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1.1 root 1: .\" Copyright (c) 1980 Regents of the University of California.
2: .\" All rights reserved. The Berkeley software License Agreement
3: .\" specifies the terms and conditions for redistribution.
4: .\"
5: .\" @(#)sail.6 5.1 (Berkeley) 6/5/85
6: .\"
7:
8: .TH SAIL PUBLIC
9: .UC 4
10: .SH NAME
11: sail \- multi-user wooden ships and iron men
12: .SH SYNOPSIS
13: .B sail
14: [
15: .B \-s
16: [
17: .B \-l
18: ] ] [
19: .B \-x
20: ] [
21: .B \-b
22: ] [
23: .B num
24: ]
25: .br
26: .fi
27: .SH DESCRIPTION
28: .I Sail
29: is a computer version of Avalon Hill's game of fighting sail
30: originally developed by S. Craig Taylor.
31: .PP
32: Players of
33: .I Sail
34: take command of an old fashioned Man of War and fight other
35: players or the computer. They may re-enact one of the many
36: historical sea battles recorded in the game, or they can choose
37: a fictional battle.
38: .PP
39: As a sea captain in the
40: .I Sail
41: Navy, the player has complete control over the workings of his ship.
42: He must order every maneuver, change the set of his sails, and judge the
43: right moment to let loose the terrible destruction of his broadsides.
44: In addition to fighting the enemy, he must harness the powers of the wind
45: and sea to make them work for him. The outcome of many battles during the
46: age of sail was decided by the ability of one captain to hold the `weather
47: gage.'
48: .PP
49: The flags are:
50: .TP
51: .B \-s
52: Print the names and ships of the top ten sailors.
53: .TP
54: .B \-l
55: Show the login name. Only effective with \fB-s\fP.
56: .TP
57: .B \-x
58: Play the first available ship instead of prompting for a choice.
59: .TP
60: .B \-b
61: No bells.
62: .SH IMPLEMENTATION
63: .I Sail
64: is really two programs in one. Each player starts up a process which
65: runs his own ship. In addition, a
66: .I driver
67: process is forked (by the first player) to run the computer ships
68: and take care of global bookkeeping.
69: .PP
70: Because the
71: .I driver
72: must calculate moves for each ship it controls, the
73: more ships the computer is playing, the slower the game will appear.
74: .PP
75: If a player joins a game in progress, he will synchronize
76: with the other players (a rather slow process for everyone), and
77: then he may play along with the rest.
78: .PP
79: To implement a multi-user game in Version 7 UNIX, which was the operating
80: system
81: .I Sail
82: was first written under, the communicating processes must use a common
83: temporary file as a place to read and write messages. In addition, a
84: locking mechanism must be provided to ensure exclusive access to the
85: shared file. For example,
86: .I Sail
87: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
88: corresponding file names for the other scenarios. To provide exclusive
89: access to the temporary file,
90: .I Sail
91: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
92: Processes do a busy wait in the loop
93: .br
94: .sp
95: .ce 2
96: for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
97: sleep(2);
98: .br
99: .sp
100: until they are able to create a link to a file named "/tmp/#saillock.??".
101: The "??" correspond to the scenario number of the game. Since UNIX
102: guarantees that a link will point to only one file, the process that succeeds
103: in linking will have exclusive access to the temporary file.
104: .PP
105: Whether or not this really works is open to speculation. When ucbmiro
106: was rebooted after a crash, the file system check program found 3 links
107: between the
108: .I Sail
109: temporary file and its link file.
110: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
111: When players do something of global interest, such as moving or firing,
112: the driver must coordinate the action with the other ships in the game.
113: For example, if a player wants to move in a certain direction, he writes a
114: message into the temporary file requesting the driver to move his ship.
115: Each ``turn,'' the driver reads all the messages sent from the players and
116: decides what happened. It then writes back into the temporary file new
117: values of variables, etc.
