Last notes:
1. NanoBlobs is supposed to be completely different than run-of-the mill RTS games. Really. Don't ask me where the Metal Extractors are- there aren't any. I hate resource-gathering in RTS games- it's pointless, unrealistic, and just slows people down, preventing me from getting to the good part- killin' stuff
2. NanoBlobs requires a fair amount of skill and pure speed to play.
Newbies are welcome to try, but expect to get owned quickly, until you've mastered the basics.
3. Spamming out units randomly and not bothering to use micro is not recommended.
Good players will use the inherent balance of each unit-type against you, and defeat you.
4. Every unit has a definate purpose. Every unit is useful. Some are useful only in specific circumstances- some are useful for many things. Some have hidden abilities.
5. Don't think defensively. There is no option to play Turtle and eventually nuke your enemies to death. There is no tech tree to save you eventually. Go kill them where they live. Now.
6. Use map terrain the way God meant you to- as TERRAIN. You're not fighting over metal spots- you're fighting for tactical advantages. Some units have very specific advantages if they're put on hills. Some cannot cross certain types of terrain. A pair of SquareRooks in the right place is worth ten of them in the wrong one.
Lastly, don't whine about the art. I built every unit to be very easy to identify and unique. And I really don't care if you don't get the visual jokes inherent in each unit

Think of them as animated, iconic and cartoony representations of concepts, not as actual tanks- it'll make it easier to understand why NanoBlobs is the way it is. Like everything else about the mod, the art is conceptual, and intentionally defies being conventional and boring.