386BSD 0.1 development
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1.\" Copyright (c) 1988 Regents of the University of California.
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32.\" @(#)sail.6 5.6 (Berkeley) 6/23/90
33.\"
34.TH SAIL 6 "June 23, 1990"
35.UC 4
36.SH NAME
37sail \- multi-user wooden ships and iron men
38.SH SYNOPSIS
39.B sail
40[
41.B \-s
42[
43.B \-l
44] ] [
45.B \-x
46] [
47.B \-b
48] [
49.B num
50]
51.br
52.fi
53.SH DESCRIPTION
54.I Sail
55is a computer version of Avalon Hill's game of fighting sail
56originally developed by S. Craig Taylor.
57.PP
58Players of
59.I Sail
60take command of an old fashioned Man of War and fight other
61players or the computer. They may re-enact one of the many
62historical sea battles recorded in the game, or they can choose
63a fictional battle.
64.PP
65As a sea captain in the
66.I Sail
67Navy, the player has complete control over the workings of his ship.
68He must order every maneuver, change the set of his sails, and judge the
69right moment to let loose the terrible destruction of his broadsides.
70In addition to fighting the enemy, he must harness the powers of the wind
71and sea to make them work for him. The outcome of many battles during the
72age of sail was decided by the ability of one captain to hold the `weather
73gage.'
74.PP
75The flags are:
76.TP
77.B \-s
78Print the names and ships of the top ten sailors.
79.TP
80.B \-l
81Show the login name. Only effective with \fB-s\fP.
82.TP
83.B \-x
84Play the first available ship instead of prompting for a choice.
85.TP
86.B \-b
87No bells.
88.SH IMPLEMENTATION
89.I Sail
90is really two programs in one. Each player starts up a process which
91runs his own ship. In addition, a
92.I driver
93process is forked (by the first player) to run the computer ships
94and take care of global bookkeeping.
95.PP
96Because the
97.I driver
98must calculate moves for each ship it controls, the
99more ships the computer is playing, the slower the game will appear.
100.PP
101If a player joins a game in progress, he will synchronize
102with the other players (a rather slow process for everyone), and
103then he may play along with the rest.
104.PP
105To implement a multi-user game in Version 7 UNIX, which was the operating
106system
107.I Sail
108was first written under, the communicating processes must use a common
109temporary file as a place to read and write messages. In addition, a
110locking mechanism must be provided to ensure exclusive access to the
111shared file. For example,
112.I Sail
113uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
114corresponding file names for the other scenarios. To provide exclusive
115access to the temporary file,
116.I Sail
117uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
118Processes do a busy wait in the loop
119.br
120.sp
121.ce 2
122 for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
123 sleep(2);
124.br
125.sp
126until they are able to create a link to a file named "/tmp/#saillock.??".
127The "??" correspond to the scenario number of the game. Since UNIX
128guarantees that a link will point to only one file, the process that succeeds
129in linking will have exclusive access to the temporary file.
130.PP
131Whether or not this really works is open to speculation. When ucbmiro
132was rebooted after a crash, the file system check program found 3 links
133between the
134.I Sail
135temporary file and its link file.
136.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
137When players do something of global interest, such as moving or firing,
138the driver must coordinate the action with the other ships in the game.
139For example, if a player wants to move in a certain direction, he writes a
140message into the temporary file requesting the driver to move his ship.
141Each ``turn,'' the driver reads all the messages sent from the players and
142decides what happened. It then writes back into the temporary file new
143values of variables, etc.
144.PP
145The most noticeable effect this communication has on the game is the
146delay in moving. Suppose a player types a move for his ship and hits
147return. What happens then? The player process saves up messages to
148be written to the temporary file in a buffer. Every 7 seconds or so, the
149player process gets exclusive access to the temporary file and writes
150out its buffer to the file. The driver, running asynchronously, must
151read in the movement command, process it, and write out the results. This
152takes two exclusive accesses to the temporary file. Finally, when the player
153process gets around to doing another 7 second update, the results of the
154move are displayed on the screen. Hence, every movement requires four
155exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
156depending upon asynchrony) before the player sees the results of his moves.
157.PP
158In practice, the delays are not as annoying as they would appear. There
159is room for "pipelining" in the movement. After the player writes out
160a first movement message, a second movement command can then be issued.
161The first message will be in the temporary file waiting for the driver, and
162the second will be in the file buffer waiting to be written to the file.
163Thus, by always typing moves a turn ahead of the time, the player can
164sail around quite quickly.
165.PP
166If the player types several movement commands between two 7 second updates,
167only the last movement command typed will be seen by the driver. Movement
168commands within the same update "overwrite" each other, in a sense.
169.SH THE HISTORY OF SAIL
170I wrote the first version of
171.I Sail
172on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
173not portable in any sense of the word, and didn't work. The program was not
174very modular and had fseeks() and fwrites() every few lines. After a
175tremendous rewrite from the top down, I got the first working version up by
1761981. There were several annoying bugs concerning firing broadsides and
177finding angles.
