

Your arrows might hit fewer soldiers but they will still hit the ship and do fire damage to the hull. However, during naval battles the disadvantage of lower accuracy is almost non-existent.

Using flaming arrows lets you trade accuracy for damage. Your ranged units shoud always use fire ammunition if possible. Only ram frontally if you can sink the enemy in one action. Ramming the enemy on the side will make your ship take a lot less damage (if any) from the ramming action and the enemy will not be able to board. You can also avoid boarding actions by ramming. Make sure your own ships don't collide or cut each other off (thus stopping themselves) and make sure the AI's ships do. With a lot of micromanagement and some skill it is possible to avoid enemy ships. You can do this by using your superior speed. First of all, you want to avoid boarding actions. Now that we now the strenghts and weaknesses of the naval transports we know how to counter them. This allows smaller ships and ranged ships to avoid being boarded or rammed. All naval units have an ability to temporarily move faster.

The most important weakness is their speed. Assault ships are also larger and always win when it comes to ramming (once or twice, depending on size).

Assault ships benefit from naval traditions as well as naval tech. While they can easily defeat ranged or support ships with a boarding action, they'll most likely use to assault ships. By researching naval tech, the ramming power of smaller ships (such as raiding hemiolas) can be increased to outmatch the transport ships and to thus make this weakness even bigger. They don't stand a chance against larger ships. If they ram the enemy ship head-on, they'll receive the same damage and both ships will sink. This means they can only sink those naval ships by ramming them twice. Their ramming power is equal to that of the lowest tier navy ships (such as raiding hemiolas).
