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1.1 root 1: .\" Copyright (c) 1988 Regents of the University of California.
2: .\" All rights reserved.
3: .\"
4: .\" Redistribution and use in source and binary forms are permitted
5: .\" provided that the above copyright notice and this paragraph are
6: .\" duplicated in all such forms and that any documentation,
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8: .\" distribution and use acknowledge that the software was developed
9: .\" by the University of California, Berkeley. The name of the
10: .\" University may not be used to endorse or promote products derived
11: .\" from this software without specific prior written permission.
12: .\" THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
13: .\" IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
14: .\" WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
15: .\"
16: .\" @(#)sail.6 5.5 (Berkeley) 7/9/88
17: .\"
18: .TH SAIL 6 "July 9, 1988"
19: .UC 4
20: .SH NAME
21: sail \- multi-user wooden ships and iron men
22: .SH SYNOPSIS
23: .B sail
24: [
25: .B \-s
26: [
27: .B \-l
28: ] ] [
29: .B \-x
30: ] [
31: .B \-b
32: ] [
33: .B num
34: ]
35: .br
36: .fi
37: .SH DESCRIPTION
38: .I Sail
39: is a computer version of Avalon Hill's game of fighting sail
40: originally developed by S. Craig Taylor.
41: .PP
42: Players of
43: .I Sail
44: take command of an old fashioned Man of War and fight other
45: players or the computer. They may re-enact one of the many
46: historical sea battles recorded in the game, or they can choose
47: a fictional battle.
48: .PP
49: As a sea captain in the
50: .I Sail
51: Navy, the player has complete control over the workings of his ship.
52: He must order every maneuver, change the set of his sails, and judge the
53: right moment to let loose the terrible destruction of his broadsides.
54: In addition to fighting the enemy, he must harness the powers of the wind
55: and sea to make them work for him. The outcome of many battles during the
56: age of sail was decided by the ability of one captain to hold the `weather
57: gage.'
58: .PP
59: The flags are:
60: .TP
61: .B \-s
62: Print the names and ships of the top ten sailors.
63: .TP
64: .B \-l
65: Show the login name. Only effective with \fB-s\fP.
66: .TP
67: .B \-x
68: Play the first available ship instead of prompting for a choice.
69: .TP
70: .B \-b
71: No bells.
72: .SH IMPLEMENTATION
73: .I Sail
74: is really two programs in one. Each player starts up a process which
75: runs his own ship. In addition, a
76: .I driver
77: process is forked (by the first player) to run the computer ships
78: and take care of global bookkeeping.
79: .PP
80: Because the
81: .I driver
82: must calculate moves for each ship it controls, the
83: more ships the computer is playing, the slower the game will appear.
84: .PP
85: If a player joins a game in progress, he will synchronize
86: with the other players (a rather slow process for everyone), and
87: then he may play along with the rest.
88: .PP
89: To implement a multi-user game in Version 7 UNIX, which was the operating
90: system
91: .I Sail
92: was first written under, the communicating processes must use a common
93: temporary file as a place to read and write messages. In addition, a
94: locking mechanism must be provided to ensure exclusive access to the
95: shared file. For example,
96: .I Sail
97: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
98: corresponding file names for the other scenarios. To provide exclusive
99: access to the temporary file,
100: .I Sail
101: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
102: Processes do a busy wait in the loop
103: .br
104: .sp
105: .ce 2
106: for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
107: sleep(2);
108: .br
109: .sp
110: until they are able to create a link to a file named "/tmp/#saillock.??".
111: The "??" correspond to the scenario number of the game. Since UNIX
112: guarantees that a link will point to only one file, the process that succeeds
113: in linking will have exclusive access to the temporary file.
114: .PP
115: Whether or not this really works is open to speculation. When ucbmiro
116: was rebooted after a crash, the file system check program found 3 links
117: between the
118: .I Sail
119: temporary file and its link file.
120: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
121: When players do something of global interest, such as moving or firing,
122: the driver must coordinate the action with the other ships in the game.
