Compare
Armada vs. Cortex
Armada
Construction Bot
The Construction Bot can build basic Tech 1 structures and is the cheapest construction unit.
Use multiple on a single structure to increase build power.
It's quite slow and weak, so try to escort it with a few Pawns when expanding. Each constructor also increases the player's energy and metal storage capacity by 50.
Lazarus
The Lazarus is a resurrection bot that can turn wrecks into brand new units.
Assign them to repair and resurrect units on your front line to keep your army reinforced.
It can also repair units back to full health, and reclaim wrecks, rocks, and trees for extra resources.
Tick
The Tick is a fast scout bot that's cheap to build and perfect for gathering intel on your enemy.
Use a few of them to take out your opponents metal extractors at the start of a game.
It's far from ideal for fighting other non-scout combat units, however, in large numbers a Tick swarm is an effective way to draw enemy fire or even take out unprotected expansions.
Rocketeer
The Rocketeer is a light rocket bot that's commonly used for pushing enemy defenses.
Support them with fast units like Pawns and some Lazarus.
Thanks to its range the rocket bot can out range Guards and force enemy commanders to retreat. It's faster than the CORTEX counterpart, the Aggravator, but also has less health.
Crossbow
The Crossbow is an amphibious anti-air bot that's cheap to build and can shoot down light air units.
Keep them at the back of your army to defend against air raids.
It's useful for preventing enemy bombing runs and can also walk underwater.
Mace
The Mace is a light plasma bot that deals sizeable damage for a relatively low cost to build.
Combine with resurrection bots to keep them healthy while pushing the enemy front line.
It has less range than the Aggravator, but also has more health and DPS. It also has more range when shooting from higher ground.
Pawn
The Pawn is a basic infantry bot that's cheap to build and can quickly devastate poorly defended expansions, artillery units, and even isolated commanders.
Build up a small force to rush an undefended commander.
It melts in the face of heavier defenses and is especially vulnerable to riot tanks, however, you shouldn't underestimate its firepower!
Centurion
The Centurion is a durable medium infantry bot with dual rapid fire lasers and a lot of health for a Tech 1 unit.
Support it with fast units like Pawns and some Lazarus for quick repairs.
It can easily take out multiple light assault units like Grunts and Pawns, and can also outrange a Commander, so with a little micro you can force them to retreat.
Armada Commander
The Armada Commander is the most versatile and important unit in your army. It's what you'll use to start your initial base and to build your first unit factory.
Use it to build and defend your front line when you expand.
It can produce both metal and energy, it's amphibious, equipped with a laser and powerful disintegrator gun (DGun), and can build Tech 1 structures.
Advanced Construction Bot
The Advanced Construction Bot can build Tech 2 structures and opens the door to an advanced economy.
Start by building Advanced Metal Extractors and a Fusion Reactor.
It's quite slow and weak, so try to escort it with a few defensive units. Each Tech 2 constructor also increases the player's energy and metal storage capacity by 100.
Smuggler
The Smuggler is a mobile radar jamming bot that keeps units within its jamming range from appearing on the minimap.
Use it with cloakable units to make them totally invisible and undetectable.
It is best used to mount a surprise attack and to hide your units or structures from long-range weapons. Beware units can still be detected if the enemy has a intrusion countermeasure system.
Butler
The Butler is a fast assistance bot that can repair units and build a few Tech 1 structures.
Use it to build up your economy while on the move.
Its purpose is to have a source of mobile build power that you can quickly move to wherever you need it. It's also great for assisting factories or buildings under construction.
Compass
The Compass is a mobile radar bot that gives you intel on enemy units within its range.
Keep it behind your army so it doesn't get taken out.
It doesn’t have any weapons and has rather low health, but having intel on your enemies whereabouts is crucial.
Ghost
The Ghost is a stealthy and cloakable spy bot that's totally invisible to your enemy.
Self-destruct it near an enemy Prevailer to disable it with the discharged EMP.
It is also good to have nearby enemy units so your artillery has a clear target location. However, beware that it can be detected if the enemy has a Nemesis within range.
Fatboy
The Fatboy is a heavy medium-range plasma bot that deals ludicrous amounts of damage to units within its area of effect (AoE).
Target grouped units to benefit from the splash damage.
It moves very slowly and will be helpless alone, so be prepared to defend it with units or keep it behind your defensive line.
Sprinter
The Sprinter is a fast raider bot that's equipped with a short-range rapid-fire machine gun.
Useful for raiding unprotected bases and slow artillery.
It can be difficult to target thanks to its speed, and is very effective for ambushing enemy units and pushing through gaps in defensive lines.
Welder
The Welder is a general purpose assault bot equipped with a lightning cannon.
Useful for protecting long range units from fast unit swarms.
The lighting cannon will ark to multiple units within range of the main target and deals 33% bonus damage. It's quite slow and has short range, however, in combination with Sharpshooters they become a very powerful pushing force.
Hound
The Hound is a fast and mobile mortar bot that has two firing modes; high-trajectory mortar or low-trajectory cannon.
Useful for dealing damage to enemy units while staying out of their weapon range.
Switch to high-trajectory mode to out range T1 units and deal damage from far away, and to low-trajectory mode to take on enemy units in close combat.
Platypus
The Platypus is a very fast amphibious bot equipped with a light laser and a basic anti-air missile launcher.
Useful for raiding unprotected naval structures and sneaking into enemy territory from the sea.
It's also a good way to allocate a quick moving amphibious anti-air to wherever you need it.
Recluse
The Recluse is an all-terrain spider bot equipped with multiple rocket launchers.
Evade enemy defenses by traversing where other units can't go.
It's an effective unit in combination with a Webber, and can climb even the steepest cliffs. It can't hit fast moving targets very well, but is great against slow units and structures.
Archangel
The Archangel is an advanced anti-air bot equipped with medium-range missiles and a short-range flak cannon.
Keep it at the back of your army to defend against air raids.
It's amphibious and deals a significant amount of damage to most aircraft, but can't shoot while underwater.
Umbrella
The Umbrella is a mobile nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles.
Use it to provide anti-nuke coverage for your army or expansions.
It has less range than the Citadel, but you can move it wherever you want.
Sharpshooter
The Sharpshooter is a long-range sniper bot that deals ludicrous amounts of damage per shot.
Sniper bots work best when you have full vision of enemy units.
It takes 10 seconds to reload, uses 500 energy per shot, and its ability to cloak lets you move it into place for the perfect shot and re-cloak afterwards.
Gunslinger
The Gunslinger is a fast skirmish bot that's designed for destroying leftover Tech 1.
Micro it well so you don't get swarmed by Tech 1 units.
It can self-repair, quickly gains experience with every kill, and is equipped with repulsive shells.
Decoy Commander
The Decoy Commander is a fake version of your actual Armada Commander and can build basic Tech 1 structures, including mines.
Use it to fool your enemy and for extra build power on the front line.