118: .PP
119: The most noticeable effect this communication has on the game is the
120: delay in moving. Suppose a player types a move for his ship and hits
121: return. What happens then? The player process saves up messages to
122: be written to the temporary file in a buffer. Every 7 seconds or so, the
123: player process gets exclusive access to the temporary file and writes
124: out its buffer to the file. The driver, running asynchronously, must
125: read in the movement command, process it, and write out the results. This
126: takes two exclusive accesses to the temporary file. Finally, when the player
127: process gets around to doing another 7 second update, the results of the
128: move are displayed on the screen. Hence, every movement requires four
129: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
130: depending upon asynchrony) before the player sees the results of his moves.
131: .PP
132: In practice, the delays are not as annoying as they would appear. There
133: is room for "pipelining" in the movement. After the player writes out
134: a first movement message, a second movement command can then be issued.
135: The first message will be in the temporary file waiting for the driver, and
136: the second will be in the file buffer waiting to be written to the file.
137: Thus, by always typing moves a turn ahead of the time, the player can
138: sail around quite quickly.
139: .PP
140: If the player types several movement commands between two 7 second updates,
141: only the last movement command typed will be seen by the driver. Movement
142: commands within the same update "overwrite" each other, in a sense.
143: .SH THE HISTORY OF SAIL
144: I wrote the first version of
145: .I Sail
146: on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
147: not portable in any sense of the word, and didn't work. The program was not
148: very modular and had fseeks() and fwrites() every few lines. After a
149: tremendous rewrite from the top down, I got the first working version up by
150: 1981. There were several annoying bugs concerning firing broadsides and
151: finding angles.
152: .I Sail
153: uses no floating point, by the way, so the direction routines are rather
154: tricky.
155: Ed Wang rewrote my angle() routine in 1981 to be more correct (although
156: it still doesn't work perfectly), and he added code to let a player select
157: which ship he wanted at the start of the game (instead of the first one
158: available).
159: .PP
160: Captain Happy (Craig Leres) is responsible for making
161: .I Sail
162: portable for the first time. This was no easy task, by the way. Constants
163: like 2 and 10 were very frequent in the code. I also became famous for
164: using "Riggle Memorial Structures" in
165: .I Sail.
166: Many of my structure references are so long that they run off the line
167: printer page. Here is an example, if you promise not to laugh.
168: .br
169: .sp
170: .ce
171: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
172: .br
173: .sp
174: .PP
175: .I Sail
176: received its fourth and most thorough rewrite in the summer and fall
177: of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
178: almost from scratch. Although he introduced many new bugs, the final
179: result was very much cleaner and (?) faster. He added window movement
180: commands and find ship commands.
181: .SH HISTORICAL INFO
182: Old Square Riggers were very maneuverable ships capable of intricate
183: sailing. Their only disadvantage was an inability to sail very
184: close to the wind. The design of a wooden ship allowed only for the
185: guns to bear to the left and right sides. A few guns of small
186: aspect (usually 6 or 9 pounders) could point forward, but their
187: effect was small compared to a 68 gun broadside of 24 or 32 pounders.
188: The guns bear approximately like so:
189: .nf
190:
191: \\
192: b----------------
193: ---0
194: \\
195: \\
196: \\ up to a range of ten (for round shot)
197: \\
198: \\
199: \\
200:
201: .fi
202: An interesting phenomenon occurred when a broadside was fired
203: down the length of an enemy ship. The shot tended to bounce along
204: the deck and did several times more damage. This phenomenon was called
205: a rake. Because the bows of a ship are very strong and present a smaller
206: target than the stern, a stern rake (firing from the stern to the bow) causes
207: more damage than a bow rake.
208: .nf
209:
210: b
211: 00 ---- Stern rake!
212: a
213:
214: .fi
215: Most ships were equipped with carronades, which were very large, close
216: range cannons. American ships from the revolution until the War of 1812
217: were almost entirely armed with carronades.
218: .PP
219: The period of history covered in
220: .I Sail
221: is approximately from the 1770's until the end of Napoleanic France in 1815.
