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treeb90261e8ce260fee190d0f359aa2884ddf2510de /games/sail/sail.6
parent1cdc4d3dd3997f7f78a4a0ff9c52006837b0b5c4 (diff)
downloadFreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.zip
FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.tar.gz
Deorbit complete. We dont build these anymore, so into the attic they go.
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-.\" Copyright (c) 1988, 1993
-.\" The Regents of the University of California. All rights reserved.
-.\"
-.\" Redistribution and use in source and binary forms, with or without
-.\" modification, are permitted provided that the following conditions
-.\" are met:
-.\" 1. Redistributions of source code must retain the above copyright
-.\" notice, this list of conditions and the following disclaimer.
-.\" 2. Redistributions in binary form must reproduce the above copyright
-.\" notice, this list of conditions and the following disclaimer in the
-.\" documentation and/or other materials provided with the distribution.
-.\" 3. All advertising materials mentioning features or use of this software
-.\" must display the following acknowledgement:
-.\" This product includes software developed by the University of
-.\" California, Berkeley and its contributors.
-.\" 4. Neither the name of the University nor the names of its contributors
-.\" may be used to endorse or promote products derived from this software
-.\" without specific prior written permission.
-.\"
-.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
-.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
-.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
-.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
-.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
-.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
-.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
-.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
-.\" SUCH DAMAGE.
-.\"
-.\" @(#)sail.6 8.2 (Berkeley) 12/30/93
-.\" $FreeBSD$
-.\"
-.TH SAIL 6 "December 30, 1993"
-.UC 4
-.SH NAME
-sail \- multi-user wooden ships and iron men
-.SH SYNOPSIS
-.B sail
-[
-.B \-s
-[
-.B \-l
-] ] [
-.B \-x
-] [
-.B \-b
-] [
-.B num
-]
-.br
-.fi
-.SH DESCRIPTION
-.I Sail
-is a computer version of Avalon Hill's game of fighting sail
-originally developed by S. Craig Taylor.
-.PP
-Players of
-.I Sail
-take command of an old fashioned Man of War and fight other
-players or the computer. They may re-enact one of the many
-historical sea battles recorded in the game, or they can choose
-a fictional battle.
-.PP
-As a sea captain in the
-.I Sail
-Navy, the player has complete control over the workings of his ship.
-He must order every maneuver, change the set of his sails, and judge the
-right moment to let loose the terrible destruction of his broadsides.
-In addition to fighting the enemy, he must harness the powers of the wind
-and sea to make them work for him. The outcome of many battles during the
-age of sail was decided by the ability of one captain to hold the `weather
-gage.'
-.PP
-The flags are:
-.TP
-.B \-s
-Print the names and ships of the top ten sailors.
-.TP
-.B \-l
-Show the login name. Only effective with \fB-s\fP.
-.TP
-.B \-x
-Play the first available ship instead of prompting for a choice.
-.TP
-.B \-b
-No bells.
-.SH IMPLEMENTATION
-.I Sail
-is really two programs in one. Each player starts up a process which
-runs his own ship. In addition, a
-.I driver
-process is forked (by the first player) to run the computer ships
-and take care of global bookkeeping.
-.PP
-Because the
-.I driver
-must calculate moves for each ship it controls, the
-more ships the computer is playing, the slower the game will appear.
-.PP
-If a player joins a game in progress, he will synchronize
-with the other players (a rather slow process for everyone), and
-then he may play along with the rest.
-.PP
-To implement a multi-user game in Version 7 UNIX, which was the operating
-system
-.I Sail
-was first written under, the communicating processes must use a common
-temporary file as a place to read and write messages. In addition, a
-locking mechanism must be provided to ensure exclusive access to the
-shared file. For example,
-.I Sail
-uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
-corresponding file names for the other scenarios. To provide exclusive
-access to the temporary file,
-.I Sail
-uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
-Processes do a busy wait in the loop
-.br
-.sp
-.ce 2
- for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
- sleep(2);
-.br
-.sp
-until they are able to create a link to a file named "/tmp/#saillock.??".