It serves the function of confusing your opponent, so the enemy will/might target the fake one.
Webber
The Webber is an all-terrain spider bot equipped with short-range EMP lasers. It doesn't do any damage, but can paralyze enemy units within range.
Evade enemy defenses by traversing where other units can't go.
It's an effective support unit in combination with a Recluse, and can climb even the steepest cliffs.
Tumbleweed
The Tumbleweed is a crawling bomb designed for one purpose — to go kamikaze on enemy units and structures.
When used in a swarm spread them out to avoid a chain reaction.
It has a large area of effect when it explodes, which is even bigger when you self-destruct it. Thanks to their amphibious attribute they're also great for attacking and regaining sea territory.
Vanguard
The Vanguard is an experimental all-terrain mech that's equipped with a heavy plasma cannon.
Gain an advantage point by traversing where other units can't go.
Its cannon can out range every land unit in the game, other than the Catapult, however, their slow movement makes them vulnerable to raids with fast units.
Marauder
The Marauder is an experimental assault mech that is equipped with two powerful plasma cannons and light anti-air turrets.
Use them to breach enemy bases from the shoreline.
It is also amphibious and travels through the water like a submarine, however, compared to other Tech 3 units it is rather fragile. However its speed still makes it a dangerous unit.
Razorback
The Razorback is a fast experimental battle mech that's equipped with two powerful rapid-fire laser guns.
Perfect as an anti-swarm unit and rushing enemy defenses.
It can inflict some of the highest DPS in the game, and is one of the best choices for close quarters combat. However, it can be countered by long-range units like the Sharpshooter, Starlight and Pulsar.
Titan
The Titan is an experimental advanced assault mech and is the most powerful unit among the ARMADA land units.
If you self-destruct it as a last resort, the explosion is almost as powerful as a nuclear missile.
Cost-wise it is the best value experimental in the game, however, when alone it's no match against the Juggernaut.
Beaver
The Beaver is an amphibious construction vehicle that can travel both on land and underwater.
Use multiple on a single structure to increase build power.
It can can also build additional naval structures like the Construction Hovercraft. Each constructor also increases the player's energy and metal storage capacity by 50.
Construction Vehicle
The Construction Vehicle can build basic Tech 1 structures and is an effective unit for expansion on relatively flat terrain.
Use multiple on a single structure to increase build power.
It's quite slow and weak, especially up steep hills, so try to escort it with a few Pawns when expanding. Each constructor also increases the player's energy and metal storage capacity by 50.
Groundhog
The Groundhog is a stealthy minelayer/minesweeper vehicle that can lay mines on the battlefield and detect nearby enemy mines.
Always place mines outside of your opponents line of sight so they're not detected.
It has a mini-radar jammer to hide from enemy radar, and using mines is a cheap way to secure your flanks or expansions without defensive structures. The easiest way to place a minefield is using the Queue Command or Grid Building commands.
Rover
The Rover is a fast scout vehicle that's cheap to build and perfect for gathering intel on your enemy.
Use a few of them to take out your opponents metal extractors at the start of a game.
It's far from ideal for fighting other non-scout combat units, however, in large numbers a Rover swarm is an effective way to draw enemy fire or even take out unprotected expansions.
Whistler
The Whistler is a medium-range missile truck that can out range most Tech 1 defensive units.
Keep them in a line formation since they can't shoot over each other.
It doesn't fair well in close-combat, so always keep it at a distance using the Fight command. Combine it with Janus, Stouts, and repair units for a devastating front line push!
Shellshocker
Pincer
The Pincer is a light amphibious tank that can travel on land and underwater.
Use them to invade enemy territory from underwater.
It is weaker than most tanks, but can avoid defensive positions by going underwater and emerging at the enemy's shoreline.
Stout
The Stout is a medium assault tank that has relatively high HP, so keep it infront of your units to tank incoming fire.
Useful for taking down light defenses with its sheer force.
It needs some micro skills to prevent it being D-Gunned, so try to keep enemy Commanders at a distance. Combine it with Whistlers or artillery for a great front line push or raiding enemy bases.
Janus
The Janus is a twin rocket launcher vehicle that has a short-range but does a heavy amount of damage.
Combine with Whistlers and repair units for devastating enemy defenses.
It is quite slow in speed and fire rate, which makes it susceptible to fast moving units like Grunts. However, it also has a large area of effect (AoE) and can destroy almost every Tech 1 bot in a single shot.
Blitz
The Blitz is a fast assault tank with a dual rapid-fire cannons for close combat engagements.
It's light armor and short range makes it susceptible to defensive towers and Pounders.
It is slightly more powerful and faster than the Pawn and Grunt on flat terrain, and is useful for taking out unguarded economy structures.
Advanced Construction Vehicle
The Advanced Construction Vehicle can build Tech 2 structures and opens the door to an advanced economy.
Start by building Advanced Metal Extractors and a Fusion Reactor.
It's quite slow, so try to escort it with a few defensive units. Each Tech 2 constructor also increases the player's energy and metal storage capacity by 100.
Consul
The Consul is a handy construction unit that can run fairly quickly and provide build-power wherever you need it.
Useful for producing extra units while on the move.
Its purpose is to have a source of mobile build power that you can quickly move to wherever you need it. It's also used to build mines for securing your flanks and areas of high tactical importance.
Umbra
The Umbra is a mobile radar jamming vehicle that keeps units within its jamming range from appearing on the minimap.
Use it with cloakable units to make them totally invisible and undetectable.
It is best used to mount a surprise attack and to hide your units or structures from long-range weapons. Beware units can still be detected if the enemy has a intrusion countermeasure system.
Prophet
The Prophet is a mobile radar vehicle that gives you intel on enemy units within its range.
Keep it behind your army so it doesn't get taken out.
It doesn’t have any weapons and has rather low health, but having intel on your enemies whereabouts is crucial.
Mauser
The Mauser is a heavy artillery vehicle that can out range most defensive and mobile units thanks to its great range.
Target grouped units to benefit from the splash damage.
It moves very slowly and will be helpless alone, so be prepared to defend it with units or keep it behind your defensive line.
Gremlin
The Gremlin is a stealthy tank that's equipped with light plasma weapon and is cloakable.
Use a group of Gremlins to sneak past enemy defenses and get intel on plans or sabotage their economy.
It doesn't have much armor, but makes up for it by becoming impossible for your enemy to spot when cloaked. Beware units can still be detected if the enemy has a intrusion countermeasure system.
Ambassador
The Ambassador is a stealthy rocket launcher that fires its missiles straight up to hit enemy units from a high angle.
Use it as the perfect siege weapon to destroy enemy defenses and units from far away.
It can easily target structures and units behind walls or high cliffs, and has unmatched range within T2 mobile units. However, it costs quite a lot to build, and is helpless against fast units.
Turtle
The Turtle is an amphibious tank equipped with pop-up cannon and heavy armor.
