Human Units

Defensive and Offensive Units (Available to attack and to defend)

Scouts have decent damage and average hit points. To make their attack more effective, send them in small groups from different paths but still being able to flank any enemies. This will increase the chances to avoid any Zombie Ambushers or at least to minimize casualties.
Stats
Health: 80 hit points
Attack Damage: 20 per attack/shot (Single Shot)
Multiple targets?: No (single target)
Detection range: Low
Coins cost: 200
Supplies cost: 0
Unit points cost: 1

A machine gun helps Gunners to do considerable damage. They are not tanks but they definitely absorb more damage than Scouts or Snipers. Some key advantages of Gunners are the multiple shots they fire and the fast target-switching, so they don't waste time aiming at a new target.
Stats
Health: 200 hit points
Attack Damage: 20 per attack/shot (60 damage total)
Multiple targets?: No (single target)
Detection range: Normal
Coins cost: 400
Supplies cost: 200
Unit points cost: 2

Snipers are the long-range masters. They can spot Zombies approaching at a very long distance and Snipers can take them down before they even get in range for other units. Snipers can one-shot Zombie Walkers.
Stats
Health: 100 hit points
Attack Damage: 200 per attack/shot
Multiple targets?: No (single target)
Detection range: High (Long shot)
Coins cost: 1,000
Supplies cost: 1,000
Unit points cost: 3

When you need to wipe group of Zombies, just bring some Bazookas and make them explode with every rocket launched at them. Bazookas shoots a projectile (rocket) that explodes on contact, causing blast damage to all enemy units near the explosion.
Stats
Health: 300 hit points
Attack Damage: 500 per rocket (Blast damage on impact)
Multiple targets?: Yes (blast damage)
Detection range: High
Coins cost: 4,000
Supplies cost: 3,000
Unit points cost: 4

Defensive Units (Only available to defend your town as "traps")

Don't waste bullets when you can blow up Zombies with explosives way before they get near your units. Bomb traps explode after 2 seconds of detecting a Zombie nearby, doing a lot of damage in the area of the explosion.
Place the bombs along the more frequently used paths when enemies attack your town.
Stats
Health: This trap has no health
Attack Damage: 500 per explosion
Multiple targets?: Yest (Blast damage area of explosion)
Detection range: Low
Coins cost: 8,000
Supplies cost: 5,000

Abilities (Only available when attacking)

Paratrooper

Drop a Paratrooper to any location and he will land after 6 seconds to do a lot of damage using his Assault Rifle. Be careful where you drop them though, because they can't take a lot of damage.
Stats
Health: 250 hit points
Attack Damage: 50 per shot
Multiple targets?: No (single shot)
Detection range: Normal
Cost: 1 Paratrooper Token
Cooldown: 20 seconds

Turret

Remotely deploy a Turret in situations where there's not an easy path for your units to go through. The Turret will clear some danger for you and it will be functional for 15 seconds before it runs out of bullets or energy (we really don't know what's the case...)
Stats
Health: This ability has no health
Attack Damage: 100 per attack
Multiple targets?: No
Detection range: Normal
Cost: 1 Turret Token
Cooldown: 30 seconds

Missile Strike

There's no better show than having a Missile Strike to bring fireworks and damage. Missile Strikes are specially useful when you identify a big pack of Zombies because of the high damage the blast does to all units in the area the missile hits.
It is also useful to use the Missile Strikes to take down Mutants because they are the hardest to take down with bullets.
Stats
Health: This ability has no health
Attack Damage: 4,000 per Missile
Multiple targets?: Yes (Blast damage area of explosion)
Detection range: Map wide
Cost: 1 Missile Strike Token
Cooldown: 45 seconds