123: For example, if a player wants to move in a certain direction, he writes a
124: message into the temporary file requesting the driver to move his ship.
125: Each ``turn,'' the driver reads all the messages sent from the players and
126: decides what happened. It then writes back into the temporary file new
127: values of variables, etc.
128: .PP
129: The most noticeable effect this communication has on the game is the
130: delay in moving. Suppose a player types a move for his ship and hits
131: return. What happens then? The player process saves up messages to
132: be written to the temporary file in a buffer. Every 7 seconds or so, the
133: player process gets exclusive access to the temporary file and writes
134: out its buffer to the file. The driver, running asynchronously, must
135: read in the movement command, process it, and write out the results. This
136: takes two exclusive accesses to the temporary file. Finally, when the player
137: process gets around to doing another 7 second update, the results of the
138: move are displayed on the screen. Hence, every movement requires four
139: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
140: depending upon asynchrony) before the player sees the results of his moves.
141: .PP
142: In practice, the delays are not as annoying as they would appear. There
143: is room for "pipelining" in the movement. After the player writes out
144: a first movement message, a second movement command can then be issued.
145: The first message will be in the temporary file waiting for the driver, and
146: the second will be in the file buffer waiting to be written to the file.
147: Thus, by always typing moves a turn ahead of the time, the player can
148: sail around quite quickly.
149: .PP
150: If the player types several movement commands between two 7 second updates,
151: only the last movement command typed will be seen by the driver. Movement
152: commands within the same update "overwrite" each other, in a sense.
153: .SH THE HISTORY OF SAIL
154: I wrote the first version of
155: .I Sail
156: on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
157: not portable in any sense of the word, and didn't work. The program was not
158: very modular and had fseeks() and fwrites() every few lines. After a
159: tremendous rewrite from the top down, I got the first working version up by
160: 1981. There were several annoying bugs concerning firing broadsides and
161: finding angles.
162: .I Sail
163: uses no floating point, by the way, so the direction routines are rather
164: tricky.
165: Ed Wang rewrote my angle() routine in 1981 to be more correct (although
166: it still doesn't work perfectly), and he added code to let a player select
167: which ship he wanted at the start of the game (instead of the first one
168: available).
169: .PP
170: Captain Happy (Craig Leres) is responsible for making
171: .I Sail
172: portable for the first time. This was no easy task, by the way. Constants
173: like 2 and 10 were very frequent in the code. I also became famous for
174: using "Riggle Memorial Structures" in
175: .I Sail.
176: Many of my structure references are so long that they run off the line
177: printer page. Here is an example, if you promise not to laugh.
178: .br
179: .sp
180: .ce
181: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
182: .br
183: .sp
184: .PP
185: .I Sail
186: received its fourth and most thorough rewrite in the summer and fall
187: of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
188: almost from scratch. Although he introduced many new bugs, the final
189: result was very much cleaner and (?) faster. He added window movement
190: commands and find ship commands.
191: .SH HISTORICAL INFO
192: Old Square Riggers were very maneuverable ships capable of intricate
193: sailing. Their only disadvantage was an inability to sail very
194: close to the wind. The design of a wooden ship allowed only for the
195: guns to bear to the left and right sides. A few guns of small
196: aspect (usually 6 or 9 pounders) could point forward, but their
197: effect was small compared to a 68 gun broadside of 24 or 32 pounders.
198: The guns bear approximately like so:
199: .nf
200:
201: \\
202: b----------------
203: ---0
204: \\
205: \\
206: \\ up to a range of ten (for round shot)
207: \\
208: \\
209: \\
210:
211: .fi
212: An interesting phenomenon occurred when a broadside was fired
213: down the length of an enemy ship. The shot tended to bounce along
214: the deck and did several times more damage. This phenomenon was called
215: a rake. Because the bows of a ship are very strong and present a smaller
216: target than the stern, a stern rake (firing from the stern to the bow) causes
217: more damage than a bow rake.
218: .nf
219:
220: b
221: 00 ---- Stern rake!
