where Nando greatly excels at, I might go as far to say that this is his best map Although Fernando is usually focused more on the middle or the flank route opposite of the cliff in terms of capturing compared to the full equal presence of Stone Keep. You can still apply pressure at the cliff side but there's not enough openings to give you easy access to your team or the point. This map also has flank routes that can easily be accessed since you don't need verticle mobility.
When on point, as soon as you get to the inner temple, there's a spot where you can corner the backline, if they're further back, that's a bit more inconvenient but you're still very close to the point. Capturing the objective is also very convenient to it having many spots to jump out from and escape to.
The push segment is a bit more limited than Stone keep since you're better off near the payload path than the flank routes, but due to the limited amounts there are, you can see and immediately move to any nearby flanks and drive them away or kill them due to lack of any good escape routes. Although the final push is a bit harder since there's a massive chokepoint for the enemy to hide behind, but this problem is solved with a second tank, letting you zone further to hopefully secure your push.
Offensively, the final push of this map isn't really what Fernando excels at doing. The final stand is where Fernando shines as a bruiser/defensive hybrid, allowing him to defend the arc and punish anyone who tries to come near, even those coming from the backline. There's also a lot of places to hide meaning Fernando can easily come back if he was driven off, although if your ally tank dies, that will turn into a problem.
Brightmarsh is another amazing map for Fernando due to the lack of flank routes that require vertical mobility. This is a bit worse than Jaguar falls due to some routes taking a bit longer than it would normally take you in the other map but there's an extra route that you can take which lets you drop on the backline from the roof. (Only available through mounts, made easier with master riding, I'll talk about this later.)
Brightmarsh's point fight can be defended purely from being aggressive and driving everything away from the inside which a defensive Nando can easily do with little to no difficulty unless outnumbered or against Inara. It's best to enter from the port since the pressure will be coming from the front door, attacking from this side lets you sneakily chip away hp and turn the tide of the fights.
Defending or attacking works very similarly so you won't need separate instructions, just hug the payload route and lurk around the flank route that isn't elevated. There's no point in trying to zone though, you should be near the payload since you won't be able to zone everyone unless you're near the base due to the many concealed flank routes. But if you're zoning with a teammate, it should be fine.
Nando from above
If you want to engage the backline from above, I recommend dropping on the enemy but don't try this without master riding as you'll waste your time if you fail. Now, firstly, you'd need to get to the top garden towards the flank route facing the ocean.
Notice this tree planter? Jump onto the sides of it.
Now jump on the wall and then jump to the roof.
This is a good place to get the jump on healers that might be hiding outside the building as well as any damage dealers that are trying to use the windows.
Serpent beach is a worse version of Jaguar Falls for Nando, there's an easy access to the backline but it's a lot less limited, it also has flank routes that require vertical mobility for easy access since it's slow to get there normally. But unlike the other two maps, zoning is much easier on this one.
It's best to completely erase all traces of the backline for this one since without a horse, getting back there will not be as easy as before. You can either zone, which is simple if you stay in one of the two intersections or you can defend with the same principles as brightmarsh, though I recommend zoning since each intersection provides a basic charge path back to the point.
When pushing the payload, you should go ahead and hug the flank routes that are near the intersection, it provides cover and allows you to chip the enemy until they start noticing you, you can't get to the elevated routes that easily so don't bother going there. Once the payload goes pass both intersections, hug the payload and hug it close, use it as a shield to block bullets since the final stand is short but hard. There'll be a constant barrage of enemies due to the distance between the enemy spawn and the payload, the longer you survive, the closer the payload gets, hold out as long as you can, you might succeed or you won't unless your team is destroying the enemy.
Defending is a bit different, make sure that the enemy never goes past the first intersection, Fernando is good at applying pressure under arcs as mentioned in the jaguar falls distance. However, the distance between the archway and spawn is too long for a prolonged fight so if you and your team dies, set up your defenses in the second intersection. If they get to the final area, the last stand will be very rough, so hide behind the payload, start attacking and don't use your shields until you're at 25% hp. Your job is to last longer than the enemy rather than kill them so stay near the payload when you drive them away and don't chase after anything until you're sure there's nothing near.
