"Use [Range and Cover] when your characters are in a skirmish, a riot or chase in which at least one group has missiles and the will to use them. "
Quoted and bolded because I feel like the chase aspect of Range and Cover doesn’t get enough love.
Of course, it’s not so applicable if neither side has cannon or ballistae or spells or similar, but setting the Objective as, “If you get Out of Range of both weapons, you escape” vs, "If you get Too Close to Shoot, you can (attempt to) board, " has worked for me in the past.
There’s also some old archived wiki stuff for ship-based R&C.
Linked Tests, of course, are an option. I’ll sometimes use “orthogonal” Linked Tests, where each player makes a test that links into the Big Important One, rather than into a sequence (though that might be heresy) – which is basically just worse Help; honestly, I feel like good, colorful Help could use some love in these circumstances, though I appreciate that it doesn’t always feel as impressive as a bunch of tests.
Looking more closely at this example, if there’s someone on the port that can reach out and hurt the ship or people thereon, you might leverage that – a series of obstacles like ones in the Linked Tests example, each failure resulting in a shot taken at the ship or another ship on the chase. Looking at a situation from an Obstacles-first persepctive has helped me make sense of Linked Tests in the past.
Dunno if that was helpful; it’s late in the day for me!