Use its amphibious ability to evade enemy defenses through the water.
It has more health than its CORTEX counterpart, the Alligator, but it is also slower.
Jaguar
The Jaguar is a fast light tank equipped with a lightning cannon and a light anti-air turret.
Useful for protecting long range units from fast unit swarms.
It deals a good amount of damage in close quarters combat, but lacks armor to fight against heavier units like Tigers.
Bull
The Bull is a general purpose heavy assault tank equipped with a plasma cannon and significant armor.
Build in large numbers to overpower your enemy with sheer force.
It is more expensive than its CORTEX counterpart, the Tiger, but also deals more damage with a larger area of effect (AoE).
Shredder
The Shredder is a mobile anti-air flak gun that deals high damage with a large area of effect (AoE).
Use it to support your army and defend against enemy aircraft.
It can shoot down all T1 and most T2 aircraft, but has limited range and no weapons to fight against land units.
Starlight
The Starlight is a mobile tachyon accelerator vehicle that delivers a devastating amount of damage.
Always keep them behind your main units and spread out.
It can take out most units, including Tech 3 units with enough hits, and can out range other defensive structures. However, it is quite costly and doesn't have much armor.
Thor
The Thor is an experimental terminator tank that's equipped with a heavy lightning cannon, dual EMP lasers, and an EMP missile launcher.
Perfect as a front line unit and close quarters combat.
It can stun enemy units while dealing some of the highest DPS in the game, and has plenty of health for tanking incoming fire. However, it is relatively slow and vunerable to bombers.
Stork
The Stork is a light air transport that can pick up all Tech 1 and Tech 2 land units, except heavy units like the Fatboy or Tzar.
Use it to bypass the enemy's defensive line and to drop unexpected units into their territory.
It can also transport construction turrets, radar towers, and radar jammers. Don't forget to avoid anti-air towers and enemy fighters.
Construction Aircraft
The Construction Aircraft can build basic Tech 1 structures and is an effective unit for expansion anywhere on the map.
Use multiple on a single structure to increase build power.
It is the fastest construction unit and is perfect for quick expansions. However, is has very little health and is vulnerable to enemy fighters. Each aircraft constructor also increases the player's energy and metal storage capacity by 25.
Construction Seaplane
The Construction Seaplane can build basic Tech 1 structures, like other constructors, but can also build additional naval structures. It’s great for repairing ships on the frontline thanks to its speed.
Use multiple on a single structure to increase build power.
It’s similar to the T1 Construction Aircraft in that it can traverse both land and sea, however, it can also land on and submerge underwater. Each constructor also increases the player's energy and metal storage capacity by 50.
Blink
The Blink is a cheap and fast air scout that has a huge line of sight.
Use it to gather intel on your enemy, such as unit locations and economy.
Information is the most valuable asset on the battlefield, and knowing your opponent's plans can help you prepare counter strikes early.
Horizon
The Horizon is a seaplane equipped with advanced radar and sonar. While in flight, it’s capable of scanning for units that are in the air, on land, and even underwater.
Useful for scouting while at sea thanks to its speed and radar range.
It’s relatively fast for a seaplane but is an easy target for enemy fighter planes.
Banshee
The Banshee is a light gunship equipped with dual rapid-fire machine guns.
Use a group of them for a surprise attack on enemy commanders lacking anti-air.
It can attack both land and sea units, but doesn't have much armor. Remember to support them by sending scouts ahead of the attack.
Sabre
The Sabre is a light seaplane gunship with dual laser cannons. It can attack both land and sea units.
Use in a group for fast surprise attacks on unsuspecting ships and naval bases.
It has more health than the Light Gunship but also costs more to build, and is vulnerable to naval anti-air.
Stormbringer
The Stormbringer is a light bomber designed to hit slow-moving targets, static structures, and execute unanticipated bombing runs on enemy bases.
Target grouped units to benefit from the area of effect damage.
It is slightly weaker than its CORTEX counterpart, the Whirlwind, but also as a better line of sight range. Always scout ahead to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall.
Puffin
The Puffin is a seaplane gunship that drops homing torpedoes into the water. Being able to circle and strafe ships while dropping each torpedo, makes it more effective in narrow waterways where torpedo bombers tend to have trouble hitting their target.
Use it to take out those pesky submarines without sacrificing your ships.
It’s got higher DPS than its CORTEX counterpart, the Monsoon, but also costs more to produce. Remember to combine them with sonar planes to target underwater units.
Tsunami
The Tsunami is a seaplane bomber with a payload of 5 bombs. It’s designed to hit slow-moving ships and static naval structures, and execute unanticipated bombing runs on land bases.
It’s similar to the T1 and T2 bombers in terms of power and armor, which makes it very hard to stop using only T1 anti-air.
Target grouped units to benefit from the area of effect damage.
Always scout first to identify your targets and local anti-air, and send fighters ahead of your bombers to break through the enemy’s fighter air-wall. Remember to combine them with sonar planes to target underwater units.
Falcon
The Falcon is a fast moving fighter jet that is designed for eliminating air units. It is the most effective form of Tech 1 air defense that can access any part of the map to get rid enemy aircraft.
Always put your fighters on patrol in front of your base, so they attack any aircraft moving in the vicinity.
Send fighters with your bombing runs to disable opponent's fighter wall before your bombers come to deliver the final blow.
Cyclone
The Cyclone is a fighter seaplane, capable of air–to–air combat. It can also submerge underwater, which is useful for escaping enemy fighters and ambushing units like the Dam Buster.
Use them to protect Seaplane Bombers or your naval units from enemy aircraft.
It has more health than its CORTEX counterpart, the Bat, but is ever so slightly slower.
Advanced Construction Aircraft
Advanced Construction Aircraft is a unit that opens you the window to most of the T2 economy and defensive structures.
In most situations when you get one, start from updating your metal extractors, geothermal powerplants and then make fusion reactors and advanced metal makers.
It has a higher buildpower than its T1 version and boosts your metal and energy storage by 50.
As an air constructor it has the advantage of being able to quickly access all spots on the map. Use it in packs for fastest expansion in remote areas. It has lower buildpower than land constructors.
Oracle
The Oracle is an aircraft equipped with advanced radar and sonar. While in flight, it’s capable of scanning for units that are in the air, on land, and even underwater.
Useful for scouting while at sea thanks to its speed and radar range.
It has a good radar range and speed so it's the best unit you can use for scouting. IAlways send it ahead of your bombers to locate targets for your bombing runs.
Abductor
Abductor is an armored transportation aircraft.
It can take on board even the heavier T2 units and easily withstand light anti air defenses.
Use it to deploy your forces right on the front, reducing your tactical reaction speed. It can load 4 small units (footprint 2x2) or a single big one. It is equipped with an EMP laser of high energy that can stop even heavy units like Tzars. You can use this fact to “steal units”. Paralyze it, load it, and transport near your construction-towers to reclaim it, or capture it with a Commander.
