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1.1 root 1: .\" Copyright (c) 1988 Regents of the University of California.
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15: .\" WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
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17: .\"
18: .\" @(#)sail.6 5.6 (Berkeley) 6/23/90
19: .\"
20: .TH SAIL 6 "June 23, 1990"
21: .UC 4
22: .SH NAME
23: sail \- multi-user wooden ships and iron men
24: .SH SYNOPSIS
25: .B sail
26: [
27: .B \-s
28: [
29: .B \-l
30: ] ] [
31: .B \-x
32: ] [
33: .B \-b
34: ] [
35: .B num
36: ]
37: .br
38: .fi
39: .SH DESCRIPTION
40: .I Sail
41: is a computer version of Avalon Hill's game of fighting sail
42: originally developed by S. Craig Taylor.
43: .PP
44: Players of
45: .I Sail
46: take command of an old fashioned Man of War and fight other
47: players or the computer. They may re-enact one of the many
48: historical sea battles recorded in the game, or they can choose
49: a fictional battle.
50: .PP
51: As a sea captain in the
52: .I Sail
53: Navy, the player has complete control over the workings of his ship.
54: He must order every maneuver, change the set of his sails, and judge the
55: right moment to let loose the terrible destruction of his broadsides.
56: In addition to fighting the enemy, he must harness the powers of the wind
57: and sea to make them work for him. The outcome of many battles during the
58: age of sail was decided by the ability of one captain to hold the `weather
59: gage.'
60: .PP
61: The flags are:
62: .TP
63: .B \-s
64: Print the names and ships of the top ten sailors.
65: .TP
66: .B \-l
67: Show the login name. Only effective with \fB-s\fP.
68: .TP
69: .B \-x
70: Play the first available ship instead of prompting for a choice.
71: .TP
72: .B \-b
73: No bells.
74: .SH IMPLEMENTATION
75: .I Sail
76: is really two programs in one. Each player starts up a process which
77: runs his own ship. In addition, a
78: .I driver
79: process is forked (by the first player) to run the computer ships
80: and take care of global bookkeeping.
81: .PP
82: Because the
83: .I driver
84: must calculate moves for each ship it controls, the
85: more ships the computer is playing, the slower the game will appear.
86: .PP
87: If a player joins a game in progress, he will synchronize
88: with the other players (a rather slow process for everyone), and
89: then he may play along with the rest.
90: .PP
91: To implement a multi-user game in Version 7 UNIX, which was the operating
92: system
93: .I Sail
94: was first written under, the communicating processes must use a common
95: temporary file as a place to read and write messages. In addition, a
96: locking mechanism must be provided to ensure exclusive access to the
97: shared file. For example,
98: .I Sail
99: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
100: corresponding file names for the other scenarios. To provide exclusive
101: access to the temporary file,
102: .I Sail
103: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
104: Processes do a busy wait in the loop
105: .br
106: .sp
107: .ce 2
108: for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
109: sleep(2);
110: .br
111: .sp
112: until they are able to create a link to a file named "/tmp/#saillock.??".
113: The "??" correspond to the scenario number of the game. Since UNIX
114: guarantees that a link will point to only one file, the process that succeeds
115: in linking will have exclusive access to the temporary file.
116: .PP
117: Whether or not this really works is open to speculation. When ucbmiro
118: was rebooted after a crash, the file system check program found 3 links
119: between the
120: .I Sail
121: temporary file and its link file.
122: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
123: When players do something of global interest, such as moving or firing,
124: the driver must coordinate the action with the other ships in the game.
125: For example, if a player wants to move in a certain direction, he writes a
126: message into the temporary file requesting the driver to move his ship.
127: Each ``turn,'' the driver reads all the messages sent from the players and
128: decides what happened. It then writes back into the temporary file new
129: values of variables, etc.