222: There are many excellent books about the age of sail. My favorite author
223: is Captain Frederick Marryat. More contemporary authors include C.S. Forester
224: and Alexander Kent.
225: .PP
226: Fighting ships came in several sizes classed by armament. The mainstays of
227: any fleet were its "Ships of the Line", or "Line of Battle Ships". They
228: were so named because these ships fought together in great lines. They were
229: close enough for mutual support, yet every ship could fire both its broadsides.
230: We get the modern words "ocean liner," or "liner," and "battleship" from
231: "ship of the line." The most common size was the the 74 gun two decked
232: ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
233: .PP
234: The pride of the fleet were the first rates. These were huge three decked
235: ships of the line mounting 80 to 136 guns. The guns in the three tiers
236: were usually 18, 24, and 32 pounders in that order from top to bottom.
237: .PP
238: Various other ships came next. They were almost all "razees," or ships
239: of the line with one deck sawed off. They mounted 40-64 guns and were
240: a poor cross between a frigate and a line of battle ship. They neither
241: had the speed of the former nor the firepower of the latter.
242: .PP
243: Next came the "eyes of the fleet." Frigates came in many sizes mounting
244: anywhere from 32 to 44 guns. They were very handy vessels. They could
245: outsail anything bigger and outshoot anything smaller. Frigates didn't
246: fight in lines of battle as the much bigger 74's did. Instead, they
247: harassed the enemy's rear or captured crippled ships. They were much
248: more useful in missions away from the fleet, such as cutting out expeditions
249: or boat actions. They could hit hard and get away fast.
250: .PP
251: Lastly, there were the corvettes, sloops, and brigs. These were smaller
252: ships mounting typically fewer than 20 guns. A corvette was only slightly
253: smaller than a frigate, so one might have up to 30 guns. Sloops were used
254: for carrying dispatches or passengers. Brigs were something you built for
255: land-locked lakes.
256: .SH SAIL PARTICULARS
257: Ships in
258: .I Sail
259: are represented by two characters. One character represents the bow of
260: the ship, and the other represents the stern. Ships have nationalities
261: and numbers. The first ship of a nationality is number 0, the second
262: number 1, etc. Therefore, the first British ship in a game would be
263: printed as "b0". The second Brit would be "b1", and the fifth Don
264: would be "s4".
265: .PP
266: Ships can set normal sails, called Battle Sails, or bend on extra canvas
267: called Full Sails. A ship under full sail is a beautiful sight indeed,
268: and it can move much faster than a ship under Battle Sails. The only
269: trouble is, with full sails set, there is so much tension on sail and
270: rigging that a well aimed round shot can burst a sail into ribbons where
271: it would only cause a little hole in a loose sail. For this reason,
272: rigging damage is doubled on a ship with full sails set. Don't let
273: that discourage you from using full sails. I like to keep them up
274: right into the heat of battle. A ship
275: with full sails set has a capital letter for its nationality. E.g.
276: a Frog, "f0", with full sails set would be printed as "F0".
277: .PP
278: When a ship is battered into a listing hulk, the last man aboard "strikes
279: the colors." This ceremony is the ship's formal surrender. The nationality
280: character
281: of a surrendered ship is printed as "!". E.g. the Frog of our last example
282: would soon be "!0".
283: .PP
284: A ship has a random chance of catching fire or sinking when it reaches the
285: stage of listing hulk. A sinking ship has a "~" printed for its nationality,
286: and a ship on fire and about to explode has a "#" printed.
287: .PP
288: Captured ships become the nationality of the prize crew. Therefore, if
289: an American ship captures a British ship, the British ship will have an
290: "a" printed for its nationality. In addition, the ship number is changed
291: to "&","'", "(", ,")", "*", or "+" depending upon the original number,
292: be it 0,1,2,3,4, or 5. E.g. the "b0" captured by an American becomes the
293: "a&". The "s4" captured by a Frog becomes the "f*".
294: .PP
295: The ultimate example is, of course, an exploding Brit captured by an
296: American: "#&".
