The game featured a mixed union fleet of 3 ironclads, three 'tin' clads and three wooden rams breaking a blockade of six Confederate 'tin' clad (cotton clad also couts as tin in the rules) rams and several batteries of shore guns.
New to this game were the first try at ramming rules which with some in-game changes worked quite well. There was also a refinement of the movement rules which was another good improvement.
I really think George has something with these rules. They're quite possibly the next big thing - fast play ACW naval rules. Sort of a 'DBA for the Mississippi'.