130: .PP
131: The most noticeable effect this communication has on the game is the
132: delay in moving. Suppose a player types a move for his ship and hits
133: return. What happens then? The player process saves up messages to
134: be written to the temporary file in a buffer. Every 7 seconds or so, the
135: player process gets exclusive access to the temporary file and writes
136: out its buffer to the file. The driver, running asynchronously, must
137: read in the movement command, process it, and write out the results. This
138: takes two exclusive accesses to the temporary file. Finally, when the player
139: process gets around to doing another 7 second update, the results of the
140: move are displayed on the screen. Hence, every movement requires four
141: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
142: depending upon asynchrony) before the player sees the results of his moves.
143: .PP
144: In practice, the delays are not as annoying as they would appear. There
145: is room for "pipelining" in the movement. After the player writes out
146: a first movement message, a second movement command can then be issued.
147: The first message will be in the temporary file waiting for the driver, and
148: the second will be in the file buffer waiting to be written to the file.
149: Thus, by always typing moves a turn ahead of the time, the player can
150: sail around quite quickly.
151: .PP
152: If the player types several movement commands between two 7 second updates,
153: only the last movement command typed will be seen by the driver. Movement
154: commands within the same update "overwrite" each other, in a sense.
155: .SH THE HISTORY OF SAIL
156: I wrote the first version of
157: .I Sail
158: on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
159: not portable in any sense of the word, and didn't work. The program was not
160: very modular and had fseeks() and fwrites() every few lines. After a
161: tremendous rewrite from the top down, I got the first working version up by
162: 1981. There were several annoying bugs concerning firing broadsides and
163: finding angles.
164: .I Sail
165: uses no floating point, by the way, so the direction routines are rather
166: tricky.
167: Ed Wang rewrote my angle() routine in 1981 to be more correct (although
168: it still doesn't work perfectly), and he added code to let a player select
169: which ship he wanted at the start of the game (instead of the first one
170: available).
171: .PP
172: Captain Happy (Craig Leres) is responsible for making
173: .I Sail
174: portable for the first time. This was no easy task, by the way. Constants
175: like 2 and 10 were very frequent in the code. I also became famous for
176: using "Riggle Memorial Structures" in
177: .I Sail.
178: Many of my structure references are so long that they run off the line
179: printer page. Here is an example, if you promise not to laugh.
180: .br
181: .sp
182: .ce
183: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
184: .br
185: .sp
186: .PP
187: .I Sail
188: received its fourth and most thorough rewrite in the summer and fall
189: of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
190: almost from scratch. Although he introduced many new bugs, the final
191: result was very much cleaner and (?) faster. He added window movement
192: commands and find ship commands.
193: .SH HISTORICAL INFO
194: Old Square Riggers were very maneuverable ships capable of intricate
195: sailing. Their only disadvantage was an inability to sail very
196: close to the wind. The design of a wooden ship allowed only for the
197: guns to bear to the left and right sides. A few guns of small
198: aspect (usually 6 or 9 pounders) could point forward, but their
199: effect was small compared to a 68 gun broadside of 24 or 32 pounders.
200: The guns bear approximately like so:
201: .nf
202:
203: \\
204: b----------------
205: ---0
206: \\
207: \\
208: \\ up to a range of ten (for round shot)
209: \\
210: \\
211: \\
212:
213: .fi
214: An interesting phenomenon occurred when a broadside was fired
215: down the length of an enemy ship. The shot tended to bounce along
216: the deck and did several times more damage. This phenomenon was called
217: a rake. Because the bows of a ship are very strong and present a smaller
218: target than the stern, a stern rake (firing from the stern to the bow) causes
219: more damage than a bow rake.
220: .nf
221:
222: b
223: 00 ---- Stern rake!
224: a
225:
226: .fi
227: Most ships were equipped with carronades, which were very large, close
228: range cannons. American ships from the revolution until the War of 1812
229: were almost entirely armed with carronades.
230: .PP
231: The period of history covered in
232: .I Sail
233: is approximately from the 1770's until the end of Napoleanic France in 1815.