222: a
223:
224: .fi
225: Most ships were equipped with carronades, which were very large, close
226: range cannons. American ships from the revolution until the War of 1812
227: were almost entirely armed with carronades.
228: .PP
229: The period of history covered in
230: .I Sail
231: is approximately from the 1770's until the end of Napoleanic France in 1815.
232: There are many excellent books about the age of sail. My favorite author
233: is Captain Frederick Marryat. More contemporary authors include C.S. Forester
234: and Alexander Kent.
235: .PP
236: Fighting ships came in several sizes classed by armament. The mainstays of
237: any fleet were its "Ships of the Line", or "Line of Battle Ships". They
238: were so named because these ships fought together in great lines. They were
239: close enough for mutual support, yet every ship could fire both its broadsides.
240: We get the modern words "ocean liner," or "liner," and "battleship" from
241: "ship of the line." The most common size was the the 74 gun two decked
242: ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
243: .PP
244: The pride of the fleet were the first rates. These were huge three decked
245: ships of the line mounting 80 to 136 guns. The guns in the three tiers
246: were usually 18, 24, and 32 pounders in that order from top to bottom.
247: .PP
248: Various other ships came next. They were almost all "razees," or ships
249: of the line with one deck sawed off. They mounted 40-64 guns and were
250: a poor cross between a frigate and a line of battle ship. They neither
251: had the speed of the former nor the firepower of the latter.
252: .PP
253: Next came the "eyes of the fleet." Frigates came in many sizes mounting
254: anywhere from 32 to 44 guns. They were very handy vessels. They could
255: outsail anything bigger and outshoot anything smaller. Frigates didn't
256: fight in lines of battle as the much bigger 74's did. Instead, they
257: harassed the enemy's rear or captured crippled ships. They were much
258: more useful in missions away from the fleet, such as cutting out expeditions
259: or boat actions. They could hit hard and get away fast.
260: .PP
261: Lastly, there were the corvettes, sloops, and brigs. These were smaller
262: ships mounting typically fewer than 20 guns. A corvette was only slightly
263: smaller than a frigate, so one might have up to 30 guns. Sloops were used
264: for carrying dispatches or passengers. Brigs were something you built for
265: land-locked lakes.
266: .SH SAIL PARTICULARS
267: Ships in
268: .I Sail
269: are represented by two characters. One character represents the bow of
270: the ship, and the other represents the stern. Ships have nationalities
271: and numbers. The first ship of a nationality is number 0, the second
272: number 1, etc. Therefore, the first British ship in a game would be
273: printed as "b0". The second Brit would be "b1", and the fifth Don
274: would be "s4".
275: .PP
276: Ships can set normal sails, called Battle Sails, or bend on extra canvas
277: called Full Sails. A ship under full sail is a beautiful sight indeed,
278: and it can move much faster than a ship under Battle Sails. The only
279: trouble is, with full sails set, there is so much tension on sail and
280: rigging that a well aimed round shot can burst a sail into ribbons where
281: it would only cause a little hole in a loose sail. For this reason,
282: rigging damage is doubled on a ship with full sails set. Don't let
283: that discourage you from using full sails. I like to keep them up
284: right into the heat of battle. A ship
285: with full sails set has a capital letter for its nationality. E.g.,
286: a Frog, "f0", with full sails set would be printed as "F0".
287: .PP
288: When a ship is battered into a listing hulk, the last man aboard "strikes
289: the colors." This ceremony is the ship's formal surrender. The nationality
290: character
291: of a surrendered ship is printed as "!". E.g., the Frog of our last example
292: would soon be "!0".
293: .PP
294: A ship has a random chance of catching fire or sinking when it reaches the
295: stage of listing hulk. A sinking ship has a "~" printed for its nationality,
296: and a ship on fire and about to explode has a "#" printed.
297: .PP
298: Captured ships become the nationality of the prize crew. Therefore, if
299: an American ship captures a British ship, the British ship will have an
300: "a" printed for its nationality. In addition, the ship number is changed
301: to "&","'", "(", ,")", "*", or "+" depending upon the original number,
302: be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
303: "a&". The "s4" captured by a Frog becomes the "f*".