178.I Sail
179uses no floating point, by the way, so the direction routines are rather
180tricky.
181Ed Wang rewrote my angle() routine in 1981 to be more correct (although
182it still doesn't work perfectly), and he added code to let a player select
183which ship he wanted at the start of the game (instead of the first one
184available).
185.PP
186Captain Happy (Craig Leres) is responsible for making
187.I Sail
188portable for the first time. This was no easy task, by the way. Constants
189like 2 and 10 were very frequent in the code. I also became famous for
190using "Riggle Memorial Structures" in
191.I Sail.
192Many of my structure references are so long that they run off the line
193printer page. Here is an example, if you promise not to laugh.
194.br
195.sp
196.ce
197specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
198.br
199.sp
200.PP
201.I Sail
202received its fourth and most thorough rewrite in the summer and fall
203of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
204almost from scratch. Although he introduced many new bugs, the final
205result was very much cleaner and (?) faster. He added window movement
206commands and find ship commands.
207.SH HISTORICAL INFO
208Old Square Riggers were very maneuverable ships capable of intricate
209sailing. Their only disadvantage was an inability to sail very
210close to the wind. The design of a wooden ship allowed only for the
211guns to bear to the left and right sides. A few guns of small
212aspect (usually 6 or 9 pounders) could point forward, but their
213effect was small compared to a 68 gun broadside of 24 or 32 pounders.
214The guns bear approximately like so:
215.nf
216
217 \\
218 b----------------
219 ---0
220 \\
221 \\
222 \\ up to a range of ten (for round shot)
223 \\
224 \\
225 \\
226
227.fi
228An interesting phenomenon occurred when a broadside was fired
229down the length of an enemy ship. The shot tended to bounce along
230the deck and did several times more damage. This phenomenon was called
231a rake. Because the bows of a ship are very strong and present a smaller
232target than the stern, a stern rake (firing from the stern to the bow) causes
233more damage than a bow rake.
234.nf
235
236 b
237 00 ---- Stern rake!
238 a
239
240.fi
241Most ships were equipped with carronades, which were very large, close
242range cannons. American ships from the revolution until the War of 1812
243were almost entirely armed with carronades.
244.PP
245The period of history covered in
246.I Sail
247is approximately from the 1770's until the end of Napoleanic France in 1815.
248There are many excellent books about the age of sail. My favorite author
249is Captain Frederick Marryat. More contemporary authors include C.S. Forester
250and Alexander Kent.
251.PP
252Fighting ships came in several sizes classed by armament. The mainstays of
253any fleet were its "Ships of the Line", or "Line of Battle Ships". They
254were so named because these ships fought together in great lines. They were
255close enough for mutual support, yet every ship could fire both its broadsides.
256We get the modern words "ocean liner," or "liner," and "battleship" from
257"ship of the line." The most common size was the the 74 gun two decked
258ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
259.PP
260The pride of the fleet were the first rates. These were huge three decked
261ships of the line mounting 80 to 136 guns. The guns in the three tiers
262were usually 18, 24, and 32 pounders in that order from top to bottom.
263.PP
264Various other ships came next. They were almost all "razees," or ships
265of the line with one deck sawed off. They mounted 40-64 guns and were
266a poor cross between a frigate and a line of battle ship. They neither
267had the speed of the former nor the firepower of the latter.
268.PP
269Next came the "eyes of the fleet." Frigates came in many sizes mounting
270anywhere from 32 to 44 guns. They were very handy vessels. They could
271outsail anything bigger and outshoot anything smaller. Frigates didn't
272fight in lines of battle as the much bigger 74's did. Instead, they
273harassed the enemy's rear or captured crippled ships. They were much
274more useful in missions away from the fleet, such as cutting out expeditions
275or boat actions. They could hit hard and get away fast.
276.PP
277Lastly, there were the corvettes, sloops, and brigs. These were smaller
278ships mounting typically fewer than 20 guns. A corvette was only slightly
279smaller than a frigate, so one might have up to 30 guns. Sloops were used
280for carrying dispatches or passengers. Brigs were something you built for
281land-locked lakes.
282.SH SAIL PARTICULARS
283Ships in
284.I Sail
285are represented by two characters. One character represents the bow of
286the ship, and the other represents the stern. Ships have nationalities
287and numbers. The first ship of a nationality is number 0, the second
288number 1, etc. Therefore, the first British ship in a game would be
289printed as "b0". The second Brit would be "b1", and the fifth Don
290would be "s4".
291.PP
292Ships can set normal sails, called Battle Sails, or bend on extra canvas
293called Full Sails. A ship under full sail is a beautiful sight indeed,
294and it can move much faster than a ship under Battle Sails. The only
295trouble is, with full sails set, there is so much tension on sail and
296rigging that a well aimed round shot can burst a sail into ribbons where
297it would only cause a little hole in a loose sail. For this reason,
298rigging damage is doubled on a ship with full sails set. Don't let
299that discourage you from using full sails. I like to keep them up
300right into the heat of battle. A ship
301with full sails set has a capital letter for its nationality. E.g.,
302a Frog, "f0", with full sails set would be printed as "F0".