234: There are many excellent books about the age of sail. My favorite author
235: is Captain Frederick Marryat. More contemporary authors include C.S. Forester
236: and Alexander Kent.
237: .PP
238: Fighting ships came in several sizes classed by armament. The mainstays of
239: any fleet were its "Ships of the Line", or "Line of Battle Ships". They
240: were so named because these ships fought together in great lines. They were
241: close enough for mutual support, yet every ship could fire both its broadsides.
242: We get the modern words "ocean liner," or "liner," and "battleship" from
243: "ship of the line." The most common size was the the 74 gun two decked
244: ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
245: .PP
246: The pride of the fleet were the first rates. These were huge three decked
247: ships of the line mounting 80 to 136 guns. The guns in the three tiers
248: were usually 18, 24, and 32 pounders in that order from top to bottom.
249: .PP
250: Various other ships came next. They were almost all "razees," or ships
251: of the line with one deck sawed off. They mounted 40-64 guns and were
252: a poor cross between a frigate and a line of battle ship. They neither
253: had the speed of the former nor the firepower of the latter.
254: .PP
255: Next came the "eyes of the fleet." Frigates came in many sizes mounting
256: anywhere from 32 to 44 guns. They were very handy vessels. They could
257: outsail anything bigger and outshoot anything smaller. Frigates didn't
258: fight in lines of battle as the much bigger 74's did. Instead, they
259: harassed the enemy's rear or captured crippled ships. They were much
260: more useful in missions away from the fleet, such as cutting out expeditions
261: or boat actions. They could hit hard and get away fast.
262: .PP
263: Lastly, there were the corvettes, sloops, and brigs. These were smaller
264: ships mounting typically fewer than 20 guns. A corvette was only slightly
265: smaller than a frigate, so one might have up to 30 guns. Sloops were used
266: for carrying dispatches or passengers. Brigs were something you built for
267: land-locked lakes.
268: .SH SAIL PARTICULARS
269: Ships in
270: .I Sail
271: are represented by two characters. One character represents the bow of
272: the ship, and the other represents the stern. Ships have nationalities
273: and numbers. The first ship of a nationality is number 0, the second
274: number 1, etc. Therefore, the first British ship in a game would be
275: printed as "b0". The second Brit would be "b1", and the fifth Don
276: would be "s4".
277: .PP
278: Ships can set normal sails, called Battle Sails, or bend on extra canvas
279: called Full Sails. A ship under full sail is a beautiful sight indeed,
280: and it can move much faster than a ship under Battle Sails. The only
281: trouble is, with full sails set, there is so much tension on sail and
282: rigging that a well aimed round shot can burst a sail into ribbons where
283: it would only cause a little hole in a loose sail. For this reason,
284: rigging damage is doubled on a ship with full sails set. Don't let
285: that discourage you from using full sails. I like to keep them up
286: right into the heat of battle. A ship
287: with full sails set has a capital letter for its nationality. E.g.,
288: a Frog, "f0", with full sails set would be printed as "F0".
289: .PP
290: When a ship is battered into a listing hulk, the last man aboard "strikes
291: the colors." This ceremony is the ship's formal surrender. The nationality
292: character
293: of a surrendered ship is printed as "!". E.g., the Frog of our last example
294: would soon be "!0".
295: .PP
296: A ship has a random chance of catching fire or sinking when it reaches the
297: stage of listing hulk. A sinking ship has a "~" printed for its nationality,
298: and a ship on fire and about to explode has a "#" printed.
299: .PP
300: Captured ships become the nationality of the prize crew. Therefore, if
301: an American ship captures a British ship, the British ship will have an
302: "a" printed for its nationality. In addition, the ship number is changed
303: to "&","'", "(", ,")", "*", or "+" depending upon the original number,
304: be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
305: "a&". The "s4" captured by a Frog becomes the "f*".
306: .PP
307: The ultimate example is, of course, an exploding Brit captured by an
308: American: "#&".
