OK, just reread the rules. Looks like it'd be an easy play, though it might work best if I GM'd rather than played first time around. (It's written orders/simultaneous movement so it's hard to play solo.) First couple plays might be best with two players and a GM, but optionally we could add multiple subcommanders.
Night actions mean short ranges (by modern standards anyway), determined purely by distance in hexes. Radar is active for USN, and star shells are available to be fired into predetermined hexes. Gunnery is by combat factors with die rolls to determine number of "hits" with damage distribution and the possibility of critical hits done on an extra die roll per hit. Hull damage, speed damage, turret damage all potentially affected by hits. Ships have status sheets with boxes to cross off, and order sheets with movement to be recorded in a format very similar to Close Action.
The historical scenarios are not necessarily balanced, but there are a couple alternate history ones too that look closer matched. And the system might be nice as a double blind, two table job - it would be faster than Flattop for sure and have plenty of action!