304: .PP
305: The ultimate example is, of course, an exploding Brit captured by an
306: American: "#&".
307: .SH MOVEMENT
308: Movement is the most confusing part of
309: .I Sail
310: to many. Ships can head in 8 directions:
311: .nf
312:
313: 0 0 0
314: b b b0 b b b 0b b
315: 0 0 0
316:
317: .fi
318: The stern of a ship moves when it turns. The bow remains stationary.
319: Ships can always turn, regardless of the wind (unless they are becalmed).
320: All ships drift when they lose headway. If a ship doesn't move forward
321: at all for two turns, it will begin to drift. If a ship has begun to
322: drift, then it must move forward before it turns, if it plans to do
323: more than make a right or left turn, which is always possible.
324: .PP
325: Movement commands to
326: .I Sail
327: are a string of forward moves and turns. An example is "l3". It will
328: turn a ship left and then move it ahead 3 spaces. In the drawing above,
329: the "b0" made 7 successive left turns. When
330: .I Sail
331: prompts you for a move, it prints three characters of import. E.g.,
332: .nf
333: move (7, 4):
334: .fi
335: The first number is the maximum number of moves you can make,
336: including turns. The second number is the maximum number of turns
337: you can make. Between the numbers is sometimes printed a quote "'".
338: If the quote is present, it means that your ship has been drifting, and
339: you must move ahead to regain headway before you turn (see note above).
340: Some of the possible moves for the example above are as follows:
341: .nf
342:
343: move (7, 4): 7
344: move (7, 4): 1
345: move (7, 4): d /* drift, or do nothing */
346: move (7, 4): 6r
347: move (7, 4): 5r1
348: move (7, 4): 4r1r
349: move (7, 4): l1r1r2
350: move (7, 4): 1r1r1r1
351:
352: .fi
353: Because square riggers performed so poorly sailing into the wind, if at
354: any point in a movement command you turn into the wind, the movement stops
355: there. E.g.,
356: .nf
357:
358: move (7, 4): l1l4
359: Movement Error;
360: Helm: l1l
361:
362: .fi
363: Moreover, whenever you make a turn, your movement allowance drops to
364: min(what's left, what you would have at the new attitude). In short,
365: if you turn closer to the wind, you most likely won't be able to sail the
366: full allowance printed in the "move" prompt.
367: .PP
368: Old sailing captains had to keep an eye constantly on the wind. Captains
369: in
370: .I Sail
371: are no different. A ship's ability to move depends on its attitide to the
372: wind. The best angle possible is to have the wind off your quarter, that is,
373: just off the stern. The direction rose on the side of the screen gives the
374: possible movements for your ship at all positions to the wind. Battle
375: sail speeds are given first, and full sail speeds are given in parenthesis.
376: .nf
377:
378: 0 1(2)
379: \\|/
380: -^-3(6)
381: /|\\
382: | 4(7)
383: 3(6)
384:
385: .fi
386: Pretend the bow of your ship (the "^") is pointing upward and the wind is
387: blowing from the bottom to the top of the page. The
388: numbers at the bottom "3(6)" will be your speed under battle or full
389: sails in such a situation. If the wind is off your quarter, then you
390: can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
391: off your bow, then you can only move "1(2)". Facing into the wind, you
392: can't move at all. Ships facing into the wind were said to be "in irons".
393: .SH WINDSPEED AND DIRECTION
394: The windspeed and direction is displayed as a little weather vane on the
395: side of the screen. The number in the middle of the vane indicates the wind
396: speed, and the + to - indicates the wind direction. The wind blows from
397: the + sign (high pressure) to the - sign (low pressure). E.g.,
398: .nf
399:
400: |
401: 3
402: +
403:
404: .fi
405: .PP
406: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
407: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
408: If a hurricane shows up, all ships are destroyed.
