Overall, one of the better sets of rules. Maneuver is slow and grinding, wind position and crew quality really matter, unusual things (like boarding actions) are risky and unlikely to occur. The mechanics create command and control limits that seem realistic while still giving players some difficult choices around movement and combat. The firing mechanic (basically, if you fire now, you have to skip the next firing phase to reload that side), in particular, make for tough choices.
Up next: A different era of naval operations.