Hi Mr K,
Haven't played T&W, but have played the "Fast Play" version of Signal Close Action.
I've got a couple of shots of me and a mate playing FP-SCA on my Flikr site.
link
A basic analysis of the Napoleonic rules is;
1) IGO-UGO turn sequence.
2) Dice roll (3D6) at the beginning determines outcomes for whole turn.
3) Maneuver has been stripped down to the simplest possible rules.
4) Mechanistic combat system (ie: a ship will always do the same damage at a specified range).
5) Morale is simple and also mechanistic.
With these rules, Rod Langton as produced a set where all you really have to do is determine what sail setting to have (there are only 3), where to point the ship, and when to go "bang". Everything else is determined by what you read off the Ability Chart at the start of your turn (that 3D6 roll I mentioned).
I really like these rules. If you want a club game in 3 hours with a dozen ships a side, with or more 1st to 3rd rates, these rules give you a fast game that will come to a conclusion. You can do a game with a couple of frigates in an hour. All you focus on is the important stuff.
I wouldn't use these rules with just un-rated vessels. Though very quick (we did 2 games in an hour and a half using brigs), it doen't differentiate the different types of unrated vessels much. I thing the GW-H game Trafalgar is would be better at that. I wouldn't do a large game with Trafalgar though, unless it was multi-player.
Rod Langton really does know his stuff, so you can be comfortable that the rules have some solid knowledge behind them. I would expect Tiller and Whipstaff to be well researched. And if it plays like the Napoleonic rules, good fun.
I've also wanted to do the Anglo-Dutch wars, the ships look amazing. But I have to finish all the Napoleonic stuff I have. The Pledge you know
..
G^is,
JohnG