409: .SH GRAPPLING AND FOULING
410: If two ships collide, they run the risk of becoming tangled together. This
411: is called "fouling." Fouled ships are stuck together, and neither can move.
412: They can unfoul each other if they want to. Boarding parties can only be
413: sent across to ships when the antagonists are either fouled or grappled.
414: .PP
415: Ships can grapple each other by throwing grapnels into the rigging of
416: the other.
417: .PP
418: The number of fouls and grapples you have are displayed on the upper
419: right of the screen.
420: .SH BOARDING
421: Boarding was a very costly venture in terms of human life. Boarding parties
422: may be formed in
423: .I Sail
424: to either board an enemy ship or to defend your own ship against attack.
425: Men organized as Defensive Boarding Parties fight twice as hard to save
426: their ship as men left unorganized.
427: .PP
428: The boarding strength of a crew depends upon its quality and upon the
429: number of men sent.
430: .SH CREW QUALITY
431: The British seaman was world renowned for his sailing abilities. American
432: sailors, however, were actually the best seamen in the world. Because the
433: American Navy offered twice the wages of the Royal Navy, British seamen
434: who liked the sea defected to America by the thousands.
435: .PP
436: In
437: .I Sail,
438: crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
439: and outfight all other sailors. "Crack" crews are next. "Mundane" crews
440: are average, and "Green" and "Mutinous" crews are below average. A good
441: rule of thumb is that "Crack" or "Elite" crews get one extra hit
442: per broadside compared to "Mundane" crews. Don't expect too much from
443: "Green" crews.
444: .SH BROADSIDES
445: Your two broadsides may be loaded with four kinds of shot: grape, chain,
446: round, and double. You have guns and carronades in both the port and starboard
447: batteries. Carronades only have a range of two, so you have to get in
448: close to be able to fire them. You have the choice of firing at the hull
449: or rigging of another ship. If the range of the ship is greater than 6,
450: then you may only shoot at the rigging.
451: .PP
452: The types of shot and their advantages are:
453: .SH ROUND
454: Range of 10. Good for hull or rigging hits.
455: .SH DOUBLE
456: Range of 1. Extra good for hull or rigging hits.
457: Double takes two turns to load.
458: .SH CHAIN
459: Range of 3. Excellent for tearing down rigging.
460: Cannot damage hull or guns, though.
461: .SH GRAPE
462: Range of 1. Sometimes devastating against enemy crews.
463: .PP
464: On the side of the screen is displayed some vital information about your
465: ship:
466: .nf
467:
468: Load D! R!
469: Hull 9
470: Crew 4 4 2
471: Guns 4 4
472: Carr 2 2
473: Rigg 5 5 5 5
474:
475: .fi
476: "Load" shows what your port (left) and starboard (right) broadsides are
477: loaded with. A "!" after the type of shot indicates that it is an initial
478: broadside. Initial broadside were loaded with care before battle and before
479: the decks ran red with blood. As a consequence, initial broadsides are a
480: little more effective than broadsides loaded later. A "*" after the type of
481: shot indicates that the gun
482: crews are still loading it, and you cannot fire yet. "Hull" shows how much
483: hull you have left. "Crew" shows your three sections of crew. As your
484: crew dies off, your ability to fire decreases. "Guns" and "Carr" show
485: your port and starboard guns. As you lose guns, your ability to fire
486: decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
487: As rigging is shot away, you lose mobility.
488: .SH EFFECTIVENESS OF FIRE
489: It is very dramatic when a ship fires its thunderous broadsides, but the
490: mere opportunity to fire them does not guarantee any hits. Many factors
491: influence the destructive force of a broadside. First of all, and the chief
492: factor, is distance. It is harder to hit a ship at range ten than it is
493: to hit one sloshing alongside. Next is raking. Raking fire, as
494: mentioned before,
495: can sometimes dismast a ship at range ten. Next, crew size and quality affects
496: the damage done by a broadside. The number of guns firing also bears on the
497: point,
498: so to speak. Lastly, weather affects the accuracy of a broadside. If the
499: seas are high (5 or 6), then the lower gunports of ships of the line can't
500: even be opened to run out the guns. This gives frigates and other flush
501: decked vessels an advantage in a storm. The scenario
502: .I Pellew vs. The Droits de L'Homme
503: takes advantage of this peculiar circumstance.
