Not recommended maps:
very small maps - Intruders tend to win there (because of strong starting unit);
small maps - Humans tend to win there (because of arty);
maps with no (or very little) metal - mod has no metal makers;
purely water maps (i.e. not enough land even for a base) - while there ARE water structures for both sides, Humans would be at a large disadvantage without a piece of land to build on;
air-only maps - while playable, air in this mod is mainly intended for support (with some notable exceptions). Plus Human air transportation is rather limited;
maps with very bumpy terrain - some of the buildings are rather large and may be unbuildable on such maps.

Not recommended strategies:
porcing - there's no defencive structures that can provide a definite advantage for the defender. Your defencive line will be cracked by arty, of which the enemy will have more than you since he controls all the resources on the map (and you have no metal makers);
early rush against Intruders - their starting unit is very strong at close range, plus their building are armed, so rushing them early is quite hard;
going air-only - there are some very effective anti-air units that can tear apart an airforce for fraction of its cost. Aircraft are powerful, but tend to die very fast;
going water-heavy on a map with very shallow water (like EE-DeltaGlade) - many units can cross the rivers underwater, and ships equipped with anti-sub weapons (which will be needed to stop those units) tend to blow themselves up in shallow water;
going arty-only for Humans - while that seems plausible, in fact it's very risky. A couple of fast units sneaking up to your arty can eliminate most of it, plus enemy arty can do so, too (if they have LOS on you while you don't have LOS on them).

Some tips:
Human economy depends on fossil fuels. You must supply your power plants with them to produce energy.
Power Generating Bunkers are more efficient and produce more power for less fuel.
Reactor Bunkers produce a lot of power for a relative small quantity of fuel.
Renewable power sources (wind and tidal generators) can produce power for free, but their output is relatively low.

Intruders use fusion reactors as power source. They require little more than hydrogen, and that can easily be produced from water found in the athmosphere. As a result, they require no additional fuel to work.

Most Intruder structures have some sort of a defensive weapon system built-in. They have no dedicated defence buildings however.

Humans have 2 defence buildings. Machinegun Towers can hold off light ground forces and (if massed) can even deter light air raids, while AT Missile Bunkers can destroy heavy armor (they are useless against air hovever). Depend on your mobile units to defend your base.

Most Human light vehicles (and some heavy ones) are amphibious. However, they are considerably slower in water than on land, and some cannot fire when afloat.

Human Radar Bunkers provide a good coverage of the area and improve targetting for all units. However, they require a LOT of energy to run, so consider building a Reactor Bunker before starting the Radar.

Human Boatyards can be built most anywhere there is some navigable water. Light boats can provide considerable support along the shore, and can even threaten heavy ships if massed.

Intruders have the ability to produce units without the need for a factory, using nothing more than their mobile builders. However, not all units can be built this way, and it's a bit inconvenient to manage.

Orbital Uplink Facility allows Intruder Controller to communicate with the Mothership. As a result, this provides targetting data for the orbital bombardment weapon. The Mothership is in orbit around planet and must be in a proper position to fire, watch the indicator on the Uplink Facility - when it goes into red, the weapon is ready (if you miss the right moment, Mothership goes out of position and you have to wait for another orbital cycle).

Human aircraft are powerful, but quite fragile. Helicopters can take out tanks, but die fast to massed AA fire. Groung attack planes can take out 1 of almost anything, even protected by heavy AA (they are unlikely to return home after that though), but will need to return to base for refuel right after this. So, don't depend on aircraft as your main assault force - use them strategically.

Intruder aircraft are numerous and relatively weak, they are much faster to build than Human counterparts however. An exception to this rule is the Air Assault Drone - this is the most powerful buildable Intruder unit. It can devastate enemy ground forces and kills fighters easily. It still needs attention though as it's a big target and so draws quite a lot of enemy fire. Be sure to provide some Air Repair Pads for it.

Human units typically have range advantage over the Intruders, but inferior armor and weapon damage. So, as a Human player, try to keep your units away from short-ranged powerful Intruders (like Assault Drones).

Intruder Railgun (found on Support Drones and some other units) is a powerful insta-hit long-range slow-reload LOS weapon. That means it's better used by support units which have someone to spot for them. Never fire at radar dots with it - most likely you'll just waste a shot as Railgun has hearly 0 area-of-effect damage.

Intruder Watcher Drones are completely invisible when stationary or moving very short distance. This allows them to infiltrate enemy bases and provide spotting for long-range weapons (such as Railgun). Unlike most Intruder units, Watcher Drones are completely unarmed.

Artillery units (and generally any unit with a heavy recoil or very loud weapon) can be spotted on seismic detector. This makes it possible to provide counter-battery fire - order your own artillery to attack the spot.

Hover Support Drones are long-range indirect artillery units. They have good accuracy, but require direct hits to damage enemy units, so bombarding a moving force with them isn't the best idea. They have a considerable speed boots if moving over water as such a flat surface allows to use their rocket engines to full power.

Naval units can provide excellent support for ground-based action. However, they cost a lot, so consider their usefulness BEFORE you start a Shipyard.

Humans have access to a Minelayer vehicle which can construct minefields. Land mines cause heavy damage to units, 2-3 mines will kill any Human tank. Minelayer has an anti-mine weapon - order it to attack ground, and it will detonate all the mines in an area. That weapon is useless against anything but mines (and sometimes also trees) however.
Land mines come in 2 types. Anti-tank mine is a proximity mine that blows up anything that drives on it. Demolition Charge is a large dumb pack of explosives that won't detonate on its own, but it works well if detonated by a nearby AT mine (or detonated remotely via Self-D command)

Don't forget most builders can also resurrect dead units. Sometimes it's much easier to gain an army just by salvaging the remains of a large battle than by using the metal to make new units. You can even gain some aircraft that way as they tend to leave wrecks. For this reason, try not to lose any builders in the enemy-controlled land - mixed Human-Intruder tech force is VERY dangerous.

Orbital Uplink Facility emits ping beeps from time to time. As the Mothership approaches the firing position (and so Orbital Bombardment time draws closer), the beeps happen more often. They can be heard by all players and serve as a warning (plus they help to find where this dangerous structure is). As there can only be 1 Uplink facility per player at a time, destroying it is a high priority (for ex. a raid of 2-3 Ground Attack planes will do it).

Intruder unit responce tones (those beeps they emit all the time):
	unit class	unit role	movement type	responce
500	heavy		assault		ground		online
750	medium		ranged		naval		acknowledge
1000	light		indirect	air		arrived
1250	-		construction	-		under attack