I would like to revise a few suggestions:
1. Canal. To be more specific it is the South East corner of this map that has evolved as the best position. The reason is that it offers hills and a few buildings in the corner for cover, firing lanes into town, and is close enough to cap to stop it. The team that wins this corner has the best chance to win the map. In the Matilda this means convincing your team to go all left or right to this corner and backing them up. Your great gun with good gun depression means you can work the sides and ends of the hills to get shots and have decent cover. Do not go up on top of the hills in the Matilda. You will be spotted and summarily executed before you can get down from your elevated "please shoot me" position.
2. New Desert Sands: The game has evolved to be less about town and more about the desert. I no longer advocate crossing to the town side when you spawn in the desert. My call on this map is normally "all desert" and I think that has the best chance to win. The exception is if your team is much heavier and slower then all town might be the best call. You can deal with either side - just do not split if you can help it. The team that splits gets one half of the team eliminated by a unified red team who then mop up with superior numbers. If you are doing the dunes side on this map, do not go way out to the map edge - stay closer to the tracks. Use the dunes for cover but stay close enough to the middle that you can quickly move to a position with shots into the cap circle. Your Matilda should never flank around the end of the tracks in the end game, ideally you help your team win the desert side and then roll under the bridge toward cap circle - or at least use the dunes to hull down and fire into that area.
3. New Lost Temple: It is still all about that temple area. The team that controls the obelisk platform has the best chance to win. Never go into the rivers and low ground on the flanks in a Matilda - you will get ripped apart by mediums at worst and at best you will be struggling to cross high ground in the open to make it to the temple and the cap area in the late game. The team that is in town can run the cap timer and stay in cover and wait. With your Matilda you should be anchoring one side of the Obelisk platform if you are top tier and pushing that side if possible. If your team takes the obelisk platform area and the enemy does not show up, you must take defensive positions and get in cover. That means positioning mostly on the other side of the obelisk platform waiting for the flankers to come from your own spawn area or for the enemy to drive up the hill towards the cap circle in the middle. Never position yourself on the edge of town to get shots into the hills/river flank area as you are effectively cresting a hill and an easy target. Your main job if you hold the obelisk and the red team doesn't show up right away is to work the keyboard and convince your team to stay defensive in that area. Ask a light or medium to run the cap timer but stay in as much cover as possible. If you can keep your team together and hold the obelisk area while you force the reds to come to you it gives you the best chance to win this map.
One more note - there have recently been changes to HE penetration on howitzers and other "derp" guns that make those guns less viable. In the case of the Matilda this has not had a large effect. If you are running the Matilda with the howitzer (as I enjoy doing) it is still viable. You were already firing mostly HEAT anyway, and the HEAT penetration is fine. I still recommend trying a Matilda platoon with one person running the 2 pounder for it's high rate of fire and the other running the howitzer with mostly HEAT ammunition. Having one that can perma-track enemies in place and the other with a big alpha hammer that can only hit stationary targets works pretty well. Enemies that will not be afraid of the now per-shot damage from a Matilda tend to re-evaluate the situation when you drop a high damage HEAT shell on their head. The 2 pounder is certainly the better all around gun, but in a platoon one howitzer and one 2 pounder can be an entertaining and effective combination.