504: .SH REPAIRS
505: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
506: two points per three turns. The message "Repairs Completed" will be
507: printed if no more repairs can be made.
508: .SH PECULIARITIES OF COMPUTER SHIPS
509: Computer ships in
510: .I Sail
511: follow all the rules above with a few exceptions. Computer ships never
512: repair damage. If they did, the players could never beat them. They
513: play well enough as it is. As a consolation, the computer ships can fire double
514: shot every turn. That fluke is a good reason to keep your distance. The
515: .I
516: Driver
517: figures out the moves of the computer ships. It computes them with a typical
518: A.I. distance function and a depth first search to find the maximum "score."
519: It seems to work fairly well, although I'll be the first to admit it isn't
520: perfect.
521: .SH HOW TO PLAY
522: Commands are given to
523: .I Sail
524: by typing a single character. You will then be prompted for further
525: input. A brief summary of the commands follows.
526: .bp
527: .SH COMMAND SUMMARY
528: .nf
529:
530: 'f' Fire broadsides if they bear
531: 'l' Reload
532: 'L' Unload broadsides (to change ammo)
533: 'm' Move
534: 'i' Print the closest ship
535: 'I' Print all ships
536: 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
537: 's' Send a message around the fleet
538: 'b' Attempt to board an enemy ship
539: 'B' Recall boarding parties
540: 'c' Change set of sail
541: 'r' Repair
542: 'u' Attempt to unfoul
543: 'g' Grapple/ungrapple
544: 'v' Print version number of game
545: '^L' Redraw screen
546: 'Q' Quit
547:
548: 'C' Center your ship in the window
549: 'U' Move window up
550: 'D','N' Move window down
551: 'H' Move window left
552: 'J' Move window right
553: 'S' Toggle window to follow your ship or stay where it is
554:
555: .fi
556: .bg
557: .SH SCENARIOS
558: Here is a summary of the scenarios in
559: .I Sail:
560:
561: .br
562: .SH Ranger vs. Drake:
563: .nf
564: Wind from the N, blowing a fresh breeze.
565:
566: (a) Ranger 19 gun Sloop (crack crew) (7 pts)
567: (b) Drake 17 gun Sloop (crack crew) (6 pts)
568: .SH The Battle of Flamborough Head:
569: .nf
570: Wind from the S, blowing a fresh breeze.
571:
572: .fi
573: This is John Paul Jones' first famous battle. Aboard the Bonhomme
574: Richard, he was able to overcome the Serapis's greater firepower
575: by quickly boarding her.
576: .nf
577:
578: (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
579: (b) Serapis 44 gun Frigate (crack crew) (12 pts)
580: .SH Arbuthnot and Des Touches:
581: .nf
582: Wind from the N, blowing a gale.
583:
584: (b) America 64 gun Ship of the Line (crack crew) (20 pts)
585: (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
586: (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
587: (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
588: (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
589: (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
590: (f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts)
591: (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
592: (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
593: (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
594: .SH Suffren and Hughes:
595: .nf
596:
597: Wind from the S, blowing a fresh breeze.
598:
599: (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
600: (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
601: (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
602: (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
603: (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
604: (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
605: (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
606: (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
607: (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
608: (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
609: .SH Nymphe vs. Cleopatre:
610: .nf
611: Wind from the S, blowing a fresh breeze.
612:
613: (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
614: (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
615: .SH Mars vs. Hercule:
616: Wind from the S, blowing a fresh breeze.
617: .nf
618: (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
619: (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
620: .SH Ambuscade vs. Baionnaise:
621: .nf
622: Wind from the N, blowing a fresh breeze.
623:
624: (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
625: (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
626: .SH Constellation vs. Insurgent:
627: .nf
628: Wind from the S, blowing a gale.
