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With manual aim, and holding my gun's fire till JUST the right moment, I've been able to kill upwards of 75 crew in one volley on the Objects in motion mission- repeat this, and effectively you'll capture the 3rd rate. However, the third rate does have improved quarterdeck planking so make sure to put a lil din in her first with ball. Again, manual aim, so your gun crews will specifically target the quarterdeck. Otherwise, it's useless.
Troopships should not be used in naval battles except in times of desperation (i.e. early game). Full stop.
Likewise, fireships should never be used unless you are literally unable to figure out how to isolate, disable, and capture the Arrogante in Fireworks.
Without adaptive enabled, it is possible to acquire up to FOUR 3rd rates before Objects in motion. These are Arrogante and the three 3rd rates that are in the following optional mission gained by capturing the Arrogante. While getting all three is significantly more difficult than capturing the Arrogante, capturing one or two is easily doable if you figured out how to capture the Arrogante.
No real mention is made of effective gun loadouts, the effectiveness of various perk/upgrade combinations, research, and the like.
Mortars absolutely have a place in land battles. They are cheaper to unlock/obtain, easier to mass, faster firing, and much more adept at killing troops than cannonry once ranked up. The only real drawback is their range disadvantage vs enemy artillery, which can be negated by also bringing an artillery regiment or fast infantry to destroy/capture enemy artillery.
Sail repair kits are nigh on useless, but hull repair kits trivialize the mid- and late-game naval combat by virtue of making your ships unsinkable. Likewise, double charge upgrades are a poor choice for most gun loadouts, while double shot is only somewhat useful with any gun loadout provided it's used at point blank. This is because the campaign's economy revolves around capturing ships, not sinking them.