Frog Isle is like Jaguar Falls without the easy access to the backlines, in fact, don't even try going alone. The backline is a scary place because you don't have the burst of an actual flank, meaning the enemy tanks will be coming for you and it will not be pretty at all.
This is the one time where you should be defending the point for once, no backline bumrushing, just you, the enemy and the point, exert all your will and try to scare off the enemy, let your flanks or damage do the zoning since there're too many factors that prevent you from zoning 100% of the time. Fortunately, if you're out of position, you can simply use your movement ability to get out.
Pushing and defending the payload is very straightforward, it's like a mesh of the start of jaguar falls and the end of stone keep. That's not much to look out for since you can go to those sections specifically.
We're getting to some of the crappier maps for Nando or the crap maps in general. Stone Quarry is a good map but a not-so-good Nando map but it's not bad per se.
The point consists of many flank routes, all giving you the high ground in case you want to drop from above or kill Inara. Fernando........... cannot use most of them in a short span of time, he is capable of getting to some of these spots on horseback but it's a once in a lifetime (literally) thing so you can't get back without a horse. The point has a very nice opening straight to the backline (or at least the grounded part), although you can't corner the backline as easily as some of the above maps. But if you had master riding II, you can get to the sniping spot by using the upper route and with III, you should be able to do it before the sniper comes.
The first half of the push is usually very easy but once you get to the second half, things are going to get tough, I find it more effective to just stay near the payload instead of pushing ahead since the setup is somewhat similar to serpent beach's last push, meaning you're getting barraged with respawning enemies.
The same can be said for the defending portion, but the part the separates the first half and the second half counts as some kind of arc, that part should be one of the easiest spots to defend especially when you get up to the high ground to contest, damage and zone as well as look out for any incoming enemy. If they do push past this part, there's another archway (and another one before that) near spawn that works similarly to the other one, use this to contest and pressure the enemy.
We're getting the even worse maps, fish market is a mediocre map at best and a not so good Nando map. It takes forever to get anywhere on the point and there's too much open space everywhere.
The point fight can be a pain, there're elevated spots everywhere, you cannot reach most of them so all you can do is shoot and hope you drive them away, but since the area around the point is huge, it's hard to switch between spread out targets due to the sheer size of the whole place. It's best to ignore the point at first and take the fight to the ledge, making sure to clear out everything before going on the point or zoning.
When pushing, stay away from the payload when Torvald and Ash are there unless resilience is active, but zoning should be a relatively easy task though so you can stay away from the payload until they get out of the market into the grassy area. Getting over the hill is typically not easy when you're not zoning since staying near the payload hinders your vision, another problem is that the area is also massive meaning it's very hard to chase long ranged targets.
As for defending. DO WHATEVER YOU PHYSICALLY CAN WITH YOUR POWER TO NOT LET THEM GET NEAR THE HILL! As soon as the enemy gets past that hill, it'll be very hard to get them out, fortunately, it's very hard for them to push above the hill in the first place so keep guard near that area and pressure them. Don't zone, you need to be ready to push them away, if they do get over the hill, use the same strategy that was mentioned in serpent beach.
Timber mills is a sniper fest that contains elevated points everywhere which you can't reach at a reasonable time, this map sucks in general for you.
The point capture in timber mills will be a painful endeavor, staying on the point puts you under sniper fire, trying to attack one of the 2 side buildings doesn't work if the enemy is on the other and trying to get to the vantage point at the opposite end is even harder. I recommend staying on the point and trying your best to hold your own, this will be similar to frog isle but with much more heavy fire onto your sweet handsome face. After things are clear, I recommend either zoning or camping the sniping spot to make sure no one comes there ever again.
