*BUMP*
Infantry - Mech
Recon - Anti-Air
Artillery - Rockets
Tank - Mid Tank
Neo Tank - Mega Tank
Lander - Black Boat
Stealth - Bomber
Fighter - Missiles
APC - Black Boat
APC - T-Copter - Lander (chose one)
Sub - Battle Ship - Cruiser (chose one)
Infantry: Best for spamming together with Artillery, higher movement, and lower deployment cost. Close call, since mechs are truly cost efficient and work wonders with Sami and Sensei.
Anti-Air: Wreaks havoc on infantry and provides a solid defense against aerial threats. Destroys any unit cheaper than its own kind, excluding Tanks and units it cannot hit. Great movement and decent vision as well.
Artillery: 'Nuff said.
Tank: Tends to fit my playing style, since I like saving money for higher end indirects. Tanks have better movement and more fuel, while still clogging chokepoints well. Two of these and two infantry can be purchased at standard price for one MD Tank. Quantity over quailty, I suppose.
Neo Tank: Reasons already stated. The Megatank blows in every reviewable aspect except for sheer power.
Lander: Landers can load ground units, while Black Boats cannot. It really depends on the circumstances, but I'd rather have these than Black Boats if I given the choice of one or another in battle.
Bomber: Stronger, cheaper, and doesn't burn as much fuel. Omni Missiles and cloaking capabilities do not outweigh the listed advantages, and an extra 2000g.
Fighter: More mobile, and worth the higher price tag. If we're in FOW though, I might opt for having missiles instead.
APC: More pratical in battles, since nearly all battles have ground units. These units are simply invaluable despite not having offensive capabilities. Cheaper by a 1:1.5 ratio.
T-Copter: Cheap as an APC, but can move without being hindered by terrain. Can be loaded onto Cruisers for safety, too.
Crusier, by DS Standards. Otherwise, a Battleship, since it can engage both naval and land units.