309: .SH MOVEMENT
310: Movement is the most confusing part of
311: .I Sail
312: to many. Ships can head in 8 directions:
313: .nf
314:
315: 0 0 0
316: b b b0 b b b 0b b
317: 0 0 0
318:
319: .fi
320: The stern of a ship moves when it turns. The bow remains stationary.
321: Ships can always turn, regardless of the wind (unless they are becalmed).
322: All ships drift when they lose headway. If a ship doesn't move forward
323: at all for two turns, it will begin to drift. If a ship has begun to
324: drift, then it must move forward before it turns, if it plans to do
325: more than make a right or left turn, which is always possible.
326: .PP
327: Movement commands to
328: .I Sail
329: are a string of forward moves and turns. An example is "l3". It will
330: turn a ship left and then move it ahead 3 spaces. In the drawing above,
331: the "b0" made 7 successive left turns. When
332: .I Sail
333: prompts you for a move, it prints three characters of import. E.g.,
334: .nf
335: move (7, 4):
336: .fi
337: The first number is the maximum number of moves you can make,
338: including turns. The second number is the maximum number of turns
339: you can make. Between the numbers is sometimes printed a quote "'".
340: If the quote is present, it means that your ship has been drifting, and
341: you must move ahead to regain headway before you turn (see note above).
342: Some of the possible moves for the example above are as follows:
343: .nf
344:
345: move (7, 4): 7
346: move (7, 4): 1
347: move (7, 4): d /* drift, or do nothing */
348: move (7, 4): 6r
349: move (7, 4): 5r1
350: move (7, 4): 4r1r
351: move (7, 4): l1r1r2
352: move (7, 4): 1r1r1r1
353:
354: .fi
355: Because square riggers performed so poorly sailing into the wind, if at
356: any point in a movement command you turn into the wind, the movement stops
357: there. E.g.,
358: .nf
359:
360: move (7, 4): l1l4
361: Movement Error;
362: Helm: l1l
363:
364: .fi
365: Moreover, whenever you make a turn, your movement allowance drops to
366: min(what's left, what you would have at the new attitude). In short,
367: if you turn closer to the wind, you most likely won't be able to sail the
368: full allowance printed in the "move" prompt.
369: .PP
370: Old sailing captains had to keep an eye constantly on the wind. Captains
371: in
372: .I Sail
373: are no different. A ship's ability to move depends on its attitide to the
374: wind. The best angle possible is to have the wind off your quarter, that is,
375: just off the stern. The direction rose on the side of the screen gives the
376: possible movements for your ship at all positions to the wind. Battle
377: sail speeds are given first, and full sail speeds are given in parenthesis.
378: .nf
379:
380: 0 1(2)
381: \\|/
382: -^-3(6)
383: /|\\
384: | 4(7)
385: 3(6)
386:
387: .fi
388: Pretend the bow of your ship (the "^") is pointing upward and the wind is
389: blowing from the bottom to the top of the page. The
390: numbers at the bottom "3(6)" will be your speed under battle or full
391: sails in such a situation. If the wind is off your quarter, then you
392: can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
393: off your bow, then you can only move "1(2)". Facing into the wind, you
394: can't move at all. Ships facing into the wind were said to be "in irons".
395: .SH WINDSPEED AND DIRECTION
396: The windspeed and direction is displayed as a little weather vane on the
397: side of the screen. The number in the middle of the vane indicates the wind
398: speed, and the + to - indicates the wind direction. The wind blows from
399: the + sign (high pressure) to the - sign (low pressure). E.g.,
400: .nf
401:
402: |
403: 3
404: +
405:
406: .fi
407: .PP
408: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
409: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
410: If a hurricane shows up, all ships are destroyed.
411: .SH GRAPPLING AND FOULING
412: If two ships collide, they run the risk of becoming tangled together. This
413: is called "fouling." Fouled ships are stuck together, and neither can move.
414: They can unfoul each other if they want to. Boarding parties can only be
415: sent across to ships when the antagonists are either fouled or grappled.