297: .SH MOVEMENT
298: Movement is the most confusing part of
299: .I Sail
300: to many. Ships can head in 8 directions:
301: .nf
302:
303: 0 0 0
304: b b b0 b b b 0b b
305: 0 0 0
306:
307: .fi
308: The stern of a ship moves when it turns. The bow remains stationary.
309: Ships can always turn, regardless of the wind (unless they are becalmed).
310: All ships drift when they lose headway. If a ship doesn't move forward
311: at all for two turns, it will begin to drift. If a ship has begun to
312: drift, then it must move forward before it turns, if it plans to do
313: more than make a right or left turn, which is always possible.
314: .PP
315: Movement commands to
316: .I Sail
317: are a string of forward moves and turns. An example is "l3". It will
318: turn a ship left and then move it ahead 3 spaces. In the drawing above,
319: the "b0" made 7 successive left turns. When
320: .I Sail
321: prompts you for a move, it prints three characters of import. E.g.
322: .nf
323: move (7, 4):
324: .fi
325: The first number is the maximum number of moves you can make,
326: including turns. The second number is the maximum number of turns
327: you can make. Between the numbers is sometimes printed a quote "'".
328: If the quote is present, it means that your ship has been drifting, and
329: you must move ahead to regain headway before you turn (see note above).
330: Some of the possible moves for the example above are as follows:
331: .nf
332:
333: move (7, 4): 7
334: move (7, 4): 1
335: move (7, 4): d /* drift, or do nothing */
336: move (7, 4): 6r
337: move (7, 4): 5r1
338: move (7, 4): 4r1r
339: move (7, 4): l1r1r2
340: move (7, 4): 1r1r1r1
341:
342: .fi
343: Because square riggers performed so poorly sailing into the wind, if at
344: any point in a movement command you turn into the wind, the movement stops
345: there. E.g.
346: .nf
347:
348: move (7, 4): l1l4
349: Movement Error;
350: Helm: l1l
351:
352: .fi
353: Moreover, whenever you make a turn, your movement allowance drops to
354: min(what's left, what you would have at the new attitude). In short,
355: if you turn closer to the wind, you most likely won't be able to sail the
356: full allowance printed in the "move" prompt.
357: .PP
358: Old sailing captains had to keep an eye constantly on the wind. Captains
359: in
360: .I Sail
361: are no different. A ship's ability to move depends on its attitide to the
362: wind. The best angle possible is to have the wind off your quarter, that is,
363: just off the stern. The direction rose on the side of the screen gives the
364: possible movements for your ship at all positions to the wind. Battle
365: sail speeds are given first, and full sail speeds are given in parenthesis.
366: .nf
367:
368: 0 1(2)
369: \\|/
370: -^-3(6)
371: /|\\
372: | 4(7)
373: 3(6)
374:
375: .fi
376: Pretend the bow of your ship (the "^") is pointing upward and the wind is
377: blowing from the bottom to the top of the page. The
378: numbers at the bottom "3(6)" will be your speed under battle or full
379: sails in such a situation. If the wind is off your quarter, then you
380: can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
381: off your bow, then you can only move "1(2)". Facing into the wind, you
382: can't move at all. Ships facing into the wind were said to be "in irons".
383: .SH WINDSPEED AND DIRECTION
384: The windspeed and direction is displayed as a little weather vane on the
385: side of the screen. The number in the middle of the vane indicates the wind
386: speed, and the + to - indicates the wind direction. The wind blows from
387: the + sign (high pressure) to the - sign (low pressure). E.g.
388: .nf
389:
390: |
391: 3
392: +
393:
394: .fi
395: .PP
396: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
397: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
398: If a hurricane shows up, all ships are destroyed.
399: .SH GRAPPLING AND FOULING
400: If two ships collide, they run the risk of becoming tangled together. This
401: is called "fouling." Fouled ships are stuck together, and neither can move.
402: They can unfoul each other if they want to. Boarding parties can only be
403: sent across to ships when the antagonists are either fouled or grappled.
