In a team setting, throwing Scallops with Lobsters is still really good and hard to counter for the ship player if they fall behind.
Well in a team setting, it works quite differently in general.
Like ships can be worth building even if there are is not that much water on the map.
Ship units:
Cutter - it is decent AA against gunships but it lacks the DPS to kill anything effectively although it can theoretically kill most stuff if it is just allowed to disarm and slowly kill it afterwards. It is a good scout and distraction though.
Hunter - generally good against amphs and counters both Daggers and Ducks but struggles against massed units and is kinda fragile later in the game.
Corsair - Corsair is easily one of the most OP units in the game. It can be considered a riot, raider and assault unit. It basically counters the whole hover factory alone. Luckily it is hardcountered by subs and other underwater units so it doesn't dominate water maps completely.
Mistral - Mistral on land would easily be the strongest skirmisher in game. Luckily it is confined to the water and will often be at a height disadvantage against any land based skirmisher.
Seawolf - seawolfs are kinda fragile after all and they easily bunch up and die to splash damage, and lack the Line of Sight to really work on their own. Very finnicky unit to use. But at least they counter corsair and mistral.
Zephyr - ship AA is pretty strong in general but not really worth lobbing onto land.
Siren - Siren is really tanky but also kinda expensive and slowish. Consider making a few to protect your more fragile ship as it counters most underwater and surface ships that can't skirmish it.
Envoy - Envoy is arguably the best artillery in the game. It outranges most other mobile artillery and is relatively tanky and fast.
It is almost worth putting on land using transports or Lobsters.
However, if it remains completely stationary, it is an attractive target for Impalers, tactical nukes, air bombing or other anti-heavy measures. I'd argue that it is better to go straight for the stationary Cerberus artillery turret instead in most situations.
Striders:
Reef - is kind of a weird unit. It has 3 main abilities which don't synergize that well. The airrepair pad is likely to get your allied airplanes killed if you try to use it on the frontline and they take forever to repair if there is no nearby buildpower.
The disarm missile can potentially be strong, but the Reef can't really follow it up that well with just the capture drones as just a small amount of AA counters them.
The capture drones stack well but are easily denied by a bit of AA if you just have 1 or 2 Reefs. You generally need more Reefs to actually become threat.
Shogun - is basically 2 mobile Cerberus turrets on a mobile platform. Easily the strongest artillery the game. However, if just stationary, 2 Cerberus turrets still tend to do more damage as Cerberus has more splash damage, so it is not super worth it to put it on land.
Scylla - It has tactical nukes and having a mobile tactical nuke that you can cloak can be super useful in lategame teamgames and FFAs, even on land.