416: .PP
417: Ships can grapple each other by throwing grapnels into the rigging of
418: the other.
419: .PP
420: The number of fouls and grapples you have are displayed on the upper
421: right of the screen.
422: .SH BOARDING
423: Boarding was a very costly venture in terms of human life. Boarding parties
424: may be formed in
425: .I Sail
426: to either board an enemy ship or to defend your own ship against attack.
427: Men organized as Defensive Boarding Parties fight twice as hard to save
428: their ship as men left unorganized.
429: .PP
430: The boarding strength of a crew depends upon its quality and upon the
431: number of men sent.
432: .SH CREW QUALITY
433: The British seaman was world renowned for his sailing abilities. American
434: sailors, however, were actually the best seamen in the world. Because the
435: American Navy offered twice the wages of the Royal Navy, British seamen
436: who liked the sea defected to America by the thousands.
437: .PP
438: In
439: .I Sail,
440: crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
441: and outfight all other sailors. "Crack" crews are next. "Mundane" crews
442: are average, and "Green" and "Mutinous" crews are below average. A good
443: rule of thumb is that "Crack" or "Elite" crews get one extra hit
444: per broadside compared to "Mundane" crews. Don't expect too much from
445: "Green" crews.
446: .SH BROADSIDES
447: Your two broadsides may be loaded with four kinds of shot: grape, chain,
448: round, and double. You have guns and carronades in both the port and starboard
449: batteries. Carronades only have a range of two, so you have to get in
450: close to be able to fire them. You have the choice of firing at the hull
451: or rigging of another ship. If the range of the ship is greater than 6,
452: then you may only shoot at the rigging.
453: .PP
454: The types of shot and their advantages are:
455: .SH ROUND
456: Range of 10. Good for hull or rigging hits.
457: .SH DOUBLE
458: Range of 1. Extra good for hull or rigging hits.
459: Double takes two turns to load.
460: .SH CHAIN
461: Range of 3. Excellent for tearing down rigging.
462: Cannot damage hull or guns, though.
463: .SH GRAPE
464: Range of 1. Sometimes devastating against enemy crews.
465: .PP
466: On the side of the screen is displayed some vital information about your
467: ship:
468: .nf
469:
470: Load D! R!
471: Hull 9
472: Crew 4 4 2
473: Guns 4 4
474: Carr 2 2
475: Rigg 5 5 5 5
476:
477: .fi
478: "Load" shows what your port (left) and starboard (right) broadsides are
479: loaded with. A "!" after the type of shot indicates that it is an initial
480: broadside. Initial broadside were loaded with care before battle and before
481: the decks ran red with blood. As a consequence, initial broadsides are a
482: little more effective than broadsides loaded later. A "*" after the type of
483: shot indicates that the gun
484: crews are still loading it, and you cannot fire yet. "Hull" shows how much
485: hull you have left. "Crew" shows your three sections of crew. As your
486: crew dies off, your ability to fire decreases. "Guns" and "Carr" show
487: your port and starboard guns. As you lose guns, your ability to fire
488: decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
489: As rigging is shot away, you lose mobility.
490: .SH EFFECTIVENESS OF FIRE
491: It is very dramatic when a ship fires its thunderous broadsides, but the
492: mere opportunity to fire them does not guarantee any hits. Many factors
493: influence the destructive force of a broadside. First of all, and the chief
494: factor, is distance. It is harder to hit a ship at range ten than it is
495: to hit one sloshing alongside. Next is raking. Raking fire, as
496: mentioned before,
497: can sometimes dismast a ship at range ten. Next, crew size and quality affects
498: the damage done by a broadside. The number of guns firing also bears on the
499: point,
500: so to speak. Lastly, weather affects the accuracy of a broadside. If the
501: seas are high (5 or 6), then the lower gunports of ships of the line can't
502: even be opened to run out the guns. This gives frigates and other flush
503: decked vessels an advantage in a storm. The scenario
504: .I Pellew vs. The Droits de L'Homme
505: takes advantage of this peculiar circumstance.
