CONSTRUCTION SHIP This is a useful unit. It make things such as floating turrets, underwater resource collecting structures, and of course, The advanced shipyard. This unit is priceless on a water map where Air and Naval units are your only two options. It is fast and has a decent nanolathe.*****
SKEETER this is the ARM scout ship. It is equiped with a light laser and a guided missle launcher. The missles are weak, but are good AA, infact, many veteran players use about ten of these for AA purposes instead of making the ARCHER the arm AA ship, made by the advanced shipyard. These scouts can be used for raiding (since they are faster than any other sea unit) and can take on a lone destroyer or two if you have enough of them. You will need about ten to destroy a lone Destroyer and you will take high losses if you try. Destroyers are just better at their job. Period. SKEETERs can be used to prevent an early naval expansion by the enemy, if you can get some skeeters to the enemy coast before they make a ship yard. Counter SKEETERS with DESTROYERS and plasma batteries. ****
CRUSADER this is the ARMS destroyer. It has a fast turning main turret compared to the core ENFORCER and is equiped with sonar and depth charges. This ship is easily made and most players love them. Warning: do not think this should be your main ship. A cruiser or Aircraft carrier is much more important to your fleet. This ship should be made in groups of ten and used in anti-sub combat. They are cheap and effective, but remember, a cruiser is far better, and though I won't go into why now a carrier is one of the most valuable ships there is. Also, since a CRUSADERS turret has a faster turn rate, you can run it in a circle around an ENFORCER and destroy it. The destroyer is a priceless unit, but do not think it to be invincable. Counter with Bombers, Warlords, and Plasma batteries.****
LURKER the ARM basic submarine. Most people say these are utterly useless, and they are mostly right. It has high costs and is slow. It's torpedos are unguided and a destroyer can take them out in one on one combat. However, it has the ability to destroy a battleship, Missle frigate, or aircraft carrier with a stunning accuracy. AA ships are also vulnerable. Why you ask? well you see, none of the above have sonar or anti sub weapons so subs are perfect at destroying them. other than this, you can also run up to an enemy destroyer and watch as your torpedos pummel it but their depth charge overshoots. Counter subs with Torpedo launchers, torpedo bombers, and Destroyers. ***
HULK Arm transport. It can hold several units in it's hull and it is called useless by most players. Or is it? People say that an air transport is better at invasion. I admit they drive a strong argument. Only an airtransport has the unique ability to blown out of the sky by any missile equiped unit, making them great for destroying YOUR army, I mean having all those combat units laying around to defend your base and launch attacks is totally overated, right?
Still, sfter driving this point people still say "uhhh... well air trans. are faster" unfortunatly people don't seem to get that having your units make it to whatever your attacking is just as important as attacking it. In fact I have probably used transports to mount an invasion no less than 5 times in the past three days. The best one included a HULK dropping a squad of mavericks on the enemy beach, the MAVs then proceeded to obliterate the enemy base. People will also say that these guys have light armor. This makes me say "as long as they survive long enough to put 4 MAVs on the beach, then Im good" and a Hulk can do exactly that. counter with subs and destroyers. ****