Roughneck
Roughneck is a rapid-firing gunship. It has a decent armor, able to withstand most of T1 anti-air defenses. Their most common use is for defending your base or protecting your teammates within your air territory. They are not effective as striking units, due to their low speed. For this purpose - use bombers, or Hornets. It has heavier armor but weaker weapon than its CORTEX counterpart, the Wasp.
Hornet
Hornet is a super-fast gunship designed for late and endgame tactics. Equipped with a sabot missile launcher it can quickly deal great amounts of damage. It has a powerful armor that can withstand tons of anti-air missiles and flak shots, but its biggest advantage is its speed and maneuverability. When fighting it can make quick turns and barrel rolls to avoid missiles and it can fly as fast as fighters therefore it makes for a better strike force than bombers, when there is lots of land AA to fly over.
However, bare in mind its high costs.
Only with an endgame economy would you be able to build those in greater numbers.
Cormorant
Cormorant is a torpedo bomber. It has no weapon to fight against land units. However it is able to deal massive damage to any ship/submarine/amphibious unit. Torpedoes need a long open path to drop and accelerate in water. Therefore don’t try to drop them flying from the side of the shore line as they will just get stuck in sand.
Torpedo Bombers are able to attack underwater units without support since they are equipped with sonar and increased sight range.
Blizzard
Blizzard is a heavy and slow bomber that can deal great amounts of damage flying over units and structures.
It is mostly designed to destroy buildings, but used well it can also deal high damage to mobile units - try to intercept their movements.
It deals much higher damage than the T1 bomber Stormbringer. As little as 4 Blizzards can destroy a Fusion Reactor on one flyby (7-8 for an Advanced Fusion Reactor). They can drop another round of bombs every 7 seconds.
They are cheaper but weaker than the CORTEX counterpart - Hailstorm.
Highwind
The Highwind is a fast moving stealth fighter that's designed for eliminating multiple and/or heavy air units.
Send it ahead of your bombers to mark targets and make a gap in the enemy's fighter wall.
It is invisible to enemy radars, but is a bit slower than its CORTEX counterpart, the Nighthawk.
Liche
Liche is the ultimate weapon of terror and destruction. A heavy aircraft equipped with a tactical nuke launcher.
This guy can decapitate Commanders, destroy Fusion powerplants, or send whole armies into the air with just a single shot.
A well-microed Liche can win you a game, just locate all enemy Commanders and fly over them. Use SET-TARGET to make it not lose momentum when deploying a bomb. Two of those are enough to destroy an advanced fusion.
Common counters to Liches are Chainsaws / Eradicators / Screamers / Mercuries - avoid those.
Stiletto
Stiletto is an EMP bomber. It can be used to immobilize units over a big area.
It makes for a great support unit for your front mates.
Coordinate attacks and defense with them and paralyze enemy units just before they engage. It is more effective than EMP drones, because they drop bombs before getting in the range of eventual AA.
If you queue an attack order followed by a move, they can drop their EMP loads and immediately do a full turn. This way you can run away from enemy’s AA and supporting fighters.
Construction Ship
Construction Ship is the T1 naval constructor. They are a good builder in terms of build power and speed - even a single one of these assisting the shipyard almost doubles its output. In addition to the Commander’s build list, they are able to produce more advanced T1 defenses, like the Floating Heavy Laser Turret, and give access to the T2 Shipyard. Each one increases your energy storage capacity by 50.
Use them for assisting the lab and quickly expanding, claiming underwater metal spots with underwater metal extractors.
Grim Reaper
Grim Reaper is a stealthy resurrection submarine. They are not visible to units on the surface if your enemy doesn’t have sonar nearby. Use them as support to provide repairs, reclaiming and resurrecting wrecks. They are relatively cheap and provide essential support to your navy maneuvers, don't forget to mix them in your fleet. Don't forget however the high energy cost of building and using them.
Resurrecting requires 50% of unit's energy cost.
Eel
Eels are stealthy assault submarines. They are equipped with a powerful torpedo launcher that can deal lethal damage to structures and ships within seconds. However, they are also very vulnerable due to having low health. It is kind of a glass cannon.
They are invisible to radar and to units on the surface, but are visible to sonar and other submarines.
If your enemy is not careful, you can sneak one or two of those into their base and cause havoc.
Their main use is destroying underwater metal extractors, and trapping fleets which don’t include proper anti-submarine units, like destroyers.
Ellysaw
Ellysaw is an assault frigate. They are equipped with two light plasma cannons with decent range. They reside in the middle-ground between corvettes and destroyers. Their main use is defending against destroyers, as their range and speed allow them to outmaneuver the destroyers, though you need to use them in big numbers to pull that off.
Cost-wise, you can make two Ellysaws for every destroyer, so it is a good investment for fighting against them. However, they get easily destroyed by submarines, against which they have no weapon.
Ellysaws have a lower cost, but weaker armor and weapons than their CORTEX counterpart (Riptide).
Skater
Skater is a light scout/AA ship. They offer very high speed, and a large line of sight. Use them in the beginning of sea battles to harass your enemy’s early base structures, and block their constructors from expanding. Their AA turret is weak and won’t stand a chance against more advanced aircraft, but during the T1 stage they provide useful protection from EMP drones and gunships. Always include a bunch of them in your fleet.
They are hopeless in a matchup with any other ships, so only use them as a support/scouting force.
Skaters are a faster than their CORTEX counterpart (Herring).
Dolphin
Dolphin is a fast and maneuverable light assault ship. They are equipped with two rapid-fire short-range plasma turrets, useful for raiding constructors in the early- to mid- T1 stage. In higher numbers they can overpower heavier ships, if your enemy isn’t paying attention.
Tip: Try to keep their broadside facing the enemy units while attacking, to maximize damage. Turrets are not able to shoot over each other, so only one will be used when facing the enemy head on.
Similar to the Pawn/Grunt matchup, Decades have higher damage but lower accuracy than their CORTEX counterpart (Supporter).
Corsair
Corsair is the heaviest of the T1 ships. Their biggest advantage is their durable armor and versatility. They are equipped with a powerful long range plasma cannon and a depth charge launcher. Their large range allows them to outrange all ships and torpedo launchers, which make them a great choice for pushing forward the front-line. They are also a good counter against submarines. However, due to slow movement and low maneuverability, they can get easily overrun by lighter ships. It is a good idea to provide them with an escort of lighter ships and repairing support.
They are costly and leave very precious wrecks, so take good care of them!
Corsairs have lower costs, but also weaker damage, compared to their CORTEX counterpart (Oppressor).
Advanced Construction Sub
Advanced Construction Sub is the T2 sea constructor. Their typical first tasks are upgrading your metal extractors, then building fusion reactors and advanced metal makers.
They have a higher build power than the T1 Construction Ship, and boost your metal and energy storage by 150. Guard them with T1 constructors or naval engineers to assist with building.
