So what is the best type of craft to bring a battle?
The large behemoth designs that sacrifice speed, maneuverability and options in battle for increased firepower and or durability?
The smaller sleek ships that can race circles around opponents and give tactical advantages in positioning, and movement in combat. The ability to engage and disengage at desire. But at sacrifice of the ability to truly take the fight to a heavily armed or armored opponent?
Or the perfect blend of each?
Well of course it is a blend, we will leave behemoths to to the Dwarves and racers to the rich. What we want is a ship that can get into and out of battle, hit with enough force to finish the tasks at hand and take enough hits to sail away afterward.
But what is that blend? As with personal combat I think that answer is found in a reflection of the mentality of the man wielding the weapon. In this case, the captain. There is no best blend, just the best blend for the captain. Just as there is not best weapon truly, there are many good weapons and more than a few bad ones. But what separates a good weapon into a great one is the one wielding it.
So that gets to the question of what's the best blend for me?
I think that is obvious, you go with the strengths you have. The style you are most comfortable with. A Captain with confidence is the most effective. As is a warrior. If i do say so myself, I am pretty darn effective with a Maul. But it is not my style, due to practice and experience alone I am still a dangerous foe with an over sized hammer. But, its still a shadow of my ability with a rapier. Why? Is a rapier a better weapon than a maul? Well in my opinion is sure in the hells is. But others would disagree. The difference is in style and technique. A rapier allows me to use my strengths to their fullest. It is near impossible to pull a serious of feints to line your opponent up with maul. A maul is about lining up the one decisive blow and delivering it. A rapier is about causing your enemy to over extend, become off balance or over confident and taking what they offer. If they over extend a thrust, you strike an arm, shoulder or lead leg. You do not have to deliver the knock out blow in one thrust. But if it is offered, you can claim that as well.
This is how I prefer my vessels. Sleek, quick, unpredictable, and able to take advantage of what is offered. To lure an opponent into uncomfortable positions and exploit them. As myself, I prefer to focus on not being hit, to avoid being where their weapon is. But able to take a few lucky or skillful hits. I like my weapons the same way, underestimated. Luring heavier foes into overconfidence.
That is why I decided to go with only a single obvious weapon. A front deck mounted swivel ballista. Lure enemies into overconfidence. And then present to the the unexpected a weapon with considerable punch. The weapon is based on a friend of mine's design. The dwarven hero Argali Trueaxe. I helped her in some of the design stages and snagged a copy of the plans. It is a costly weapon, with rare metal forged warheads and the unexpected punch, explosives within the warhead. This weapon was developed during the war to bring down dragons. I think it will be effective against wooden hulls. The hidden weapons will be the crew and her Captain. Magic is the tide turner in warfare. It is a truth I have learned time and tiem again in my life. I will seek to add a few capable spell casters to my crew. Along with my abilities I believe we should not only be able to match larger crews but exceed them.
With the understood maxims of naval warfare and plans on how to defeat them with the use of the Al'noth. I believe many victories can be won by exploiting the unexpected. By defeating your enemies through exploiting their expectation for warfare.