Ship 1 - Warbird: Versatile. It has low health, moderate recharge, a small size, and is incredibly fast. Guns travel very quickly, and they are only 1 of two ships that have the option of L3 shrap. In Center: Warbirds are good dueliests. Their bombs are efficient at taking out weakened enemies, and their guns are good for multiple purposes. They're one of the most employed ships in the center. In Bases: They're incredibly good at the rushing, employing bricks, repels, and bursts. Their L3 shrap gives them an advantage over other ships when it comes to bomb lining. Overall a very versatile ship. Ship 2* - Javelin. Light Bomber. Fast bombs and the only ship with bouncing bombs gives it a great edge on corners, and small size and moderate energy is good at dodging and avoiding damage. In Center: Personally, I believe that this ship is nearly useless. Having high thrust is nearly useless because of it's inefficient guns and high bomb speed. Good speed is also essential at running away from enemy ships because of their inability to retaliate effectively. Basically the only thing it's good at is bombing from a distance, and then running whenever confronted. In Bases: Again, it isn't really good in bases either. Bomb and gun options limit this ship to inefficient guns, as well as slow gun speed. Other ships have just as good bombs, and bomb lines rarely ever give the opprotunity for taking advantage of the bouncing bombs. Also, using the bouncing bombs is difficult because it forces you to get close to the opponents, and without good thrust, this puts you in a dangerous position. Ship 3 - Spider: Heavy Gunner. Good energy and recharge. Unable to use any bombs, this ship depends on it's guns. Though the guns are slow, it more than makes up with it by being able to fire consecutively for long periods. Shredder, Beam Array, and Plasma Cannon are all viable guns. In Center: It's good energy allows it to stay alive through most gunfire, also allowing it to keep pressure on the opponent. Shredder is a great way to kill enemies quickly. In Bases: It is a very good support fighter. Bouncing Bullets keeps rushing enemies at bay, and works well as a moderate tank inorder to push enemies back. Ship 4 - Leviathan: Heavy Bomber. Good energy and fast bombs, as well as one of three ships to be able to use TacNukes, and the one that employs it the best. In Center: It leaves something to be envied in the center, for TacNuke is it's main weapon. Choosing other bombs may help in the center, however, other ships are far more suited for that. Also, it's high energy would help, but it's immobility does not help. In Bases: It's a good ships for bomb lines. It's main purpose is bombs, and it does it well. Ship 5 - Terrier: Versatile Heavy Fighter/Bomber. The only ship that can use TacNuke with L3 shrap, it's good for bomb lines. Also, good energy makes it an efficient tank. In Center: TacNuke with L3 shrap. Nothing else to say. Guns are not very good, it can't move very quickly. In Bases: TacNuke with L3 Shrap. Can tank moderately well. Again, guns are not very useful. Ship 6 - Weasel: Never tried it, because it probably sucks. In Center: EMP is overpowered. Fix plxz In Bases: Never used in bases. End of story. Ship 7 - Lancater: The only ship that can be attached to. Great energy allows it to stay alive. In Center: High energy gives it a good edge. Also, it's used for turreting often. In Bases: Essential deployer. Usually stays back, so it makes use of bomb lines as best as it can. Ship 8 - Shark: Small ship, has low energy, unable to use bombs, and is not very good with guns. Nuclear Booster is a must. In Center: It can vulch. Getting too close to enemies means instant death due to the lack of good energy. Good speed from nuclear booster allows it to make hit and runs easily. In Bases: Not small enough to fit through 1x1 cracks, it's purpose is served best by other ships such as the WarBird.