404: .PP
405: Ships can grapple each other by throwing grapnels into the rigging of
406: the other.
407: .PP
408: The number of fouls and grapples you have are displayed on the upper
409: right of the screen.
410: .SH BOARDING
411: Boarding was a very costly venture in terms of human life. Boarding parties
412: may be formed in
413: .I Sail
414: to either board an enemy ship or to defend your own ship against attack.
415: Men organized as Defensive Boarding Parties fight twice as hard to save
416: their ship as men left unorganized.
417: .PP
418: The boarding strength of a crew depends upon its quality and upon the
419: number of men sent.
420: .SH CREW QUALITY
421: The British seaman was world renowned for his sailing abilities. American
422: sailors, however, were actually the best seamen in the world. Because the
423: American Navy offered twice the wages of the Royal Navy, British seamen
424: who liked the sea defected to America by the thousands.
425: .PP
426: In
427: .I Sail,
428: crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
429: and outfight all other sailors. "Crack" crews are next. "Mundane" crews
430: are average, and "Green" and "Mutinous" crews are below average. A good
431: rule of thumb is that "Crack" or "Elite" crews get one extra hit
432: per broadside compared to "Mundane" crews. Don't expect too much from
433: "Green" crews.
434: .SH BROADSIDES
435: Your two broadsides may be loaded with four kinds of shot: grape, chain,
436: round, and double. You have guns and carronades in both the port and starboard
437: batteries. Carronades only have a range of two, so you have to get in
438: close to be able to fire them. You have the choice of firing at the hull
439: or rigging of another ship. If the range of the ship is greater than 6,
440: then you may only shoot at the rigging.
441: .PP
442: The types of shot and their advantages are:
443: .SH ROUND
444: Range of 10. Good for hull or rigging hits.
445: .SH DOUBLE
446: Range of 1. Extra good for hull or rigging hits.
447: Double takes two turns to load.
448: .SH CHAIN
449: Range of 3. Excellent for tearing down rigging.
450: Cannot damage hull or guns, though.
451: .SH GRAPE
452: Range of 1. Sometimes devastating against enemy crews.
453: .PP
454: On the side of the screen is displayed some vital information about your
455: ship:
456: .nf
457:
458: Load D! R!
459: Hull 9
460: Crew 4 4 2
461: Guns 4 4
462: Carr 2 2
463: Rigg 5 5 5 5
464:
465: .fi
466: "Load" shows what your port (left) and starboard (right) broadsides are
467: loaded with. A "!" after the type of shot indicates that it is an initial
468: broadside. Initial broadside were loaded with care before battle and before
469: the decks ran red with blood. As a consequence, initial broadsides are a
470: little more effective than broadsides loaded later. A "*" after the type of
471: shot indicates that the gun
472: crews are still loading it, and you cannot fire yet. "Hull" shows how much
473: hull you have left. "Crew" shows your three sections of crew. As your
474: crew dies off, your ability to fire decreases. "Guns" and "Carr" show
475: your port and starboard guns. As you lose guns, your ability to fire
476: decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
477: As rigging is shot away, you lose mobility.
478: .SH EFFECTIVENESS OF FIRE
479: It is very dramatic when a ship fires its thunderous broadsides, but the
480: mere opportunity to fire them does not guarantee any hits. Many factors
481: influence the destructive force of a broadside. First of all, and the chief
482: factor, is distance. It is harder to hit a ship at range ten than it is
483: to hit one sloshing alongside. Next is raking. Raking fire, as
484: mentioned before,
485: can sometimes dismast a ship at range ten. Next, crew size and quality affects
486: the damage done by a broadside. The number of guns firing also bears on the
487: point,
488: so to speak. Lastly, weather affects the accuracy of a broadside. If the
489: seas are high (5 or 6), then the lower gunports of ships of the line can't
490: even be opened to run out the guns. This gives frigates and other flush
491: decked vessels an advantage in a storm. The scenario
492: .I Pellew vs. The Droits de L'Homme
493: takes advantage of this peculiar circumstance.