-The "??" correspond to the scenario number of the game. Since UNIX
-guarantees that a link will point to only one file, the process that succeeds
-in linking will have exclusive access to the temporary file.
-.PP
-Whether or not this really works is open to speculation. When ucbmiro
-was rebooted after a crash, the file system check program found 3 links
-between the
-.I Sail
-temporary file and its link file.
-.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
-When players do something of global interest, such as moving or firing,
-the driver must coordinate the action with the other ships in the game.
-For example, if a player wants to move in a certain direction, he writes a
-message into the temporary file requesting the driver to move his ship.
-Each ``turn,'' the driver reads all the messages sent from the players and
-decides what happened. It then writes back into the temporary file new
-values of variables, etc.
-.PP
-The most noticeable effect this communication has on the game is the
-delay in moving. Suppose a player types a move for his ship and hits
-return. What happens then? The player process saves up messages to
-be written to the temporary file in a buffer. Every 7 seconds or so, the
-player process gets exclusive access to the temporary file and writes
-out its buffer to the file. The driver, running asynchronously, must
-read in the movement command, process it, and write out the results. This
-takes two exclusive accesses to the temporary file. Finally, when the player
-process gets around to doing another 7 second update, the results of the
-move are displayed on the screen. Hence, every movement requires four
-exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
-depending upon asynchrony) before the player sees the results of his moves.
-.PP
-In practice, the delays are not as annoying as they would appear. There
-is room for "pipelining" in the movement. After the player writes out
-a first movement message, a second movement command can then be issued.
-The first message will be in the temporary file waiting for the driver, and
-the second will be in the file buffer waiting to be written to the file.
-Thus, by always typing moves a turn ahead of the time, the player can
-sail around quite quickly.
-.PP
-If the player types several movement commands between two 7 second updates,
-only the last movement command typed will be seen by the driver. Movement
-commands within the same update "overwrite" each other, in a sense.
-.SH THE HISTORY OF SAIL
-I wrote the first version of
-.I Sail
-on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
-not portable in any sense of the word, and didn't work. The program was not
-very modular and had fseeks() and fwrites() every few lines. After a
-tremendous rewrite from the top down, I got the first working version up by
-1981. There were several annoying bugs concerning firing broadsides and
-finding angles.
-.I Sail
-uses no floating point, by the way, so the direction routines are rather
-tricky.
-Ed Wang rewrote my angle() routine in 1981 to be more correct (although
-it still doesn't work perfectly), and he added code to let a player select
-which ship he wanted at the start of the game (instead of the first one
-available).
-.PP
-Captain Happy (Craig Leres) is responsible for making
-.I Sail
-portable for the first time. This was no easy task, by the way. Constants
-like 2 and 10 were very frequent in the code. I also became famous for
-using "Riggle Memorial Structures" in
-.I Sail.
-Many of my structure references are so long that they run off the line
-printer page. Here is an example, if you promise not to laugh.
-.br
-.sp
-.ce
-specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
-.br
-.sp
-.PP
-.I Sail
-received its fourth and most thorough rewrite in the summer and fall
-of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
-almost from scratch. Although he introduced many new bugs, the final
-result was very much cleaner and (?) faster. He added window movement
-commands and find ship commands.
-.SH HISTORICAL INFO
-Old Square Riggers were very maneuverable ships capable of intricate
-sailing. Their only disadvantage was an inability to sail very
-close to the wind. The design of a wooden ship allowed only for the
-guns to bear to the left and right sides. A few guns of small
-aspect (usually 6 or 9 pounders) could point forward, but their
-effect was small compared to a 68 gun broadside of 24 or 32 pounders.
