This guide is for an easy effective brawl galleon appropriate for all levels. A brawl galleon is a mid to close range galleon and is great at disabling and killing.
The left side is gat double hwatcha and the right side is carronade hwatcha. You'll mostly engage with the left side, and the right side is opportunistic and good for close range.
The main deck engi brings lesmok ammo and a main engi kit. The main kit is spanner mallet chem spray. Chem spray on hull can be easily maintained by moving to hull during the gat reload. Regular ammo is used on the gat for mid range (450m) and lesmok for longer (765m). Jumping can be great for increasing speed by jumping onto stairs (you move slower on stairs/ladders) and jumping from upper deck to main deck. Stamina is used tactically for efficient cycles and is best for sprinting distances instead of short stops.
The gunner brings heavy clip, burst, and heatsink. Heavy clip makes the hwatcha accurate, but burst is the main hwatcha ammo for maximizing damage. The gunner will shoot the right side carronade with heavy clip for longer range, and heatsink is good for close. Using stamina as gunner increases arcs and reload speed, but stamina regenerates slowly so save some in case you need extra arcs.
The bottom engi brings spanner mallet extinguisher and burst ammo (alternative loadout wrench buff ext). They will be in charge of repairing engines and extinguishing fires. If the front guns are broken, the engi can help repair during the 14 second hwatcha reload. Using stamina as engi makes you run and is great for quickly moving to engines or top deck. Use stamina for distance sprints.
As pilot you want kerosene, phoenix claw, and hydrogen. Kero for speed, claw for turning, and hydro for up. Use lots of kero when you have to move and claw when you have to turn. Hydro should only be used for an instant (on off) because the effects last 5 seconds. Never hesitate to use tools, and you can burn while shooting. Kero and claw are cheap to use with great benefit. When making tight turns use neutral throttle.
Pilot stamina is very useful and easy on galleon. When you first spawn and have a plan where to go, I recommend immediately burning kero and using 2/3 of your stamina to start moving. The best uses for your stamina are to start moving, help turn, and going up or down. Normally you shouldn't keep using stamina just to move faster. Once you get the hang of it you'll find on galleon it's easy to save up stamina for big maneuvers.
The goal is to stay within 700 meters and use all 3 left guns on the target. At long ranges the gunner can use heavy clip hwatcha against heavy guns/engines, but will mostly use burst. If they are getting too far away, turn and burn towards them. Your most effective range is around 400m. At full speed the galleon is quite fast and you can often (carefully) use it as a giant ram.
The right side is great for closer range (400m max), and use it if it's quicker than turning to left side. Carronade is excellent at popping balloons, pretty good against armor/components, and very powerful when paired with a burst hwatcha. Double hwatcha is commonly seen on right side, but the extra disable is unnecessary and limits options. One burst hwatcha is plenty to disable a ship and doesn't do enough armor damage.
Popping balloon with carronade can be detrimental for a galleon due to low vertical acceleration. This isn't an issue against slow ships like galleons or pyramidions, but faster ships fall fast and are hard to keep up with. This leaves two options: save up stamina and use it to go down, or put one shot into balloon and the other into armor/components. The second option limits their movement while doing armor damage. Although slow, the galleon can pick up plenty of speed with high momentum.
Notes:
I recommend a pipe wrench as pilot to repair balloon and help rebuild. Moving from helm to balloon is quick, and can help while the main engi is busy downstairs. Unless maneuvers are needed, you are in charge of helping rebuild balloon and can also help on hull.
If necessary the bottom engi can come up to help repairs while the gunner shoots. The gunner can cycle between guns on reload and shoot all 4. If the bottom engi is rebuilding engines for example, tell the gunner to shoot the other gun during reload.
Having a buff engi is a great advantage for extra damage and buffed engines, but limits repair power. The buff hammer is useless while being disabled. On my galleons I always have atleast one buff engi (wrench buff) and usually two (gunner is replaced by spanner mallet buff). A galleon with buffed balloon, hull, engines, and guns is a deadly adversary.