That is the title of a rules set for age of sail that I recently came across. There are a lot of good rules for age of sail, but most of them can be quite complex or heavy in record keeping and we were looking for something lighter to play. IIWW has a representation for all the most important aspects of a sailing game, but keeps things quite simple. Everything is summed up for easy reference in a single page reference sheet which is something I really like.
The game covers fouled and grappled ships and rules for drifting.
Burning hulks and drifting wrecks.
The movement rules use a simple wheel and turn system based on wind direction vs. ship class. It is easy but the game makes you think about maneuver and getting into position.
The shooting system is very simple and yet gives a feel for manpower considerations in fire fights.
Boarding actions are fast paced and streamlined with just enough influence from ship size and tactics to make it feel right.
Things like crew quality and National doctrine are also addressed in a simple streamlined fashion.
Critical Hits and ships fate add some uncertainty to the game.
At the end of the day, It is Warm Work is not any more difficult to play than Wizards Pirates game but it is much more satisfying because you feel like you are getting a pretty decent representation of naval tactics. This is a great game for playing large fleet actions when you don't want to spend your time thumbing through rules books and just want to play.
When we want excruciating detail we go with Heart of Oak, but for easy gaming I like It is Warm Work and heartily recommend it.
I have a ton of these Pirates CCG ships that I scored a while back dirt cheap. I had always wanted to get some of those nice little lead ships but these are working very nicely and I don't have to paint them so I'm thinking we will just stick with them.