-The guns bear approximately like so:
-.nf
-
- \\
- b----------------
- ---0
- \\
- \\
- \\ up to a range of ten (for round shot)
- \\
- \\
- \\
-
-.fi
-An interesting phenomenon occurred when a broadside was fired
-down the length of an enemy ship. The shot tended to bounce along
-the deck and did several times more damage. This phenomenon was called
-a rake. Because the bows of a ship are very strong and present a smaller
-target than the stern, a stern rake (firing from the stern to the bow) causes
-more damage than a bow rake.
-.nf
-
- b
- 00 ---- Stern rake!
- a
-
-.fi
-Most ships were equipped with carronades, which were very large, close
-range cannons. American ships from the revolution until the War of 1812
-were almost entirely armed with carronades.
-.PP
-The period of history covered in
-.I Sail
-is approximately from the 1770's until the end of Napoleonic France in 1815.
-There are many excellent books about the age of sail. My favorite author
-is Captain Frederick Marryat. More contemporary authors include C.S. Forester
-and Alexander Kent.
-.PP
-Fighting ships came in several sizes classed by armament. The mainstays of
-any fleet were its "Ships of the Line", or "Line of Battle Ships". They
-were so named because these ships fought together in great lines. They were
-close enough for mutual support, yet every ship could fire both its broadsides.
-We get the modern words "ocean liner," or "liner," and "battleship" from
-"ship of the line." The most common size was the 74 gun two decked
-ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
-.PP
-The pride of the fleet were the first rates. These were huge three decked
-ships of the line mounting 80 to 136 guns. The guns in the three tiers
-were usually 18, 24, and 32 pounders in that order from top to bottom.
-.PP
-Various other ships came next. They were almost all "razees," or ships
-of the line with one deck sawed off. They mounted 40-64 guns and were
-a poor cross between a frigate and a line of battle ship. They neither
-had the speed of the former nor the firepower of the latter.
-.PP
-Next came the "eyes of the fleet." Frigates came in many sizes mounting
-anywhere from 32 to 44 guns. They were very handy vessels. They could
-outsail anything bigger and outshoot anything smaller. Frigates didn't
-fight in lines of battle as the much bigger 74's did. Instead, they
-harassed the enemy's rear or captured crippled ships. They were much
-more useful in missions away from the fleet, such as cutting out expeditions
-or boat actions. They could hit hard and get away fast.
-.PP
-Lastly, there were the corvettes, sloops, and brigs. These were smaller
-ships mounting typically fewer than 20 guns. A corvette was only slightly
-smaller than a frigate, so one might have up to 30 guns. Sloops were used
-for carrying dispatches or passengers. Brigs were something you built for
-land-locked lakes.
-.SH SAIL PARTICULARS
-Ships in
-.I Sail
-are represented by two characters. One character represents the bow of
-the ship, and the other represents the stern. Ships have nationalities
-and numbers. The first ship of a nationality is number 0, the second
-number 1, etc. Therefore, the first British ship in a game would be
-printed as "b0". The second Brit would be "b1", and the fifth Don
-would be "s4".
-.PP
-Ships can set normal sails, called Battle Sails, or bend on extra canvas
-called Full Sails. A ship under full sail is a beautiful sight indeed,
-and it can move much faster than a ship under Battle Sails. The only
-trouble is, with full sails set, there is so much tension on sail and
-rigging that a well aimed round shot can burst a sail into ribbons where
-it would only cause a little hole in a loose sail. For this reason,
-rigging damage is doubled on a ship with full sails set. Don't let
-that discourage you from using full sails. I like to keep them up
-right into the heat of battle. A ship
-with full sails set has a capital letter for its nationality. E.g.,
-a Frog, "f0", with full sails set would be printed as "F0".
-.PP
-When a ship is battered into a listing hulk, the last man aboard "strikes
-the colors." This ceremony is the ship's formal surrender. The nationality
-character
-of a surrendered ship is printed as "!". E.g., the Frog of our last example
-would soon be "!0".
-.PP
-A ship has a random chance of catching fire or sinking when it reaches the
-stage of listing hulk. A sinking ship has a "~" printed for its nationality,
-and a ship on fire and about to explode has a "#" printed.