The push section is gonna be hard, trying to go past the alley with that bridge is like taking a big shit, it'll take a while unless you power through it swiftly, it'll be smooth sailing right after that. So I'd suggest that you either zone and stall the enemy until the payload gets past the gate or to simply be very aggressive when pushing the payload to make sure nothing comes near. Once past that point, you can camp the building to the left of the payload to force people out to make sure no one fires the payload
For when defending, be very aggressive in the alleyway to make sure that payload never gets through, this is the easiest way to defend the payload so focus on this instead of zoning due to your lack of range in a map like this. If they do get past this part, either pressure anyone pushing the payload and camp in the building to make sure no one tries to come in and apply pressure, if they've pushed past the ramp, you're a bit doomed since it's usually very hard to recover from any point actually past that.
The new frozen guard is a special kind of map. Everything is either terrible or not terrible depending on your positioning.
The completely flat side is where you want to be going, if there's a tank there, ignore them and try to bumrush the support, it's completely trivial with the open space and it's where you should be staying to avoid any snipers. The other side has a sniping ledge (which you somehow can't jump up), it takes a while for you to get to it, although, your flame lance can be used to try and pressure them out. One major problem is the effort it takes to get back on the point if you die, if an enemy can start zoning, there will easily zone you in this map, demounting you and effectively making you walk all the way back, most likely costing you the capture. Although unlike ice mines map, this one has two detours which you can take to try to avoid the people zoning. Simply either guard the point or pressure the enemies, since you aren't hit scan and going further puts you WAY OUT OF POSITION. Your zoning options are limited so you have to be more passive and stay near the point.
The first part of the capture section is stupid. It takes 20 seconds, for the payload to exit out of the main temple front entrance and to get to the front of the side entrance. Why the hell is it taking this unnecessary detour is beyond me, so essentially, it simply becomes the same exact point fight but moved to the left/right a bit. If you do get past that part, there's the grueling archway of doom that provides tons of cover for the enemy team and is a much worse version of the alley in timber mills. Stick near the payload until you get past this part, if the enemy is being a bitch, enter the flank route and pressure them from the sides or behind, if not, just keep hugging the payload. If you get past the arc of doom, stay near your payload again until you get to the second arc of doom, imagine Serpent Beach's spawn but placed directly 5 feet across the X axis of the payload destination, I suggest going up the ramp and just simply blocking them with your manly pecks, there isn't much you can do to prolong them.
The defending section is surprisingly easy, you can let the enemy have the payload till they get to the first arc of doom where you can easily pressure out the enemies. Do the same if they get to the second arc. All you have to do is apply pressure since zoning is mostly impossible for you.
Frozen mines has an intensely annoying capture section with a semi-hard payload section. Generally, I would rather not have this map but beggars can't exactly be choosers.
Let's start off with the point, you need to spend 10 seconds getting here on horseback, meaning if you die, you'll lose 18 seconds of capture progress. If you get zoned out, you'll lose 30 more seconds and the point entirely. Now that you know the risks, let's start with the point fight, the backline is not easy to get to if they position themselves on the elevated platform, and you need to first get through the other 2 tanks, the only way to get there is to surprise them with master riding III. If you win the point fight, go and zone the enemy, it should be easy since everything converges in one convenient area meaning there's no easy way for them to get back on point. The best way that I found is to take the detour with master riding, it puts you very close to the point at the area where you're most likely zoned.
After capturing, the gate will start to open, you can use this gate to get to the payload faster and I recommend doing so. Once you push it near the cave, you can either take the high ground above the cave or take the low ground and try to attack anything that comes somewhat close to you. The final section will be absolutely grueling since it has a giant dispenser that dispenses respawning enemies at you. There's also a bunch of barriers for the enemy to hide and for you to hide so it becomes some strange merry-go-round game of who can survive longer than the other, the enemy usually wins unless you manage to wipe all of them out at once.
Defending is generally very trivial, the best you can do is hug the gate and make sure no one gets through if you get people off the payload.. If they do, they'll have to do with the final area which most teams can't break through. The match will mostly end at a 3/3 by the final round.
Ascension peak is a very strange map, mostly because it has a square capture point. And if you have competent enemies, ascension peak is basically the opposite of ice mines in terms of zoning, there're just too many routes to look after unless you go to a specific choke point which is a little too close to the base for comfort. But the point fight is good enough at least.
