***GDI Gunboat: The basic combat ship of GDI, fairly expensive but effective against other naval units. It is mainly used for protecting your more fragile Missile Cruisers and Aircraft Carriers from opposing naval units, although it can take out coastal land targets as well. Missile Cruiser: Armed with long-range missile launchers capable of dealing high amounts of damage to any target from a distance, the Missile Cruiser is GDI's support ship. It has low hitpoints and its arcing missiles are easily dodged by moving enemy units, so to be effective it requires protection from Gunboats, especially against fast enemy ships like Nod Scarabs. Aircraft Carrier: The capital ship of GDI fires remotely controlled drones that bombard its enemies. It has the longest range of all units in DTA, and is especially effective against enemy structures. Use it to bombard enemy bases from far away. The Aircraft Carrier is also able to deploy, allowing it to reload A-10s and build stronger drones with infinite operating range. In addition, the Carrier works as a sensor array when deployed, making it possible for it to detect nearby enemy submarines, sea mines and deployed Laser Corvettes. ***Nod Scarab: A very fast and inexpensive boat equipped with a chaingun. While it deals notable damage against naval units, it's not very effective in direct combat and so it's best used for quick hit-and-run attacks in small groups. The Scarab is also able to fire at aircraft, so use it for defending your Laser Corvettes and Sea Shadows against those pesky Orcas and Longbows. Laser Corvette: A fairly fast ship equipped with a laser weapon similar to that of the Obelisk of Light. It is able to defeat almost any other naval unit in direct combat if it gets close enough. Its drawbacks are low hitpoints and low range, meaning that groups of opposing long-range ships often destroy the Laser Corvette before it gets to properly fire. As a special ability the Laser Corvette is able to deploy, enabling it to function as a sensor array and giving it stealth capabilities, which makes it good for setting up ambushes. Sea Shadow: Nod's capital ship fires long-range cluster missiles that deal large amounts of damage to all targets. Use it for supporting Laser Corvettes and Scarabs in naval combat and for leveling enemy bases from distance. ***Allies Destroyer: The basic combat ship of Allies. It is fairly inexpensive and mainly used against other naval units. The short range of its cannon makes it ineffective for attacking bases, so the Destroyer is usually seen protecting the more fragile Frigates and Cruisers. Frigate: Allies' support ship. It has medium-range missile launchers that deal mediocre damage against all targets. Its low hitpoints make it poor in direct combat, but its low cost, range and anti-air capabilities make it the perfect support ship for the Destroyer. The Frigate is able to deploy, allowing it to function as a sensor array and thus detect nearby enemy submarines, sea mines and deployed Laser Corvettes. Cruiser: Like in Red Alert, the Cruiser has very long range and is scaringly effective against structures, especially in deployed (combat-ready) mode. Large buildings like Refineries and Construction Yards are destroyed within seconds. Due to its cost, inaccuracy, and low speed, the Cruiser is very vulnerable to opposing naval units and should be protected by Destroyers and Frigates. ***Soviet Submarine: The basic naval combat unit of the Soviet Union. Like all Soviet naval units, it travels underwater and so it cannot be detected by enemies unless it moves too close to a sensor array. The Submarine's powerful torpedoes allow it to beat most ships in direct combat, but its low hitpoints and low range means that a group of Submarines is easily destroyed by long-range ships if exposed. The Submarine is capable of attacking land targets with a cannon, but the cannon is weak and so it's rarely useful on its own. Missile Submarine: Equipped with long-range missile launchers, the Missile Submarine is used for attacking enemy bases, supporting basic Submarines in naval fights and for defending other submarines from aircraft. It has low health and so it's weak in direct combat and mediocre against other sides' long-range ships. Like the basic Submarine, the Missile Submarine is most effective when its stealth ability is used to perform ambushes and surprise attacks. Project 941: A huge nuclear submarine. Its torpedoes deal mediocre damage against naval units, but what makes the Project 941 powerful are its missiles. The 941 can deploy, and while deployed it fires bursts of missiles upwards to the sky. These missiles soon fall upon its enemies, causing massive area damage that no other unit in DTA is able to reach. Because the 941 is an experimental submarine, it has a build limit of 1. Sea Mine: A slow and cheap remotely controlled floating mine. If it reaches an enemy unit, it will self-destruct, causing significant damage. The Sea Mine cannot take any damage before exploding, so a smart enemy can easily prevent their damage by using sensor arrays.