629:
630: (a) Constellation 38 gun Corvette (elite crew) (17 pts)
631: (f) Insurgent 36 gun Corvette (average crew) (11 pts)
632: .SH Constellation vs. Vengeance:
633: .nf
634: Wind from the S, blowing a fresh breeze.
635:
636: (a) Constellation 38 gun Corvette (elite crew) (17 pts)
637: (f) Vengeance 40 gun Frigate (average crew) (15 pts)
638: .SH The Battle of Lissa:
639: .nf
640: Wind from the S, blowing a fresh breeze.
641:
642: (b) Amphion 32 gun Frigate (elite crew) (13 pts)
643: (b) Active 38 gun Frigate (elite crew) (18 pts)
644: (b) Volage 22 gun Frigate (elite crew) (11 pts)
645: (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
646: (f) Favorite 40 gun Frigate (average crew) (15 pts)
647: (f) Flore 40 gun Frigate (average crew) (15 pts)
648: (f) Danae 40 gun Frigate (crack crew) (17 pts)
649: (f) Bellona 32 gun Frigate (green crew) (9 pts)
650: (f) Corona 40 gun Frigate (green crew) (12 pts)
651: (f) Carolina 32 gun Frigate (green crew) (7 pts)
652: .SH Constitution vs. Guerriere:
653: .nf
654: Wind from the SW, blowing a gale.
655:
656: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
657: (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
658: .SH United States vs. Macedonian:
659: .nf
660: Wind from the S, blowing a fresh breeze.
661:
662: (a) United States 44 gun Frigate (elite crew) (24 pts)
663: (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
664: .SH Constitution vs. Java:
665: .nf
666: Wind from the S, blowing a fresh breeze.
667:
668: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
669: (b) Java 38 gun Corvette (crack crew) (19 pts)
670: .SH Chesapeake vs. Shannon:
671: .nf
672: Wind from the S, blowing a fresh breeze.
673:
674: (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
675: (b) Shannon 38 gun Frigate (elite crew) (17 pts)
676: .SH The Battle of Lake Erie:
677: .nf
678: Wind from the S, blowing a light breeze.
679:
680: (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
681: (a) Niagara 20 gun Sloop (elite crew) (12 pts)
682: (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
683: (b) Detroit 19 gun Sloop (crack crew) (7 pts)
684: (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
685: .SH Wasp vs. Reindeer:
686: .nf
687: Wind from the S, blowing a light breeze.
688:
689: (a) Wasp 20 gun Sloop (elite crew) (12 pts)
690: (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
691: .SH Constitution vs. Cyane and Levant:
692: .br
693: Wind from the S, blowing a moderate breeze.
694:
695: (a) Constitution 44 gun Corvette (elite crew) (24 pts)
696: (b) Cyane 24 gun Sloop (crack crew) (11 pts)
697: (b) Levant 20 gun Sloop (crack crew) (10 pts)
698: .br
699: .SH Pellew vs. Droits de L'Homme:
700: .nf
701: Wind from the N, blowing a gale.
702:
703: (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
704: (b) Amazon 36 gun Frigate (crack crew) (14 pts)
705: (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
706: .SH Algeciras:
707: .nf
708: Wind from the SW, blowing a moderate breeze.
709:
710: (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
711: (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
712: (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
713: (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
714: (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
715: (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
716: (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
717: (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
718: (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
719: (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
720: .SH Lake Champlain:
721: .nf
722: Wind from the N, blowing a fresh breeze.
723:
724: (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
725: (a) Eagle 20 gun Sloop (crack crew) (11 pts)
726: (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
727: (a) Preble 7 gun Brig (crack crew) (4 pts)
728: (b) Confiance 37 gun Frigate (crack crew) (14 pts)
729: (b) Linnet 16 gun Sloop (elite crew) (10 pts)
730: (b) Chubb 11 gun Brig (crack crew) (5 pts)
731: .SH Last Voyage of the USS President:
732: .nf
733: Wind from the N, blowing a fresh breeze.
