Cloakbots:
Ronins are cheap. Reavers are easy to deploy. Both have very low health. Expect skirmisher + riot response en masse, swarm style.
Recommended defense: Anti-infantry artillery, faradays, gauss, radars.
Recommended strategy: Flanking, army division.
Shieldbots:
Rogues deal heavy damage. Outlaws slow down enemy advancements. Felons serve as anti-raider, anti-skirmisher, anti-riot defense. All of them are vulnerable when unsupported. Expect concentrated forces, with barely any army division.
Recommended defense: Concentration artillery, stingers, newtons.
Recommended strategy: Flanking, artillery fire.
Rovers:
Fencers are a mobile picket. Rippers are a good offense weapon. Both are cheap & effective in small & large numbers alike. Note that they are meant to delay more so than destroy, meant to punish rather than annihilate.
Recommended defense: Assault units, mobile artillery, stingers, aspis, radars.
Recommended strategy: Breach tactics, numerical advantage.
Tanks:
Tanks have no skirmishers, but they do have an ogre. Ogres can be easily flanked and fended off, serving more so as support than an assault unit.
Recommended defense: Stingers, lucifers, anti-heavy, skirmishers.
Recommended strategy: None. Enjoy the recreation of "Attack on Titan."
Jumpbots:
Pyros are an effective riot. Placeholders can stop an assault breach. Moderators are effective against air units. Jumpbots are effective at short "skirmishers," paying heavy price for any unit loss due to their low mobility.
Recommended defense: Lotuses, stingers. Any artillery is effective, along with counter-skirmishers.
Recommended strategy: Decisive push. If you engage a battle, make sure that you win.
Spiders:
Venoms deal well with groups of enemies. Redbacks destroy anything that gets close. Recluses can serve as skirmisher riot, when en-masse. They clump up a lot, and they are slow.
Recommended defense: Stingers, desolators, cerberus. If possible, do not engage an entrenched position.
Recommended strategy: Keep any land you get, don't let the enemy take any. Don't expect any effective assaults.
Amph bots:
Bolas cripple things they hit, with health that makes them feel like an assault weapon. Scallops are annoying. Archers are a menace. Lobsters allow the army to quickly engage & disengage. Good positioning is key.
Recommended defense: Stingers, lotuses. Heavy artillery is effective, air units are effective, missiles are effective, cerberuses are effective. Their strength is dumb power, but they can be outsmarted.
Strategy: These are cloakbots on steroids. Expect to play a moba game.
Hovercraft:
Scallops Scalpels are a skirmisher riot. Maces are slow. Both are a glass cannon.
Recommended defense: Stingers, cerberuses, soft artillery fire. Assault units can tank hits for an engagement.
Recommended strategy: Make the enemy waste their shots and try to make concentrated artillery fire. Hovercraft are very bad at dealing with artillery.
Gunships:
There is no riot.
Note: This thread only covers ground battle.
Feedback is appreciated.