-.PP
-Captured ships become the nationality of the prize crew. Therefore, if
-an American ship captures a British ship, the British ship will have an
-"a" printed for its nationality. In addition, the ship number is changed
-to "&","'", "(", ,")", "*", or "+" depending upon the original number,
-be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
-"a&". The "s4" captured by a Frog becomes the "f*".
-.PP
-The ultimate example is, of course, an exploding Brit captured by an
-American: "#&".
-.SH MOVEMENT
-Movement is the most confusing part of
-.I Sail
-to many. Ships can head in 8 directions:
-.nf
-
- 0 0 0
- b b b0 b b b 0b b
- 0 0 0
-
-.fi
-The stern of a ship moves when it turns. The bow remains stationary.
-Ships can always turn, regardless of the wind (unless they are becalmed).
-All ships drift when they lose headway. If a ship doesn't move forward
-at all for two turns, it will begin to drift. If a ship has begun to
-drift, then it must move forward before it turns, if it plans to do
-more than make a right or left turn, which is always possible.
-.PP
-Movement commands to
-.I Sail
-are a string of forward moves and turns. An example is "l3". It will
-turn a ship left and then move it ahead 3 spaces. In the drawing above,
-the "b0" made 7 successive left turns. When
-.I Sail
-prompts you for a move, it prints three characters of import. E.g.,
-.nf
- move (7, 4):
-.fi
-The first number is the maximum number of moves you can make,
-including turns. The second number is the maximum number of turns
-you can make. Between the numbers is sometimes printed a quote "'".
-If the quote is present, it means that your ship has been drifting, and
-you must move ahead to regain headway before you turn (see note above).
-Some of the possible moves for the example above are as follows:
-.nf
-
- move (7, 4): 7
- move (7, 4): 1
- move (7, 4): d /* drift, or do nothing */
- move (7, 4): 6r
- move (7, 4): 5r1
- move (7, 4): 4r1r
- move (7, 4): l1r1r2
- move (7, 4): 1r1r1r1
-
-.fi
-Because square riggers performed so poorly sailing into the wind, if at
-any point in a movement command you turn into the wind, the movement stops
-there. E.g.,
-.nf
-
- move (7, 4): l1l4
- Movement Error;
- Helm: l1l
-
-.fi
-Moreover, whenever you make a turn, your movement allowance drops to
-min(what's left, what you would have at the new attitude). In short,
-if you turn closer to the wind, you most likely won't be able to sail the
-full allowance printed in the "move" prompt.
-.PP
-Old sailing captains had to keep an eye constantly on the wind. Captains
-in
-.I Sail
-are no different. A ship's ability to move depends on its attitude to the
-wind. The best angle possible is to have the wind off your quarter, that is,
-just off the stern. The direction rose on the side of the screen gives the
-possible movements for your ship at all positions to the wind. Battle
-sail speeds are given first, and full sail speeds are given in parenthesis.
-.nf
-
- 0 1(2)
- \\|/
- -^-3(6)
- /|\\
- | 4(7)
- 3(6)
-
-.fi
-Pretend the bow of your ship (the "^") is pointing upward and the wind is
-blowing from the bottom to the top of the page. The
-numbers at the bottom "3(6)" will be your speed under battle or full
-sails in such a situation. If the wind is off your quarter, then you
-can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
-off your bow, then you can only move "1(2)". Facing into the wind, you
-can't move at all. Ships facing into the wind were said to be "in irons".
-.SH WINDSPEED AND DIRECTION
-The windspeed and direction is displayed as a little weather vane on the
-side of the screen. The number in the middle of the vane indicates the wind
-speed, and the + to - indicates the wind direction. The wind blows from
-the + sign (high pressure) to the - sign (low pressure). E.g.,
-.nf
-
- |
- 3
- +
-
-.fi
-.PP
-The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
-3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
-If a hurricane shows up, all ships are destroyed.