In addition to T2 economy structures, they are able to build advanced torpedo launchers and the underwater experimental gantry.
Voyager
Voyager is a naval engineer. Similar to Butlers on land, these are used to assist T2 constructors and to quickly build T1 units in the field. Notably, they can build Floating Construction Turrets, plant powerful naval mines and produce combat units such as Destroyers, Platypus and Dolphins.
Don’t underestimate the damage you can do with a well-placed naval minefield. Use them to quickly secure large areas from hovercrafts, particularly early after you take control of the sea. Use mines until you are able to produce the proper T2 ships to defend yourself.
Bermuda
Bermuda is a radar jammer ship. They are used to make your units invisible to enemy radar, useful for planting traps and moving your fleet under cover. However, be aware that jammers do not make your units invisible, your enemy will spot them once they are within line of sight.
Combining a cloaked unit with a jammer makes a given unit totally invisible.
Usually, they are used to support Missile Cruisers, allowing the cruisers to sneak in close to the enemy’s shores. This lets you get within missile range of their base without being spotted, and unleash a lethal barrage of missiles.
Longbow
Longbow is a missile cruiser. They are equipped with a heavy long-range missile launcher and a medium anti-air turret. Their main use is getting near the shore, then launching powerful missile barrages against land bases. As long as you can manage to get them close enough, it takes only a few missiles to completely level bases to the ground. Fortunately, their range surpasses all land-based defensive structures, even the Pulsar, so the only viable ways to stop them is to intercept them or hit them with tactical nukes.
A high missile trajectory enables them to shoot over mountains and other natural land barriers, which can stop other ships that use plasma cannons.
Take advantage of the element of surprise by combining them with jammer ships to hide them from enemy radar, and let them sneak in close enough before starting the bombardment.
Barracuda
Barracuda is a submarine killer. They are used to hunt other submarines, especially T2 battle submarines. They deal bonus damage to submarines, offer better speed better maneuverability and can shoot from wider angles than other submarines. This allows them to counter battle submarines, which otherwise are lethal when faced with an unguarded fleet.
Always include a few of these in your T2 navy.
Serpent
Serpent is a battle submarine. They have unmatched range and damage, and pose a very big threat to unguarded fleets. Their role can be compared to that of the Sharpshooter bot on land. They can deal heavy damage from afar, but are vulnerable in close quarters combat, and are easily destroyed by submarine killers.
Use them to destroy heavy ships and protect the sea from T3 amphibious units. However, do not rely on them as the only part of your fleet, as they will fail in a clash with advanced torpedo launchers or submarine killers.
Paladin
Paladins are medium assault cruisers. They are like an upgraded version of Destroyers, and are a casual part of a T2 naval strike force. Equipped with a medium-range plasma cannon, two light laser turrets and a depth charge launcher, they are very versatile.
They are the fastest T2 ship, and it is useful to rush your enemy with a few of them at the beginning of T2 sea battle stage. They can easily take out any T1 units, and offer very good protection against hovercrafts.
Dragonslayer
Dragonslayer is an anti-air ship. They are equipped with a powerful flak cannon and two light missile turrets, which makes them the best mobile anti-air unit in the game. Even just one of these can neutralize an entire fleet of lighter aircraft. As little as two can take out a Dragon. Always remember to include them in your fleet.
Dreadnought
Dreadnought is a heavy battleship. They are equipped with two powerful long-range plasma cannons that deal significant splash damage. They prove useful at fighting other ships, but also excel at bombarding areas far inland from the coast, with most land units falling to their firepower.
Heavy armor makes them a difficult target to take down, however always make sure they are protected from battle submarines, which can easily turn them into shreds.
Haven
Haven is an aircraft carrier and a mobile anti-nuke system. They can be used to repair damaged aircraft, but their main use is to protect against nuclear missiles. They are also equipped with both radar and sonar with medium range, to help your ships spot enemy units.
The anti-nuke interception range is lower than anti-nuke structures, but they are the only possibility in protecting the sea from nuclear strikes.
Epoch
Epoch is the the ARMADA flagship. They are the most powerful ships, and arguably the most powerful units in the game. They combine overwhelming firepower with unmatched range. Once you have one, it is usually game over for the enemy.
They are equipped with five plasma cannon turrets,. the two main cannons having the longest range. On most maps, it can bombard any point on land, if you manage to bring it close to the shore.
The other three cannons are used to kill off anything that manages to get closer. Thanks to their power, range and mobility they are able to destroy any T3 unit they clash with, as long as you can keep your distance.
They achieve maximum damage when facing their targets head-on, so they are able to shoot all cannons at once.
They are also equipped with medium anti-air missile launchers. However, they can be vulnerable to aircraft and battle submarines, so never leave them without an escort.
Construction Hovercraft
The Construction Hovercraft can build basic Tech 1 structures, like other constructors, but can also build additional naval structures.
Use multiple on a single structure to increase build power.
It has more build power than the T1 Construction Bot and T1 Construction Vehicle. Each constructor also increases the player's energy and metal storage capacity by 50.
Possum
The Possum is a light hovercraft with a rocket launcher. Good for taking out defensive structures and softening up an enemy expansion before you push in.
Keep them at a distance or at least behind some close combat units.
It’s slightly cheaper than its CORTEX counterpart, the Mangonel, and its range is among the highest within Tech 1 units.
Seeker
The Seeker is a cheap, fast hovercraft with a close-range laser weapon. Useful for amphibious landings, and surrounding enemy units to take advantage of the flanking bonus.
Great for evading a defensive line if you can find a nearby beach behind enemy lines.
Thanks to its low cost, the Seeker makes for a great unit to mass produce and overwhelm your opponents. It is commonly used as a swarm to raid bases and expansions while avoiding defenses. Watch out for light laser turrets!
Crocodile
The Crocodile is a light hovercraft with a plasma cannon. It can travel over land and sea fairly well, and can even be used to reinforce a naval force.
Tanks don't fair well against bombers, even hovertanks, so bring some anti-air.
It’s also cheaper to build than its CORTEX counterpart, the Cayman, but inferior in terms of health.
Sweeper
The Sweeper is a mobile anti-air hovercraft that's perfect for taking out light aircraft over the sea and land. It uses tracking missiles rather than flak, so it’s more accurate.
Combine it with other units to provide some needed air defense.
It even has built-in low-range sonar!
Lunkhead
The Lunkhead is an experimental hovertank. Equipped with two powerful cannons and significant armor.
Although it’s not very fast, the ability to hover makes it useful for attacking from the sea.
It’s not as strong as other experimental units or higher-tier ships, but can definitely hold its own in battle and is able to cross and skirmish from the water.
Dragon's Teeth
The Dragon’s Teeth are basic defensive walls that block most Tech 1 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.
Shark's Teeth
The Shark’s Teeth are basic defensive walls that block most Tech 1 naval units and low-altitude projectiles.