734:
735: (a) President 44 gun Frigate (elite crew) (24 pts)
736: (b) Endymion 40 gun Frigate (crack crew) (17 pts)
737: (b) Pomone 44 gun Frigate (crack crew) (20 pts)
738: (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
739: .SH Hornblower and the Natividad:
740: .nf
741: Wind from the E, blowing a gale.
742:
743: .fi
744: A scenario for you Horny fans. Remember, he sank the Natividad
745: against heavy odds and winds. Hint: don't try to board the Natividad,
746: her crew is much bigger, albeit green.
747: .nf
748:
749: (b) Lydia 36 gun Frigate (elite crew) (13 pts)
750: (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
751: .SH Curse of the Flying Dutchman:
752: .nf
753: Wind from the S, blowing a fresh breeze.
754:
755: Just for fun, take the Piece of cake.
756:
757: (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
758: (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
759: .SH The South Pacific:
760: .nf
761: Wind from the S, blowing a strong breeze.
762:
763: (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
764: (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
765: (s) Australian 32 gun Frigate (average crew) (9 pts)
766: (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
767: .SH Hornblower and the battle of Rosas bay:
768: .nf
769: Wind from the E, blowing a fresh breeze.
770:
771: The only battle Hornblower ever lost. He was able to dismast one
772: ship and stern rake the others though. See if you can do as well.
773: .nf
774:
775: (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
776: (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
777: (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
778: (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
779: (f) Napolean 74 gun Ship of the Line (green crew) (20 pts)
780: .SH Cape Horn:
781: .nf
782: Wind from the NE, blowing a strong breeze.
783:
784: (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
785: (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
786: (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
787: (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
788: (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
789: .SH New Orleans:
790: .nf
791: Wind from the SE, blowing a fresh breeze.
792:
793: Watch that little Cypress go!
794:
795: (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
796: (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
797: (b) Cypress 44 gun Frigate (elite crew) (14 pts)
798: .SH Botany Bay:
799: .nf
800: Wind from the N, blowing a fresh breeze.
801:
802: (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
803: (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
804: (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
805: .SH Voyage to the Bottom of the Sea:
806: .nf
807: Wind from the NW, blowing a fresh breeze.
808:
809: This one is dedicated to Richard Basehart and David Hedison.
810:
811: (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
812: (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
813: (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
814: (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
815: .SH Frigate Action:
816: .nf
817: Wind from the E, blowing a fresh breeze.
818:
819: (a) Killdeer 40 gun Frigate (average crew) (15 pts)
820: (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
821: (s) Curlew 38 gun Frigate (crack crew) (16 pts)
822: .SH The Battle of Midway:
823: .nf
824: Wind from the E, blowing a moderate breeze.
825:
826: (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
827: (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
828: (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
829: (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
830: (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
831: (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
832:
833: .SH Star Trek:
834: .nf
835: Wind from the S, blowing a fresh breeze.
836:
837: (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
838: (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
839: (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
840: (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
841: (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
842: (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
843: (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
844: (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
845:
846: .SH CONCLUSION
847:
848: .I Sail
849: has been a group effort.
850:
851: .SH AUTHOR
852: Dave Riggle
853: .SH CO-AUTHOR
854: Ed Wang
855: .SH REFITTING
856: Craig Leres
857: .SH CONSULTANTS
858: .nf
859: Chris Guthrie
860: Captain Happy
861: Horatio Nelson
862: and many valiant others...
863: .fi
864: .SH "REFERENCES"
865: .nf
866: Wooden Ships & Iron Men, by Avalon Hill
867: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
868: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
869: The Complete Works of Captain Frederick Marryat, (about 20) especially
870: .in +6n
871: Mr. Midshipman Easy
872: Peter Simple
873: Jacob Faithful
874: Japhet in Search of a Father
875: Snarleyyow, or The Dog Fiend
876: Frank Mildmay, or The Naval Officer
877: .in -6n
878: .SH BUGS
879: Probably a few, and please report them to "[email protected]" and
880: "[email protected]"
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