506: .SH REPAIRS
507: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
508: two points per three turns. The message "Repairs Completed" will be
509: printed if no more repairs can be made.
510: .SH PECULIARITIES OF COMPUTER SHIPS
511: Computer ships in
512: .I Sail
513: follow all the rules above with a few exceptions. Computer ships never
514: repair damage. If they did, the players could never beat them. They
515: play well enough as it is. As a consolation, the computer ships can fire double
516: shot every turn. That fluke is a good reason to keep your distance. The
517: .I
518: Driver
519: figures out the moves of the computer ships. It computes them with a typical
520: A.I. distance function and a depth first search to find the maximum "score."
521: It seems to work fairly well, although I'll be the first to admit it isn't
522: perfect.
523: .SH HOW TO PLAY
524: Commands are given to
525: .I Sail
526: by typing a single character. You will then be prompted for further
527: input. A brief summary of the commands follows.
528: .bp
529: .SH COMMAND SUMMARY
530: .nf
531:
532: 'f' Fire broadsides if they bear
533: 'l' Reload
534: 'L' Unload broadsides (to change ammo)
535: 'm' Move
536: 'i' Print the closest ship
537: 'I' Print all ships
538: 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
539: 's' Send a message around the fleet
540: 'b' Attempt to board an enemy ship
541: 'B' Recall boarding parties
542: 'c' Change set of sail
543: 'r' Repair
544: 'u' Attempt to unfoul
545: 'g' Grapple/ungrapple
546: 'v' Print version number of game
547: '^L' Redraw screen
548: 'Q' Quit
549:
550: 'C' Center your ship in the window
551: 'U' Move window up
552: 'D','N' Move window down
553: 'H' Move window left
554: 'J' Move window right
555: 'S' Toggle window to follow your ship or stay where it is
556:
557: .fi
558: .bg
559: .SH SCENARIOS
560: Here is a summary of the scenarios in
561: .I Sail:
562:
563: .br
564: .SH Ranger vs. Drake:
565: .nf
566: Wind from the N, blowing a fresh breeze.
567:
568: (a) Ranger 19 gun Sloop (crack crew) (7 pts)
569: (b) Drake 17 gun Sloop (crack crew) (6 pts)
570: .SH The Battle of Flamborough Head:
571: .nf
572: Wind from the S, blowing a fresh breeze.
573:
574: .fi
575: This is John Paul Jones' first famous battle. Aboard the Bonhomme
576: Richard, he was able to overcome the Serapis's greater firepower
577: by quickly boarding her.
578: .nf
579:
580: (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
581: (b) Serapis 44 gun Frigate (crack crew) (12 pts)
582: .SH Arbuthnot and Des Touches:
583: .nf
584: Wind from the N, blowing a gale.
585:
586: (b) America 64 gun Ship of the Line (crack crew) (20 pts)
587: (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
588: (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
589: (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
590: (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
591: (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
592: (f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts)
593: (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
594: (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
595: (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
596: .SH Suffren and Hughes:
597: .nf
598:
599: Wind from the S, blowing a fresh breeze.
600:
601: (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
602: (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
603: (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
604: (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
605: (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
606: (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
607: (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
608: (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
609: (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
610: (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
611: .SH Nymphe vs. Cleopatre:
612: .nf
613: Wind from the S, blowing a fresh breeze.
614:
615: (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
616: (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
617: .SH Mars vs. Hercule:
618: Wind from the S, blowing a fresh breeze.
619: .nf
620: (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
621: (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
622: .SH Ambuscade vs. Baionnaise:
623: .nf
624: Wind from the N, blowing a fresh breeze.
625:
626: (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
627: (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
628: .SH Constellation vs. Insurgent:
629: .nf
630: Wind from the S, blowing a gale.
