I have had the rules "Trafalgar" since they came out - I ordered them with a fleet deal that gave me enough ships to get a game up and running, but other projects got in the way, so they sat there collecting dust.
As I mentioned in other posts I have dusted off the ships and the rules, including even painting some of the ships, and last night we gave them a go.
Despite reading other peoples' comments on TMP I chose to play the rules exactly as they are and then see what was what and make any changes if needed.
The good thing about forums is that every person will have their own opinion which, gasp, sometimes isn't that accurate due to bias for or against a company or a set of rules. I am like this about several rules myself.
So last night I laid down my 'sea sheet' on the gaming table and we took one ship each to put them through their paces as we learnt the rules, going through each step slowly, practicing what we just learnt and then moving on to the next phase.
After a bit of manoeuvring around 'the ocean' (which gave us plenty of time to practice the turn segments and actual movement and turning the ships) we managed to get in a broadside or two before time ran out for the night.
Having played the rules I can't see the big problem people have with these rules. I not a big fan of the Warhammer rules myself, but the Trafalgar rules don't have the same stats and combat charts like the other Warhammer rules.
I would probably use the house rules David Manley wrote for Wargames Illustrated issue 260 (of which my friend had a copy), and we agreed that if we were to write orders for each turn it would stop foresight by other players that give them the edge over their opponent.
Next time we play we will use more ships and try out writing down our orders for the turn.
I also hope to include some photos the next time I post about playing a game of Trafalgar