summaryrefslogtreecommitdiffstats
path: root/games/sail/sail.6
diff options
context:
space:
mode:
Diffstat (limited to 'games/sail/sail.6')
-rw-r--r--games/sail/sail.6896
1 files changed, 896 insertions, 0 deletions
diff --git a/games/sail/sail.6 b/games/sail/sail.6
new file mode 100644
index 0000000..e1cf4cb
--- /dev/null
+++ b/games/sail/sail.6
@@ -0,0 +1,896 @@
+.\" 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
+.\"
+.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 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
+.bg
+.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"
OpenPOWER on IntegriCloud