-.SH GRAPPLING AND FOULING
-If two ships collide, they run the risk of becoming tangled together. This
-is called "fouling." Fouled ships are stuck together, and neither can move.
-They can unfoul each other if they want to. Boarding parties can only be
-sent across to ships when the antagonists are either fouled or grappled.
-.PP
-Ships can grapple each other by throwing grapnels into the rigging of
-the other.
-.PP
-The number of fouls and grapples you have are displayed on the upper
-right of the screen.
-.SH BOARDING
-Boarding was a very costly venture in terms of human life. Boarding parties
-may be formed in
-.I Sail
-to either board an enemy ship or to defend your own ship against attack.
-Men organized as Defensive Boarding Parties fight twice as hard to save
-their ship as men left unorganized.
-.PP
-The boarding strength of a crew depends upon its quality and upon the
-number of men sent.
-.SH CREW QUALITY
-The British seaman was world renowned for his sailing abilities. American
-sailors, however, were actually the best seamen in the world. Because the
-American Navy offered twice the wages of the Royal Navy, British seamen
-who liked the sea defected to America by the thousands.
-.PP
-In
-.I Sail,
-crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
-and outfight all other sailors. "Crack" crews are next. "Mundane" crews
-are average, and "Green" and "Mutinous" crews are below average. A good
-rule of thumb is that "Crack" or "Elite" crews get one extra hit
-per broadside compared to "Mundane" crews. Don't expect too much from
-"Green" crews.
-.SH BROADSIDES
-Your two broadsides may be loaded with four kinds of shot: grape, chain,
-round, and double. You have guns and carronades in both the port and starboard
-batteries. Carronades only have a range of two, so you have to get in
-close to be able to fire them. You have the choice of firing at the hull
-or rigging of another ship. If the range of the ship is greater than 6,
-then you may only shoot at the rigging.
-.PP
-The types of shot and their advantages are:
-.SH ROUND
-Range of 10. Good for hull or rigging hits.
-.SH DOUBLE
-Range of 1. Extra good for hull or rigging hits.
-Double takes two turns to load.
-.SH CHAIN
-Range of 3. Excellent for tearing down rigging.
-Cannot damage hull or guns, though.
-.SH GRAPE
-Range of 1. Sometimes devastating against enemy crews.
-.PP
-On the side of the screen is displayed some vital information about your
-ship:
-.nf
-
- Load D! R!
- Hull 9
- Crew 4 4 2
- Guns 4 4
- Carr 2 2
- Rigg 5 5 5 5
-
-.fi
-"Load" shows what your port (left) and starboard (right) broadsides are
-loaded with. A "!" after the type of shot indicates that it is an initial
-broadside. Initial broadside were loaded with care before battle and before
-the decks ran red with blood. As a consequence, initial broadsides are a
-little more effective than broadsides loaded later. A "*" after the type of
-shot indicates that the gun
-crews are still loading it, and you cannot fire yet. "Hull" shows how much
-hull you have left. "Crew" shows your three sections of crew. As your
-crew dies off, your ability to fire decreases. "Guns" and "Carr" show
-your port and starboard guns. As you lose guns, your ability to fire
-decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
-As rigging is shot away, you lose mobility.
-.SH EFFECTIVENESS OF FIRE
-It is very dramatic when a ship fires its thunderous broadsides, but the
-mere opportunity to fire them does not guarantee any hits. Many factors
-influence the destructive force of a broadside. First of all, and the chief
-factor, is distance. It is harder to hit a ship at range ten than it is
-to hit one sloshing alongside. Next is raking. Raking fire, as
-mentioned before,
-can sometimes dismast a ship at range ten. Next, crew size and quality affects
-the damage done by a broadside. The number of guns firing also bears on the
-point,
-so to speak. Lastly, weather affects the accuracy of a broadside. If the
-seas are high (5 or 6), then the lower gunports of ships of the line can't
-even be opened to run out the guns. This gives frigates and other flush
-decked vessels an advantage in a storm. The scenario
-.I Pellew vs. The Droits de L'Homme
-takes advantage of this peculiar circumstance.