494: .SH REPAIRS
495: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
496: two points per three turns. The message "Repairs Completed" will be
497: printed if no more repairs can be made.
498: .SH PECULIARITIES OF COMPUTER SHIPS
499: Computer ships in
500: .I Sail
501: follow all the rules above with a few exceptions. Computer ships never
502: repair damage. If they did, the players could never beat them. They
503: play well enough as it is. As a consolation, the computer ships can fire double
504: shot every turn. That fluke is a good reason to keep your distance. The
505: .I
506: Driver
507: figures out the moves of the computer ships. It computes them with a typical
508: A.I. distance function and a depth first search to find the maximum "score."
509: It seems to work fairly well, although I'll be the first to admit it isn't
510: perfect.
511: .SH HOW TO PLAY
512: Commands are given to
513: .I Sail
514: by typing a single character. You will then be prompted for further
515: input. A brief summary of the commands follows.
516: .bp
517: .SH COMMAND SUMMARY
518: .nf
519:
520: 'f' Fire broadsides if they bear
521: 'l' Reload
522: 'L' Unload broadsides (to change ammo)
523: 'm' Move
524: 'i' Print the closest ship
525: 'I' Print all ships
526: 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
527: 's' Send a message around the fleet
528: 'b' Attempt to board an enemy ship
529: 'B' Recall boarding parties
530: 'c' Change set of sail
531: 'r' Repair
532: 'u' Attempt to unfoul
533: 'g' Grapple/ungrapple
534: 'v' Print version number of game
535: '^L' Redraw screen
536: 'Q' Quit
537:
538: 'C' Center your ship in the window
539: 'U' Move window up
540: 'D','N' Move window down
541: 'H' Move window left
542: 'J' Move window right
543: 'S' Toggle window to follow your ship or stay where it is
544:
545: .fi
546: .bg
547: .SH SCENARIOS
548: Here is a summary of the scenarios in
549: .I Sail:
550:
551: .br
552: .SH Ranger vs. Drake:
553: .nf
554: Wind from the N, blowing a fresh breeze.
555:
556: (a) Ranger 19 gun Sloop (crack crew) (7 pts)
557: (b) Drake 17 gun Sloop (crack crew) (6 pts)
558: .SH The Battle of Flamborough Head:
559: .nf
560: Wind from the S, blowing a fresh breeze.
561:
562: .fi
563: This is John Paul Jones' first famous battle. Aboard the Bonhomme
564: Richard, he was able to overcome the Serapis's greater firepower
565: by quickly boarding her.
566: .nf
567:
568: (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
569: (b) Serapis 44 gun Frigate (crack crew) (12 pts)
570: .SH Arbuthnot and Des Touches:
571: .nf
572: Wind from the N, blowing a gale.
573:
574: (b) America 64 gun Ship of the Line (crack crew) (20 pts)
575: (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
576: (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
577: (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
578: (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
579: (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
580: (f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts)
581: (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
582: (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
583: (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
584: .SH Suffren and Hughes:
585: .nf
586:
587: Wind from the S, blowing a fresh breeze.
588:
589: (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
590: (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
591: (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
592: (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
593: (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
594: (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
595: (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
596: (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
597: (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
598: (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
599: .SH Nymphe vs. Cleopatre:
600: .nf
601: Wind from the S, blowing a fresh breeze.
602:
603: (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
604: (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
605: .SH Mars vs. Hercule:
606: Wind from the S, blowing a fresh breeze.
607: .nf
608: (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
609: (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
610: .SH Ambuscade vs. Baionnaise:
611: .nf
612: Wind from the N, blowing a fresh breeze.
613:
614: (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
615: (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
616: .SH Constellation vs. Insurgent:
617: .nf
618: Wind from the S, blowing a gale.