Use them to funnel enemy ships into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break.
Heavy Mine
The Heavy Naval Mine is a land mine designed to damage or destroy armored naval units.
Use them to take out unsuspecting ships.
Naval mines will explode if a unit hits them, and can be cloaked automatically or manually. They will also damage other units in range.
Heavy Mine
The Heavy Mine is a land mine designed to damage or destroy armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
Medium Mine
The Medium Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
Light Mine
The Light Mine is a land mine designed to damage or destroy lightly armored units including vehicles and bots.
Use them on your front line to prevent early pushes.
Land mines will explode if a unit drives over/steps on them, and can be cloaked automatically or manually. They will also damage other units in range.
Juno
The Juno can build and stockpile electromagnetic impulse missiles. The missiles have to be launched manually, and the area of effect lasts around 25 seconds.
Use them to destroy minefields, scout spam, radar units, and jammer units.
Beware that friendly units within range can also be destroyed by these missiles. Some units with radar/jammer abilities are not affected, such as Spy-bots.
Nettle
The Nettle is a light anti-air missile tower that can shoot down light aircraft.
Build some early on to protect your base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.
Naval Nettle
The Naval Nettle is a light anti-air missile tower that can shoot down light aircraft, and can be built on water.
Build some early on to protect your naval base from early air raids.
Its low rate of fire makes it vulnerable to swarms when unassisted.
Anemone
The Anemone is a torpedo launcher that targets ships and submarines within its range from the shore.
Build them to defend your land structures against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Sentry
The Sentry is a light laser tower that can take out light vehicles and bots.
Build a few in your base to protect against early scout raids.
When expanding, use them to protect your metal extractors and stop enemy commanders from pushing.
Ferret
The Ferret is an anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Nettle, and its ability to cloak also makes it difficult for land units to target.
Dragon's Claw
The Dragon’s Claw is a lighting turret disguised as a fortification wall, that will pop up and fry units within its range.
Build alongside Dragon’s Teeth to surprise unsuspecting units.
The lightning bolt will ark at nearby enemy units.
Harpoon
The Harpoon is a torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Gauntlet
The Gauntlet is a medium-range plasma artillery with a large area of effect (AoE).
Build it once you have your front line established to push back your enemy.
It has a low and high trajectory mode, which you can use to target units/structures directly in front of you or to target units behind obstacles.
Overwatch
The Overwatch is a heavy laser tower that out-ranges almost every Tech 1 unit, except for artillery.
Build it on your front line to out-range and take out enemy laser towers.
Despite its long-range and heavy damage, it is hopeless when built alone. So remember to pair it with other defensive structures.
Manta
The Manta is a floating heavy laser tower that can be built on water.
Build it to defend your naval base against hovercraft and light naval units.
Despite its long-range and heavy damage, it is hopeless when built alone. So remember to pair it with other defensive structures.
Beamer
The Beamer is a laser turret that fires a continuous high-intensity laser beam.
Use them to out-range rocket bots and light laser turrets.
It has the highest DPS out of all the Tech 1 defenses and can target both land and air units.
Scumbag
The Scumbag is a floating anti-air missile battery that can shoot down most Tech 1 aircraft.
Keep it cloaked to trick your enemy into thinking you don’t have anti-air.
It has more health than the Naval Nettle, and its ability to cloak also makes it difficult for naval units to target.
Gorgon
The Gorgon is a floating rapid-fire plasma tower that can be built on the water.
Useful for defending naval bases against light to medium naval units.
Its high fire rate makes it a formidable defensive structure.
Chainsaw
Fortification Wall
The Fortification Wall is an advanced defensive wall that blocks most Tech 1/Tech 2 units and low-altitude projectiles.
Use them to funnel enemies into a choke point or to block a path.
They can also be used to help protect your laser towers and will take quite a beating before they break. Advanced walls have almost four times the health of a basic Dragon’s Teeth, and are great when used against Alien Raptors and Scavengers.
Keeper
The Keeper is a shield generator that deflects plasma artillery and can take a lot of damage before going down.
Build a few around your base to protect it from early artillery barrages.
Beware that shields do not deflect other units weaponry such as bombs, lasers, or missiles.
Tracer
The Tracer is an intrusion countermeasure system that can detect stealthy units.
Build one in your base to detect cloaked units.
It’s great for protecting your Armageddon against stealthy EMP attacks.
Basilica
The Basilica is a long-range plasma cannon that can shoot targets across the map.
Build them to take out enemy structures from far away.
It becomes a priority target when built, so make sure you keep it safe. It can also be countered by Keepers, but at a high energy cost to your enemy.
Rattlesnake
The Rattlesnake is pop-up plasma artillery battery that can be cloaked.
Keep it cloaked to surprise attacking units.
It can protect your front line from enemy artillery units and its ability to cloak makes it difficult for land and air units to target. When set to a high-trajectory it shoots slower, but also deals more area of effect (AoE) damage.
Moray
The Moray is an advanced torpedo launcher that targets ships and submarines within its range.
Build them to defend against naval attacks.
It cannot attack land and air units, however, it is equipped with its own sonar.
Mercury
The Mercury is a long-range anti-air missile battery that can take down most aircraft within its range.
Build them later in a match to defend your base from strategic bombers.
It can also be build on an extended front line to slowly dismantle an enemy air wall.
Pit Bull
The Pit Bull is a pop-up gauss cannon that has high damage and range for a relatively low cost.
Keep it cloaked to surprise attacking units.
Its ability to cloak also makes it difficult for land units to target.
Naval Arbalest
The Naval Arbalest is a short-range anti-air gun that deals high damage with a large area of effect (AoE) and can be built on water.
Build them around strategic points and to protect your naval base from air raids.
It can shatter most aircraft within its range.
Arbalest
The Arbalest is a short-range anti-air flak gun that deals high damage with a large area of effect (AoE).
Build them around strategic points and on your front line.
It can shatter most aircraft within its range.
Citadel
The Citadel is a nuclear missile defense system that will shoot down incoming intercontinental ballistic missiles.
Build a Tracer nearby to detect cloaked EMP units before they can disable it.
It has a large radar range to protect your base and nearby surroundings from nuclear attacks. Each defensive missile takes aorund 90 seconds to build.
Pulsar
The Pulsar is a long-range tachyon accelerator laser tower that delivers a devastating amount of damage.
Build multiple to take out a Tech 3 unit before it can reach your base.
It can take out most units, including Tech 3 units with enough hits, and is high enough to shoot over other defensive structures.
Ragnarok
The Ragnarok is a rapid-fire long-range plasma cannon and is the ultimate weapon of mass-destruction.
It’s a primary target once built, so be ready to defend it.
It takes a lot of resources to build, but when it’s ready you’re almost guaranteed to win the match.
Armageddon
The Armageddon is a nuclear missile launcher and is useful for turning enemy bases and whole armies into ashes.
