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author | markm <markm@FreeBSD.org> | 2002-10-21 07:40:27 +0000 |
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committer | markm <markm@FreeBSD.org> | 2002-10-21 07:40:27 +0000 |
commit | e41bd31debce476e2f6ae864651c7380bea2cdbb (patch) | |
tree | b90261e8ce260fee190d0f359aa2884ddf2510de /games/sail/sail.6 | |
parent | 1cdc4d3dd3997f7f78a4a0ff9c52006837b0b5c4 (diff) | |
download | FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.zip FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.tar.gz |
Deorbit complete. We dont build these anymore, so into the attic they go.
Diffstat (limited to 'games/sail/sail.6')
-rw-r--r-- | games/sail/sail.6 | 897 |
1 files changed, 0 insertions, 897 deletions
diff --git a/games/sail/sail.6 b/games/sail/sail.6 deleted file mode 100644 index 14e71de..0000000 --- a/games/sail/sail.6 +++ /dev/null @@ -1,897 +0,0 @@ -.\" 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" |