As a backline bruiser, the foundation for a backline in ascension peak is practically non-existent, there're openings everywhere and there's nowhere to run away to, so map-wise, there's nothing really stopping you from just crushing the backline. The point fight itself is pretty simple after you deal with the backline, but there's a catch to the fact that the backline crumbles so easily, it's hard to zone properly because there're a bunch of practically zone-free routes. There are a few areas in the left and right flanks that ensures you don't get spotted, although, you can cover the middle route and one of the side routes, you can't block them all on your own and you'll require some help. I recommend that you zone if you have a second tank because it's very brutal when the champs get constantly dispensed onto the point, it's best to delay them instead of just taking on the onslaught.
The push section doesn't have any elevated flank routes and most of them look extremely obvious, you can just sit back and hug the payload and if you want to zone, you don't really need to be that far from the payload. The farthest you should go is at least 10 seconds from the payload since the enemy base is so close, this is pretty much all you have to do until you get the payload to the point.
The defending part is not as boring as the offensive part. I suggest you get your team to form a garrison near the wall since you'll have more success there, it provides decent enough cover and lets you easily watch your own backline in case someone comes for your healer. If you manage to wipe out the enemy, don't zone, it just means you'll have more places to watch out for and it's best if you stay near the wall where you can see anything. If it fails, remember there's an archway that you can guard, not only that, the point is only 15 feet away too so you can easily get back onto it, if you were to wipe out the enemy, get your team to move in front of the arch, or if you're coordinated, go back to the well and get one of your teammates to block another entrance to the left/right of the wall, if you're successful, you should easily be able to hold it.
Warder's Gate is actually a decent map. The point capture offers a lot of places to run away to but there's a not a whole lot of places for your supports to go. The backline is a massive intersection of despair for your support. Keep a close eye on your support if you're the point tank, but this also means that the enemy support is just as exposed. When you're done capturing, just pick an intersection to zone, it's not that far from the point but at the same time, there's a lot of places to watch out for. Not to mention, your support should easily heal you since the area is so open unless you're zoning at the flank route.
When pushing, you can still zone in the intersection. Although hugging the payload is pretty fine as well since you'll usually have 3 openings to escape to unless you're in the alleyway, but that place is very short. The final push is close to the enemy base entrance but it's not close enough to be that troubling for you.
When defending, you should stick close to the payload since there's way too many flank routes to zone properly. Since there're pillars everywhere and doors everywhere, it's relatively easy to run away and hide. But make sure that they don't get to the final area since that place is way too open to attacks since it has many openings.
This map has too many flank routes. Like holy crap, there's a shit-ton of flank routes. The only advice I can give for capturing is that you should stay near the point since there are too many flank routes to account for and the main choke point (that you can reach) is way too far from your team. On the bright side, the support is extremely exposed since they're also in an 8-way intersection of doom if they're behind the tanks. If your team dies and the enemy has a medium ranged sprayer. You're pretty doomed since they can easily zone you due to the abnormally large area in front of your base. Unlike fish market, there's nothing to hide you from the enemy while you're trying to get to the main flank routes.
Once again, just stay near the payload since there're way too many flank routes, but once you get into the cavern, you should start trying to zone the enemy since you're much closer to your team and there's a lot of places to run away to. While the enemy base is very close to the payload drop off point, you spawn way too far from the entrance for it to actually make a difference.
When defending, use the abnormally large amount of flank routes to your advantage to try to eliminate the backline. The support will most likely be the only thing there since the flanks and damage are too busy traversing the flank routes which are too far from the main backline to matter. If they get to the cavern, that's when you start facing them head-on since that is a very good chokepoint. It's pretty much over when they get past the cavern since you spawn way too far from the payload despite having the entrance directly in front of it.
All in all
Fernando is mostly a filler pick that can do just about anything, he fits into almost any team composition and does their role well, he's the Pip of tanks when it comes to being a jack of all trades; he flanks well, attacks well and defends well (Rework Dragonfire lance to heal teammates plz Hirez), he doesn't have any inherent weakness that the other tanks don't share. He's a good beginner pick and is still reliable at high levels.