Use Paralyzers or Ghosts to temporarily disable anti-nukes and strike uncovered areas.
Nukes can be countered by the anti-nukes, but can still overwhelm them in large numbers.
Paralyzer
The Paralyzer is a electromagnetic pulse (EMP) missile launcher that paralyzes all units within its blast radius.
Fire a EMP at enemy defenses or units before pushing in to take them out.
They’re great for rendering enemy defenses useless before an assault, and for stopping pushing units in place while you build a quick reaction force to computer them.
Cortex
Construction Bot
The Construction Bot can build basic Tech 1 structures and is the cheapest construction unit.
Use multiple on a single structure to increase build power.
It's quite slow and weak, so try to escort it with a few Grunts when expanding. Each constructor also increases the player's energy and metal storage capacity by 50.
Graverobber
Aggravator
The Aggravator is a light rocket bot that's commonly used for pushing enemy defenses.
Support them with fast units like Grunts and some Graverobbers.
Thanks to its range the rocket bot can out range a Sentry and force enemy commanders to retreat. It's slower than the Rocketer, but also has more health.
Trasher
The Trasher is an amphibious anti-air bot that's cheap to build and can shoot down light air units.
Keep them at the back of your army to defend against air raids.
It's useful for preventing enemy bombing runs and can also walk underwater.
Thug
The Thug is a light plasma bot that deals sizeable damage for a relatively low cost to build.
Combine with resurrection bots to keep them healthy while pushing the enemy front line.
It is fairly slow, so watch out for fast enemy units and long-range defences. It also has more range when shooting from higher ground.
Grunt
The Grunt is a basic infantry bot that's cheap to build and can quickly devastate poorly defended expansions, artillery units, and even isolated commanders.
Build up a small force to rush an undefended commander.
It is armed with two light lasers that have slightly greater range than the Pawn cannons, so with good micro skills you can easily take them out.
Cortex Commander
The Cortex Commander is the most versatile and important unit in your army. It's what you'll use to start your initial base and to build your first unit factory.
Use it to build and defend your front line when you expand.
It can produce both metal and energy, it's amphibious, equipped with a laser and powerful disintegrator gun (DGun), and can build Tech 1 structures.
Advanced Construction Bot
The Advanced Construction Bot can build Tech 2 structures and opens the door to an advanced economy.
Start by building Advanced Metal Extractors and a Fusion Reactor.
It's quite slow and weak, so try to escort it with a few defensive units. Each Tech 2 constructor also increases the player's energy and metal storage capacity by 100.
Twitcher
The Twitcher is a handy construction unit that can run fairly quickly and provide build-power wherever you need it.
Useful for producing Fiends while on the move.
Its purpose is to have a source of mobile build power that you can quickly move to wherever you need it. It's also used to build mines for securing your flanks and areas of high tactical importance.
Deceiver
The Deceiver is a mobile radar jamming bot that keeps units within its jamming range from appearing on the minimap.
Use it with cloakable units to make them totally invisible and undetectable.
It is best used to mount a surprise attack and to hide your units or structures from long-range weapons. Beware units can still be detected if the enemy has a intrusion countermeasure system.
Spectre
The Spectre is a stealthy and cloakable spy bot that's totally invisible to your enemy.
Self-destruct it near an enemy Citadel to disable it with the discharged EMP.
It is also good to have nearby enemy units so your artillery has a clear target location. However, beware that it can be detected if the enemy has a Tracer within range.
Augur
The Augur is a mobile radar bot that gives you intel on enemy units within its range.
Keep it behind your army so it doesn't get taken out.
It doesn’t have any weapons and has rather low health, but having intel on your enemies whereabouts is crucial.
Bedbug
The Bedbug is a crawling bomb designed for one purpose — to go kamikaze on enemy units and structures.
When used in a swarm spread them out to avoid a chain reaction.
It has a large area of effect when it explodes, which is even bigger when you self-destruct it. Thanks to their amphibious attribute they're also great for attacking and regaining sea territory.
Skuttle
The Skuttle is a crawling bomb designed for one purpose — to go kamikaze on enemy units and structures.
When used in a swarm spread them out to avoid a chain reaction.
It has a large area of effect when it explodes, which is even bigger when you self-destruct it. Thanks to their amphibious attribute they're also great for attacking and regaining sea territory.
Sheldon
The Sheldon is a fast and mobile mortar bot that can out range every most defenses.
Useful for dealing damage to enemy units while staying out of their weapon range.
It needs a good line of sight to hit its targets, and can dismantle enemy defensive lines.
Arbiter
The Arbiter is a long-range heavy rocket bot that fires its missiles straight up to hit enemy units from a high angle.
Use them to destroy enemy defenses from far away and to break their front line.
It doesn't have much health, but it can easily target structures and units behind walls or high cliffs.
Duck
The Duck is a very fast amphibious bot equipped with a short-range laser and a light torpedo launcher.
Useful for raiding unprotected naval structures and sneaking into enemy territory from the sea.
It's also a good way to allocate a quick moving amphibious torpedo unit to aid your naval units.
Commando
The Commando is a paratrooper bot equipped with a laser cannon and can survive falling out of a shot-down air transport.
Drop them into unprotected bases and tear them down using Medium Mines and Dragon's Maws.
It has a personal radar and radar jammer, and can build a few basic units/defenses.
Fiend
The Fiend is a fast raider bot that's equipped with a short-range flamethrower.
Useful for raiding unprotected bases and pushing slow units.
It is one of the most effective and unpredictable units when properly controlled, however, its light armor makes it vulnerable to defensive structures.
Manticore
The Manticore is an advanced anti-air bot equipped with medium-range missiles and a short-range flak cannon.
Keep it at the back of your army to defend against air raids.
It's amphibious and deals a significant amount of damage to most aircraft, but can't shoot while underwater.
Termite
The Termite is an all-terrain spider bot equipped with two beam lasers.
Evade enemy defenses by traversing where other units can't go.
It has a good amount of armor and and can climb even the steepest cliffs.
Sumo
The Sumo is a heavily armored laser bot that deals great amounts of damage in close-combat.
Use it to absorb incoming fire while your long-range units take out the enemy units.
It's a lot stronger than the Welder, but also costs more. When you have enough of them they become quite an unstoppable force.
Decoy Commander
The Decoy Commander is a fake version of your actual Cortex Commander and can build basic Tech 1 structures, including mines.
Use it to fool your enemy and for extra build power on the front line.
It serves the function of confusing your opponent and it's good so the enemy will target the fake one.
Mammoth
The Mammoth is a heavily armored assault bot that's equipped with two heavy beam lasers.
Use it to absorb incoming fire while your long-range units take out the enemy units.
It has the most health among all the Tech 2 units and is the best choice for tanking enemy fire. When you have enough of them they become quite an unstoppable force.
Shiva
The Shiva is an experimental siege mech that's equipped with two powerful cannons and a heavy missile launcher.