-.SH REPAIRS
-Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
-two points per three turns. The message "Repairs Completed" will be
-printed if no more repairs can be made.
-.SH PECULIARITIES OF COMPUTER SHIPS
-Computer ships in
-.I Sail
-follow all the rules above with a few exceptions. Computer ships never
-repair damage. If they did, the players could never beat them. They
-play well enough as it is. As a consolation, the computer ships can fire double
-shot every turn. That fluke is a good reason to keep your distance. The
-.I
-Driver
-figures out the moves of the computer ships. It computes them with a typical
-A.I. distance function and a depth first search to find the maximum "score."
-It seems to work fairly well, although I'll be the first to admit it isn't
-perfect.
-.SH HOW TO PLAY
-Commands are given to
-.I Sail
-by typing a single character. You will then be prompted for further
-input. A brief summary of the commands follows.
-.br
-.SH COMMAND SUMMARY
-.nf
-
- 'f' Fire broadsides if they bear
- 'l' Reload
- 'L' Unload broadsides (to change ammo)
- 'm' Move
- 'i' Print the closest ship
- 'I' Print all ships
- 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
- 's' Send a message around the fleet
- 'b' Attempt to board an enemy ship
- 'B' Recall boarding parties
- 'c' Change set of sail
- 'r' Repair
- 'u' Attempt to unfoul
- 'g' Grapple/ungrapple
- 'v' Print version number of game
- '^L' Redraw screen
- 'Q' Quit
-
- 'C' Center your ship in the window
- 'U' Move window up
- 'D','N' Move window down
- 'H' Move window left
- 'J' Move window right
- 'S' Toggle window to follow your ship or stay where it is
-
-.fi
-.br
-.SH SCENARIOS
-Here is a summary of the scenarios in
-.I Sail:
-
-.br
-.SH Ranger vs. Drake:
-.nf
-Wind from the N, blowing a fresh breeze.
-
-(a) Ranger 19 gun Sloop (crack crew) (7 pts)
-(b) Drake 17 gun Sloop (crack crew) (6 pts)
-.SH The Battle of Flamborough Head:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-.fi
-This is John Paul Jones' first famous battle. Aboard the Bonhomme
-Richard, he was able to overcome the Serapis's greater firepower
-by quickly boarding her.
-.nf
-
-(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
-(b) Serapis 44 gun Frigate (crack crew) (12 pts)
-.SH Arbuthnot and Des Touches:
-.nf
-Wind from the N, blowing a gale.
-
-(b) America 64 gun Ship of the Line (crack crew) (20 pts)
-(b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
-(b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
-(b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
-(b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
-(f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
-(f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts)
-(f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
-(f) Provence 64 gun Ship of the Line (average crew) (18 pts)
-(f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
-.SH Suffren and Hughes:
-.nf
-
-Wind from the S, blowing a fresh breeze.
-
-(b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
-(b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
-(b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
-(b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
-(b) Burford 74 gun Ship of the Line (average crew) (24 pts)
-(f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
-(f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
-(f) Severe 64 gun Ship of the Line (average crew) (18 pts)
-(f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
-(f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
-.SH Nymphe vs. Cleopatre:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-(b) Nymphe 36 gun Frigate (crack crew) (11 pts)
-(f) Cleopatre 36 gun Frigate (average crew) (10 pts)
-.SH Mars vs. Hercule:
-Wind from the S, blowing a fresh breeze.
-.nf
-(b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
-(f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
-.SH Ambuscade vs. Baionnaise:
-.nf
-Wind from the N, blowing a fresh breeze.
-
-(b) Ambuscade 32 gun Frigate (average crew) (9 pts)
-(f) Baionnaise 24 gun Corvette (average crew) (9 pts)
-.SH Constellation vs. Insurgent:
-.nf
-Wind from the S, blowing a gale.