619:
620: (a) Constellation 38 gun Corvette (elite crew) (17 pts)
621: (f) Insurgent 36 gun Corvette (average crew) (11 pts)
622: .SH Constellation vs. Vengeance:
623: .nf
624: Wind from the S, blowing a fresh breeze.
625:
626: (a) Constellation 38 gun Corvette (elite crew) (17 pts)
627: (f) Vengeance 40 gun Frigate (average crew) (15 pts)
628: .SH The Battle of Lissa:
629: .nf
630: Wind from the S, blowing a fresh breeze.
631:
632: (b) Amphion 32 gun Frigate (elite crew) (13 pts)
633: (b) Active 38 gun Frigate (elite crew) (18 pts)
634: (b) Volage 22 gun Frigate (elite crew) (11 pts)
635: (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
636: (f) Favorite 40 gun Frigate (average crew) (15 pts)
637: (f) Flore 40 gun Frigate (average crew) (15 pts)
638: (f) Danae 40 gun Frigate (crack crew) (17 pts)
639: (f) Bellona 32 gun Frigate (green crew) (9 pts)
640: (f) Corona 40 gun Frigate (green crew) (12 pts)
641: (f) Carolina 32 gun Frigate (green crew) (7 pts)
642: .SH Constitution vs. Guerriere:
643: .nf
644: Wind from the SW, blowing a gale.
645:
646: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
647: (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
648: .SH United States vs. Macedonian:
649: .nf
650: Wind from the S, blowing a fresh breeze.
651:
652: (a) United States 44 gun Frigate (elite crew) (24 pts)
653: (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
654: .SH Constitution vs. Java:
655: .nf
656: Wind from the S, blowing a fresh breeze.
657:
658: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
659: (b) Java 38 gun Corvette (crack crew) (19 pts)
660: .SH Chesapeake vs. Shannon:
661: .nf
662: Wind from the S, blowing a fresh breeze.
663:
664: (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
665: (b) Shannon 38 gun Frigate (elite crew) (17 pts)
666: .SH The Battle of Lake Erie:
667: .nf
668: Wind from the S, blowing a light breeze.
669:
670: (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
671: (a) Niagara 20 gun Sloop (elite crew) (12 pts)
672: (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
673: (b) Detroit 19 gun Sloop (crack crew) (7 pts)
674: (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
675: .SH Wasp vs. Reindeer:
676: .nf
677: Wind from the S, blowing a light breeze.
678:
679: (a) Wasp 20 gun Sloop (elite crew) (12 pts)
680: (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
681: .SH Constitution vs. Cyane and Levant:
682: .br
683: Wind from the S, blowing a moderate breeze.
684:
685: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
686: (b) Cyane 24 gun Sloop (crack crew) (11 pts)
687: (b) Levant 20 gun Sloop (crack crew) (10 pts)
688: .br
689: .SH Pellew vs. Droits de L'Homme:
690: .nf
691: Wind from the N, blowing a gale.
692:
693: (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
694: (b) Amazon 36 gun Frigate (crack crew) (14 pts)
695: (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
696: .SH Algeciras:
697: .nf
698: Wind from the SW, blowing a moderate breeze.
699:
700: (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
701: (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
702: (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
703: (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
704: (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
705: (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
706: (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
707: (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
708: (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
709: (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
710: .SH Lake Champlain:
711: .nf
712: Wind from the N, blowing a fresh breeze.
713:
714: (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
715: (a) Eagle 20 gun Sloop (crack crew) (11 pts)
716: (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
717: (a) Preble 7 gun Brig (crack crew) (4 pts)
718: (b) Confiance 37 gun Frigate (crack crew) (14 pts)
719: (b) Linnet 16 gun Sloop (elite crew) (10 pts)
720: (b) Chubb 11 gun Brig (crack crew) (5 pts)
721: .SH Last Voyage of the USS President:
722: .nf
723: Wind from the N, blowing a fresh breeze.
724:
725: (a) President 44 gun Frigate (elite crew) (24 pts)
726: (b) Endymion 40 gun Frigate (crack crew) (17 pts)
727: (b) Pomone 44 gun Frigate (crack crew) (20 pts)
728: (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
729: .SH Hornblower and the Natividad:
730: .nf
731: Wind from the E, blowing a gale.