Use it to breach enemy bases.
It's amphibious and can walk underwater, however, it's quite slow at firing the cannons.
Karganeth
The Karganeth is an experimental all-terrain assault mech that's equipped with four rapid-fire homing missile launchers.
Gain an advantage point by traversing where other units can't go.
It's relatively fast and has a good amount of health, but doesn't have as much range as some other experimental units.
Catapult
The Catapult is an experimental heavy rocket bot that fires a barrage of unguided heavy missiles.
Use it to rain hellfire down on your enemy.
It is extremely effective against grouped units and can clear out defensive structures.
Behemoth
The Behemoth is an experimental mobile heavy canon equipped with three beam lasers and a powerful disintegrator gun (DGun).
Use it to tank every shot the enemy can fire at you.
It's extremely slow but packs one hell of a punch, and has the most health out of any unit in the game.
Juggernaut
The Juggernaut is an experimental advanced assault mech and is the most powerful unit among the CORTEX land units.
If you self-destruct it as a last resort, the explosion is almost as powerful as a nuclear missile.
It doesn't have the most range, but does have the most health and is an easy match against a Titan.
Construction Vehicle
A construction vehicle is able to build basic T1 structures like the ones made by the Commander. Moreover it can build some more advanced land and air defense towers, advanced solar generators and most importantly the T2 Vehicle Lab. It is slightly faster and stronger than the Bot constructor, but it can not climb stepper hills, so it is effective only in expansion on relatively flat terrain.
Each Construction vehicle increases the player's energy and metal storage capacity by 50.
It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Fleas / Rover.
Trapper
A stealthy minelayer / minesweeper unit, that can make your base feel really safe. It produces light and heavy mines which are designed to eliminate different levels of threat.
Light mines can stop Pawns, Grunts, Blitzes etc. and heavy can even stop most T2 units. It's a cheap way to secure places where you don't have time to set up proper defenses, like your flanks. Always lay mines away from your opponent's line of sight and avoid having your own units on the minefield.
To create effective minefields use Queue Command or Grid Building.
REMEMBER that mines use energy to remain cloaked! Trappers can also detonate enemy's mines using the attack command.
Trappers are stealthy and produce a tiny radar jamming field that enables them to lay mines while staying undercover.
A funny gimmick using Trappers can be done: Place 4 heavy mines on a location where you expect an enemy Commander to go (eg. near a metal spot) and detonate them simultaneously when he walks over them to give your enemy a big surprise.
Muskrat
The Muskrat is an amphibious construction vehicle, which can travel on land and underwater equally well allowing easy expansion between islands, under rivers and across seas. Its build menu includes some water based units like underwater metal extractors, tidal generators and most importantly the amphibious complex, a lab that includes T2 amphibious tanks and bots. As all amphibious units it can easily cross stepper hills unlike regular vehicles. It can be destroyed by torpedoes so avoid submarines, launchers and destroyers. It is wise to use pairs of cons for expansion, so they can heal each other and build defensive structures faster. This makes them immune to light assault units like Fleas / Rover.
Rascal
Rascals are super cheap and fast to build vehicles used for scouting and damaging the early eco structures of enemies. It is the fastest moving unit in the whole game (except ARMADA counterpart - Rover) but due to light armor any close confrontation will be lethal to it.
Evade laser towers and destroy metal extractors to slow down your foe's expansion early in the game!
In T2 warfare Rascals come as an effective counter to slow shooting units, like Snipers, Starlights and artillery. When produced constantly and sent to the front they can pull the heavy fire on themselves while your T2 units deal damage to artillery.
Wolverine
Wolverine is an artillery vehicle used to take down T1 defenses, especially Heavy Laser Turrets. It can out range all T1 defense towers except coastal defense plasma batteries like the Guardian. Shooting its plasma shells along a parabolic trajectory they are obviously helpless in close quarters combat. Always keep them protected by Levelers / Instigators, or your own defensive structures. Don't forget to have targets in your radar's range or scouted.
Lasher
Lashers are long range light missile trucks. They can out range most T1 defensive units and deal constant damage to it. They can also serve as basic anti-air defense. Very ineffective in close combat, so always try to keep them at full distance by using FIGHT command, avoid flashes and other fast infantry. In larger packs Slashers can even take down Heavy Laser Turrets. Combine with Pounders / Brutes and repairing units for a devastating front-line push!
Move them in line, because they can't shoot over each other!
Garpike
Garpike is a light amphibious tank which can travel on land and underwater equally well. It is weaker than most land based tanks, so to use it effectively avoid direct fire exchange and try to surprise your opponent by destroying undefended targets near the shoreline. Don't forget to send one or two amphibious constructors with your assault to reclaim left wrecks and claim metal spots on the way.
Brute
The Brute is a medium assault tank. It has a relatively high HP so it should always be kept in the first line to sink in all damage. Useful for taking down light defenses with its sheer force. If not micro-ed well, Brutes can be easily D-Gunned, so try to keep enemy Commanders at a distance.
Combine with Lashers (rocket vehicle) or Wolverines (artillery) for a great front-line push or use large packs for raiding enemy bases.
Don't forget to bring some constructors with your assault for repairing and reclaiming wrecks.
Incisor
The Incisor is a light, fast moving tank armed with a weak, but very precise laser weapon, accurate even when fired on the move. This makes it useful against fast lightly armored units, such as Pawn. A bit slower than its ARMADA counterpart - Blitz - but it has a higher range, so always try to keep distance.
Being very cheap to build and having high top speeds can be useful for scouting and taking down unguarded metal extractors and eco.
In late T1 warfare Incisors can be used in large numbers for ambushing Commanders and speedy skirmishing. Light armor and short range makes it susceptible to defensive towers and Riot tanks.
Pounder
The Pounder is a powerful tank armed with an impulse weapon that deals AoE damage and repels light units.
It makes it highly effective against swarms of Pawns, Blitzes etc. A drawback is their low speed and inability to shoot over each other, therefore always try to move them in a line.
It's rather ineffective against long range defense towers - combine them with Lashers (rocket vehicle) or Aggravators (rocket bot) to push the front and use constructors for repairing.
Obscurer
Obscurer is a mobile radar-jamming device that can hide your units away from the enemy’s field of view. In combination with cloakable units like Gremlins, or a Commander it makes them totally undetectable (if your enemy hasn’t built the intrusion countermeasure system).
Omen
Omen is a mobile radar vehicle. Always have at least one in your artillery/infantry combos. It doesn’t have any weapon of its own and has rather low HP, hence always keep it a bit behind your other forces. It is cheaper than its Armada counterpart, but also way slower.
Quaker
Quaker is a heavy artillery vehicle, able to overshoot most defensive and mobile units thanks to its great range. It is fairly cheap to produce and in contrast to the Starlight it does not require energy to shoot. Build packs of those for a good early T2 game push. They are pretty weak in any close quarters combat situation, hence always cover it with your infantry.