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The greatship lacks the galleon's maneuverability and singularly massive broadside, but it has cannons on all four sides of the ship and can perform a "greatship spin", constantly rotating in place so that the next battery of guns is loaded and ready by the time it lines up with the enemy. This ends up being a pretty significant sustained bombardment that will whittle most enemies down to splinters if you're allowed to pull it off. The greatship also has a really bizarre profile that can sometimes mess with enemy cannon fire, but don't count on it.
The wolfship has oars and a heavy ram. While smaller than the other two, this one is probably my personal favorite, if only because of the oars. The freedom of movement and independence from the wind can be quite handy, especially against monsters. When deciding how to distribute crew, remember that more and better oarsmen will increase your top speed when rowing, while number and skill of crew on sails will only affect acceleration when using the wind. Seeing as Imperial ships tend to have the worse wind profiles anyways, I normally take everyone off of sails and put them on oars instead, and just use the oars in combat. Outside of combat you can still sail downwind at top speed, it just takes you a little longer to actually get up to max.