732:
733: .fi
734: A scenario for you Horny fans. Remember, he sank the Natividad
735: against heavy odds and winds. Hint: don't try to board the Natividad,
736: her crew is much bigger, albeit green.
737: .nf
738:
739: (b) Lydia 36 gun Frigate (elite crew) (13 pts)
740: (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
741: .SH Curse of the Flying Dutchman:
742: .nf
743: Wind from the S, blowing a fresh breeze.
744:
745: Just for fun, take the Piece of cake.
746:
747: (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
748: (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
749: .SH The South Pacific:
750: .nf
751: Wind from the S, blowing a strong breeze.
752:
753: (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
754: (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
755: (s) Australian 32 gun Frigate (average crew) (9 pts)
756: (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
757: .SH Hornblower and the battle of Rosas bay:
758: .nf
759: Wind from the E, blowing a fresh breeze.
760:
761: The only battle Hornblower ever lost. He was able to dismast one
762: ship and stern rake the others though. See if you can do as well.
763: .nf
764:
765: (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
766: (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
767: (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
768: (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
769: (f) Napolean 74 gun Ship of the Line (green crew) (20 pts)
770: .SH Cape Horn:
771: .nf
772: Wind from the NE, blowing a strong breeze.
773:
774: (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
775: (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
776: (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
777: (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
778: (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
779: .SH New Orleans:
780: .nf
781: Wind from the SE, blowing a fresh breeze.
782:
783: Watch that little Cypress go!
784:
785: (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
786: (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
787: (b) Cypress 44 gun Frigate (elite crew) (14 pts)
788: .SH Botany Bay:
789: .nf
790: Wind from the N, blowing a fresh breeze.
791:
792: (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
793: (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
794: (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
795: .SH Voyage to the Bottom of the Sea:
796: .nf
797: Wind from the NW, blowing a fresh breeze.
798:
799: This one is dedicated to Richard Basehart and David Hedison.
800:
801: (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
802: (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
803: (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
804: (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
805: .SH Frigate Action:
806: .nf
807: Wind from the E, blowing a fresh breeze.
808:
809: (a) Killdeer 40 gun Frigate (average crew) (15 pts)
810: (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
811: (s) Curlew 38 gun Frigate (crack crew) (16 pts)
812: .SH The Battle of Midway:
813: .nf
814: Wind from the E, blowing a moderate breeze.
815:
816: (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
817: (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
818: (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
819: (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
820: (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
821: (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
822:
823: .SH Star Trek:
824: .nf
825: Wind from the S, blowing a fresh breeze.
826:
827: (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
828: (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
829: (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
830: (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
831: (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
832: (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
833: (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
834: (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
835:
836: .SH CONCLUSION
837:
838: .I Sail
839: has been a group effort.
840:
841: .SH "Ken Arnold Code"
842: curses library (pu!)
843: .SH AUTHOR
844: Dave Riggle
845: .SH CO-AUTHOR
846: Ed Wang
847: .SH REFITTING
848: Craig Leres
849: .SH CONSULTANTS
850: .nf
851: Chris Guthrie
852: Captain Happy
853: Horatio Nelson
854: Nancy Reagan
855: and many valiant others...
856: .fi
857: .SH "REFERENCES"
858: .nf
859: Wooden Ships & Iron Men, by Avalon Hill
860: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
861: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
862: The Complete Works of Captain Frederick Marryat, (about 20) especially
863: Mr. Midshipman Easy
864: Peter Simple
865: Jacob Faithful
866: Japhet in Search of a Father
867: Snarleyyow, or The Dog Fiend
868: Frank Mildmay, or The Naval Officer
869: .fi
870: .SH "SEE ALSO"
871: midway(PUBLIC)
872: .SH BUGS
873: Probably a few, and please report them to "riggle@ernie" and "edward@arpa."
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