-
-(a) Constellation 38 gun Corvette (elite crew) (17 pts)
-(f) Insurgent 36 gun Corvette (average crew) (11 pts)
-.SH Constellation vs. Vengeance:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-(a) Constellation 38 gun Corvette (elite crew) (17 pts)
-(f) Vengeance 40 gun Frigate (average crew) (15 pts)
-.SH The Battle of Lissa:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-(b) Amphion 32 gun Frigate (elite crew) (13 pts)
-(b) Active 38 gun Frigate (elite crew) (18 pts)
-(b) Volage 22 gun Frigate (elite crew) (11 pts)
-(b) Cerberus 32 gun Frigate (elite crew) (13 pts)
-(f) Favorite 40 gun Frigate (average crew) (15 pts)
-(f) Flore 40 gun Frigate (average crew) (15 pts)
-(f) Danae 40 gun Frigate (crack crew) (17 pts)
-(f) Bellona 32 gun Frigate (green crew) (9 pts)
-(f) Corona 40 gun Frigate (green crew) (12 pts)
-(f) Carolina 32 gun Frigate (green crew) (7 pts)
-.SH Constitution vs. Guerriere:
-.nf
-Wind from the SW, blowing a gale.
-
-(a) Constitution 44 gun Corvette (elite crew) (24 pts)
-(b) Guerriere 38 gun Frigate (crack crew) (15 pts)
-.SH United States vs. Macedonian:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-(a) United States 44 gun Frigate (elite crew) (24 pts)
-(b) Macedonian 38 gun Frigate (crack crew) (16 pts)
-.SH Constitution vs. Java:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-(a) Constitution 44 gun Corvette (elite crew) (24 pts)
-(b) Java 38 gun Corvette (crack crew) (19 pts)
-.SH Chesapeake vs. Shannon:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-(a) Chesapeake 38 gun Frigate (average crew) (14 pts)
-(b) Shannon 38 gun Frigate (elite crew) (17 pts)
-.SH The Battle of Lake Erie:
-.nf
-Wind from the S, blowing a light breeze.
-
-(a) Lawrence 20 gun Sloop (crack crew) (9 pts)
-(a) Niagara 20 gun Sloop (elite crew) (12 pts)
-(b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
-(b) Detroit 19 gun Sloop (crack crew) (7 pts)
-(b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
-.SH Wasp vs. Reindeer:
-.nf
-Wind from the S, blowing a light breeze.
-
-(a) Wasp 20 gun Sloop (elite crew) (12 pts)
-(b) Reindeer 18 gun Sloop (elite crew) (9 pts)
-.SH Constitution vs. Cyane and Levant:
-.br
-Wind from the S, blowing a moderate breeze.
-
-(a) Constitution 44 gun Corvette (elite crew) (24 pts)
-(b) Cyane 24 gun Sloop (crack crew) (11 pts)
-(b) Levant 20 gun Sloop (crack crew) (10 pts)
-.br
-.SH Pellew vs. Droits de L'Homme:
-.nf
-Wind from the N, blowing a gale.
-
-(b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
-(b) Amazon 36 gun Frigate (crack crew) (14 pts)
-(f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
-.SH Algeciras:
-.nf
-Wind from the SW, blowing a moderate breeze.
-
-(b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
-(b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
-(b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
-(b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
-(s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
-(s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
-(s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
-(s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
-(f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
-(f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
-.SH Lake Champlain:
-.nf
-Wind from the N, blowing a fresh breeze.
-
-(a) Saratoga 26 gun Sloop (crack crew) (12 pts)
-(a) Eagle 20 gun Sloop (crack crew) (11 pts)
-(a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
-(a) Preble 7 gun Brig (crack crew) (4 pts)
-(b) Confiance 37 gun Frigate (crack crew) (14 pts)
-(b) Linnet 16 gun Sloop (elite crew) (10 pts)
-(b) Chubb 11 gun Brig (crack crew) (5 pts)
-.SH Last Voyage of the USS President:
-.nf
-Wind from the N, blowing a fresh breeze.