631:
632: (a) Constellation 38 gun Corvette (elite crew) (17 pts)
633: (f) Insurgent 36 gun Corvette (average crew) (11 pts)
634: .SH Constellation vs. Vengeance:
635: .nf
636: Wind from the S, blowing a fresh breeze.
637:
638: (a) Constellation 38 gun Corvette (elite crew) (17 pts)
639: (f) Vengeance 40 gun Frigate (average crew) (15 pts)
640: .SH The Battle of Lissa:
641: .nf
642: Wind from the S, blowing a fresh breeze.
643:
644: (b) Amphion 32 gun Frigate (elite crew) (13 pts)
645: (b) Active 38 gun Frigate (elite crew) (18 pts)
646: (b) Volage 22 gun Frigate (elite crew) (11 pts)
647: (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
648: (f) Favorite 40 gun Frigate (average crew) (15 pts)
649: (f) Flore 40 gun Frigate (average crew) (15 pts)
650: (f) Danae 40 gun Frigate (crack crew) (17 pts)
651: (f) Bellona 32 gun Frigate (green crew) (9 pts)
652: (f) Corona 40 gun Frigate (green crew) (12 pts)
653: (f) Carolina 32 gun Frigate (green crew) (7 pts)
654: .SH Constitution vs. Guerriere:
655: .nf
656: Wind from the SW, blowing a gale.
657:
658: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
659: (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
660: .SH United States vs. Macedonian:
661: .nf
662: Wind from the S, blowing a fresh breeze.
663:
664: (a) United States 44 gun Frigate (elite crew) (24 pts)
665: (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
666: .SH Constitution vs. Java:
667: .nf
668: Wind from the S, blowing a fresh breeze.
669:
670: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
671: (b) Java 38 gun Corvette (crack crew) (19 pts)
672: .SH Chesapeake vs. Shannon:
673: .nf
674: Wind from the S, blowing a fresh breeze.
675:
676: (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
677: (b) Shannon 38 gun Frigate (elite crew) (17 pts)
678: .SH The Battle of Lake Erie:
679: .nf
680: Wind from the S, blowing a light breeze.
681:
682: (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
683: (a) Niagara 20 gun Sloop (elite crew) (12 pts)
684: (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
685: (b) Detroit 19 gun Sloop (crack crew) (7 pts)
686: (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
687: .SH Wasp vs. Reindeer:
688: .nf
689: Wind from the S, blowing a light breeze.
690:
691: (a) Wasp 20 gun Sloop (elite crew) (12 pts)
692: (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
693: .SH Constitution vs. Cyane and Levant:
694: .br
695: Wind from the S, blowing a moderate breeze.
696:
697: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
698: (b) Cyane 24 gun Sloop (crack crew) (11 pts)
699: (b) Levant 20 gun Sloop (crack crew) (10 pts)
700: .br
701: .SH Pellew vs. Droits de L'Homme:
702: .nf
703: Wind from the N, blowing a gale.
704:
705: (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
706: (b) Amazon 36 gun Frigate (crack crew) (14 pts)
707: (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
708: .SH Algeciras:
709: .nf
710: Wind from the SW, blowing a moderate breeze.
711:
712: (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
713: (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
714: (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
715: (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
716: (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
717: (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
718: (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
719: (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
720: (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
721: (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
722: .SH Lake Champlain:
723: .nf
724: Wind from the N, blowing a fresh breeze.
725:
726: (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
727: (a) Eagle 20 gun Sloop (crack crew) (11 pts)
728: (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
729: (a) Preble 7 gun Brig (crack crew) (4 pts)
730: (b) Confiance 37 gun Frigate (crack crew) (14 pts)
731: (b) Linnet 16 gun Sloop (elite crew) (10 pts)
732: (b) Chubb 11 gun Brig (crack crew) (5 pts)
733: .SH Last Voyage of the USS President:
734: .nf
735: Wind from the N, blowing a fresh breeze.
