The STL-files on the page where I found the rules suggests that you can 3D-print wrecks to block line of sight, so I'll just use the wrecks from my previous 'Benchy Battle' and place them where my ships run out of health.
The Scenario
The scenario will be the same as my previous 'Benchy game'; Navy B are protecting the water of the coast of 'Benchy Islands', while Navy A will try to defeat them and gain control of 'Benchy Islands'.
Forces:
From left to right; Gunboat, Corvette and Battleship
From left to right; Battleship, Corvette and Gunboat,
Mission:
- For both navies; To eliminate the opponent to gain control of the coast of 'Benchy Islands'.
The Game
Time: 1 hour and 8 minutesTurns: 10
Result: A win for Navy A by a very narrow margin.
Navy A was keeping a steady course for Benchy Islands:
When Navy B observed Navy A's offensive course, Navy B was seeking cover in sheltered waters:
It was not too obvious for Navy A where Navy B was located anymore:
Navy B was just lurking inshore, waiting:
When Navy A was approaching the Navy B Corvette made a reposition as the Navy A Battle Ship was heading towards the strait it was seeking cover in:
While in the open the Navy A Battleship turned and gave the Navy B Corvette a broad side and got a couple of hits before it reached cover:
When Navy A was entering the range of fire, the Navy B Battleship moved and gave the Navy A Corvette a 'broad side' a scored a couple of hits:
The Navy A Corvette returned fire and scored a couple of hits too:
This was the situation at the end of the initial clash:

The Navy A Corvette moved out of the Navy B Battleship's line of fire and tried an attack on those 2 Navy B ships hiding behind the small island, and scored another hit on that B-Corvette:
Navy B's Battleship took up the pursuit and gave that A-Corvette the Coup d'état:
Navy A's Battleship moved further into the strait to try to to fall Navy B in the back, but at the same time they were moving out to open waters:

But the Navy B Battleship came into sight, and the Navy A Battleship opened fire and scored another 2 hits:
The Navy A's small Gunboat sneaked around the island and clashed into the Navy B's small Gunboat. The Navy A boat opened massive fire...
...which the Navy B boat wasn't able to save:

At this point the Navy B's Battleship moved into position to return fire against the battle ship from Navy A, and hit with 3 shells:
An overall view of the situation at this point of the battle:

Navy B's Corvette retaliated Navy A's small Gunboat's attack...
and sunk it in one salvo:
At this time the Navy A's Battleship had moved into a better firing position and gave Navy B's Battleship a final bombardment:
Now it was only Navy B's Corvette vs. Navy A's Battleship left in the battle:

The smaller Corvette tried to out maneuver the larger Battleship and opened fire and hit with one shell:
The Battleship turned around and gave the Corvette a broad side.
The smaller Corvette couldn't survive that massive fire, and sunk:
The attacking Navy A had the last floating ship, and it was heavily battle damaged at this point. This was a scanty victory for Navy A, which now controlled the sea of Benchy Islands
Pros
- The rules are free. The rules are easy to play.
- The rules are actually easy and only 4 really short pages long, but it feels like they're written unnecessarily complicated.
Cons
- This game uses specific types of 'naval' Benchies. I guess you can substitute the different kind of ships. I just played the game with the Benchies I had sorting them after 3 different 'classes'; Heavy, Medium and Light according to the rules and using their actually number of guns for weapon stats. My ships doesn't have rotating turrets either as suggested in the rules, so I'll just have to imagine my turrets turns to get Line of sight.
- Turn sequence seems very unclear in the rules. I played it by rolling for activation each time for a ship, and a turn ended when all ships on both sides had activated.
Conclusion
After playing this game I have a feeling that these rules are quite not finished yet. -Like the rules for activation is missing completely. The rues are also unnecessarily complicated written and should be simplified perhaps even with charts. I also think the rules are too specific for the 'Navy Benchy'-models the game designer intend to use for his games, and it would be better to categorize the ships into 3 or 4 different Classes based upon size and weaponry. Due to these shortcomings the rules are absolutely playable, and I did have a good time playing them out on my table. You could too.
I still have my 'Benchies' so I'll think I'll move on and try them out with some other free rules. Please follow my blog and find out.