-
-(a) President 44 gun Frigate (elite crew) (24 pts)
-(b) Endymion 40 gun Frigate (crack crew) (17 pts)
-(b) Pomone 44 gun Frigate (crack crew) (20 pts)
-(b) Tenedos 38 gun Frigate (crack crew) (15 pts)
-.SH Hornblower and the Natividad:
-.nf
-Wind from the E, blowing a gale.
-
-.fi
-A scenario for you Horny fans. Remember, he sank the Natividad
-against heavy odds and winds. Hint: don't try to board the Natividad,
-her crew is much bigger, albeit green.
-.nf
-
-(b) Lydia 36 gun Frigate (elite crew) (13 pts)
-(s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
-.SH Curse of the Flying Dutchman:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-Just for fun, take the Piece of cake.
-
-(s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
-(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
-.SH The South Pacific:
-.nf
-Wind from the S, blowing a strong breeze.
-
-(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
-(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
-(s) Australian 32 gun Frigate (average crew) (9 pts)
-(f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
-.SH Hornblower and the battle of Rosas bay:
-.nf
-Wind from the E, blowing a fresh breeze.
-
-The only battle Hornblower ever lost. He was able to dismast one
-ship and stern rake the others though. See if you can do as well.
-.nf
-
-(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
-(f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
-(f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
-(f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
-(f) Napoleon 74 gun Ship of the Line (green crew) (20 pts)
-.SH Cape Horn:
-.nf
-Wind from the NE, blowing a strong breeze.
-
-(a) Concord 80 gun Ship of the Line (average crew) (27 pts)
-(a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
-(b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
-(s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
-(f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
-.SH New Orleans:
-.nf
-Wind from the SE, blowing a fresh breeze.
-
-Watch that little Cypress go!
-
-(a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
-(b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
-(b) Cypress 44 gun Frigate (elite crew) (14 pts)
-.SH Botany Bay:
-.nf
-Wind from the N, blowing a fresh breeze.
-
-(b) Shark 64 gun Ship of the Line (average crew) (18 pts)
-(f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
-(f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
-.SH Voyage to the Bottom of the Sea:
-.nf
-Wind from the NW, blowing a fresh breeze.
-
-This one is dedicated to Richard Basehart and David Hedison.
-
-(a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
-(a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
-(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
-(s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
-.SH Frigate Action:
-.nf
-Wind from the E, blowing a fresh breeze.
-
-(a) Killdeer 40 gun Frigate (average crew) (15 pts)
-(b) Sandpiper 40 gun Frigate (average crew) (15 pts)
-(s) Curlew 38 gun Frigate (crack crew) (16 pts)
-.SH The Battle of Midway:
-.nf
-Wind from the E, blowing a moderate breeze.
-
-(a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
-(a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
-(a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
-(j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
-(j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
-(j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
-
-.SH Star Trek:
-.nf
-Wind from the S, blowing a fresh breeze.
-
-(a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
-(a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
-(a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
-(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
-(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
-(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
-(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
-(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
-
-.SH CONCLUSION
-
-.I Sail
-has been a group effort.
-
-.SH AUTHOR
-Dave Riggle
-.SH CO-AUTHOR
-Ed Wang
-.SH REFITTING
-Craig Leres
-.SH CONSULTANTS
-.nf
-Chris Guthrie
-Captain Happy
-Horatio Nelson
- and many valiant others...
-.fi
-.SH "REFERENCES"
-.nf
-Wooden Ships & Iron Men, by Avalon Hill
-Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
-Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
-The Complete Works of Captain Frederick Marryat, (about 20) especially
-.in +6n
-Mr. Midshipman Easy
-Peter Simple
-Jacob Faithful
-Japhet in Search of a Father
-Snarleyyow, or The Dog Fiend
-Frank Mildmay, or The Naval Officer
-.in -6n
-.SH BUGS
-Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
-"edward@ucbarpa.berkeley.edu"
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