736:
737: (a) President 44 gun Frigate (elite crew) (24 pts)
738: (b) Endymion 40 gun Frigate (crack crew) (17 pts)
739: (b) Pomone 44 gun Frigate (crack crew) (20 pts)
740: (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
741: .SH Hornblower and the Natividad:
742: .nf
743: Wind from the E, blowing a gale.
744:
745: .fi
746: A scenario for you Horny fans. Remember, he sank the Natividad
747: against heavy odds and winds. Hint: don't try to board the Natividad,
748: her crew is much bigger, albeit green.
749: .nf
750:
751: (b) Lydia 36 gun Frigate (elite crew) (13 pts)
752: (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
753: .SH Curse of the Flying Dutchman:
754: .nf
755: Wind from the S, blowing a fresh breeze.
756:
757: Just for fun, take the Piece of cake.
758:
759: (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
760: (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
761: .SH The South Pacific:
762: .nf
763: Wind from the S, blowing a strong breeze.
764:
765: (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
766: (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
767: (s) Australian 32 gun Frigate (average crew) (9 pts)
768: (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
769: .SH Hornblower and the battle of Rosas bay:
770: .nf
771: Wind from the E, blowing a fresh breeze.
772:
773: The only battle Hornblower ever lost. He was able to dismast one
774: ship and stern rake the others though. See if you can do as well.
775: .nf
776:
777: (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
778: (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
779: (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
780: (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
781: (f) Napolean 74 gun Ship of the Line (green crew) (20 pts)
782: .SH Cape Horn:
783: .nf
784: Wind from the NE, blowing a strong breeze.
785:
786: (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
787: (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
788: (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
789: (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
790: (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
791: .SH New Orleans:
792: .nf
793: Wind from the SE, blowing a fresh breeze.
794:
795: Watch that little Cypress go!
796:
797: (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
798: (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
799: (b) Cypress 44 gun Frigate (elite crew) (14 pts)
800: .SH Botany Bay:
801: .nf
802: Wind from the N, blowing a fresh breeze.
803:
804: (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
805: (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
806: (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
807: .SH Voyage to the Bottom of the Sea:
808: .nf
809: Wind from the NW, blowing a fresh breeze.
810:
811: This one is dedicated to Richard Basehart and David Hedison.
812:
813: (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
814: (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
815: (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
816: (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
817: .SH Frigate Action:
818: .nf
819: Wind from the E, blowing a fresh breeze.
820:
821: (a) Killdeer 40 gun Frigate (average crew) (15 pts)
822: (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
823: (s) Curlew 38 gun Frigate (crack crew) (16 pts)
824: .SH The Battle of Midway:
825: .nf
826: Wind from the E, blowing a moderate breeze.
827:
828: (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
829: (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
830: (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
831: (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
832: (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
833: (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
834:
835: .SH Star Trek:
836: .nf
837: Wind from the S, blowing a fresh breeze.
838:
839: (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
840: (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
841: (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
842: (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
843: (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
844: (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
845: (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
846: (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
847:
848: .SH CONCLUSION
849:
850: .I Sail
851: has been a group effort.
852:
853: .SH AUTHOR
854: Dave Riggle
855: .SH CO-AUTHOR
856: Ed Wang
857: .SH REFITTING
858: Craig Leres
859: .SH CONSULTANTS
860: .nf
861: Chris Guthrie
862: Captain Happy
863: Horatio Nelson
864: and many valiant others...
865: .fi
866: .SH "REFERENCES"
867: .nf
868: Wooden Ships & Iron Men, by Avalon Hill
869: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
870: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
871: The Complete Works of Captain Frederick Marryat, (about 20) especially
872: .in +6n
873: Mr. Midshipman Easy
874: Peter Simple
875: Jacob Faithful
876: Japhet in Search of a Father
877: Snarleyyow, or The Dog Fiend
878: Frank Mildmay, or The Naval Officer
879: .in -6n
880: .SH BUGS
881: Probably a few, and please report them to "[email protected]" and
882: "[email protected]"
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