303.PP
304When a ship is battered into a listing hulk, the last man aboard "strikes
305the colors." This ceremony is the ship's formal surrender. The nationality
306character
307of a surrendered ship is printed as "!". E.g., the Frog of our last example
308would soon be "!0".
309.PP
310A ship has a random chance of catching fire or sinking when it reaches the
311stage of listing hulk. A sinking ship has a "~" printed for its nationality,
312and a ship on fire and about to explode has a "#" printed.
313.PP
314Captured ships become the nationality of the prize crew. Therefore, if
315an American ship captures a British ship, the British ship will have an
316"a" printed for its nationality. In addition, the ship number is changed
317to "&","'", "(", ,")", "*", or "+" depending upon the original number,
318be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
319"a&". The "s4" captured by a Frog becomes the "f*".
320.PP
321The ultimate example is, of course, an exploding Brit captured by an
322American: "#&".
323.SH MOVEMENT
324Movement is the most confusing part of
325.I Sail
326to many. Ships can head in 8 directions:
327.nf
328
329 0 0 0
330 b b b0 b b b 0b b
331 0 0 0
332
333.fi
334The stern of a ship moves when it turns. The bow remains stationary.
335Ships can always turn, regardless of the wind (unless they are becalmed).
336All ships drift when they lose headway. If a ship doesn't move forward
337at all for two turns, it will begin to drift. If a ship has begun to
338drift, then it must move forward before it turns, if it plans to do
339more than make a right or left turn, which is always possible.
340.PP
341Movement commands to
342.I Sail
343are a string of forward moves and turns. An example is "l3". It will
344turn a ship left and then move it ahead 3 spaces. In the drawing above,
345the "b0" made 7 successive left turns. When
346.I Sail
347prompts you for a move, it prints three characters of import. E.g.,
348.nf
349 move (7, 4):
350.fi
351The first number is the maximum number of moves you can make,
352including turns. The second number is the maximum number of turns
353you can make. Between the numbers is sometimes printed a quote "'".
354If the quote is present, it means that your ship has been drifting, and
355you must move ahead to regain headway before you turn (see note above).
356Some of the possible moves for the example above are as follows:
357.nf
358
359 move (7, 4): 7
360 move (7, 4): 1
361 move (7, 4): d /* drift, or do nothing */
362 move (7, 4): 6r
363 move (7, 4): 5r1
364 move (7, 4): 4r1r
365 move (7, 4): l1r1r2
366 move (7, 4): 1r1r1r1
367
368.fi
369Because square riggers performed so poorly sailing into the wind, if at
370any point in a movement command you turn into the wind, the movement stops
371there. E.g.,
372.nf
373
374 move (7, 4): l1l4
375 Movement Error;
376 Helm: l1l
377
378.fi
379Moreover, whenever you make a turn, your movement allowance drops to
380min(what's left, what you would have at the new attitude). In short,
381if you turn closer to the wind, you most likely won't be able to sail the
382full allowance printed in the "move" prompt.
383.PP
384Old sailing captains had to keep an eye constantly on the wind. Captains
385in
386.I Sail
387are no different. A ship's ability to move depends on its attitide to the
388wind. The best angle possible is to have the wind off your quarter, that is,
389just off the stern. The direction rose on the side of the screen gives the
390possible movements for your ship at all positions to the wind. Battle
391sail speeds are given first, and full sail speeds are given in parenthesis.
392.nf
393
394 0 1(2)
395 \\|/
396 -^-3(6)
397 /|\\
398 | 4(7)
399 3(6)
400
401.fi
402Pretend the bow of your ship (the "^") is pointing upward and the wind is
403blowing from the bottom to the top of the page. The
404numbers at the bottom "3(6)" will be your speed under battle or full
405sails in such a situation. If the wind is off your quarter, then you
406can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
407off your bow, then you can only move "1(2)". Facing into the wind, you
408can't move at all. Ships facing into the wind were said to be "in irons".
409.SH WINDSPEED AND DIRECTION
410The windspeed and direction is displayed as a little weather vane on the
411side of the screen. The number in the middle of the vane indicates the wind
412speed, and the + to - indicates the wind direction. The wind blows from
413the + sign (high pressure) to the - sign (low pressure). E.g.,
414.nf
415
416 |
417 3
418 +
419
420.fi
421.PP
422The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
4233 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
424If a hurricane shows up, all ships are destroyed.
425.SH GRAPPLING AND FOULING
426If two ships collide, they run the risk of becoming tangled together. This
427is called "fouling." Fouled ships are stuck together, and neither can move.
428They can unfoul each other if they want to. Boarding parties can only be
429sent across to ships when the antagonists are either fouled or grappled.
430.PP
431Ships can grapple each other by throwing grapnels into the rigging of
432the other.
433.PP
434The number of fouls and grapples you have are displayed on the upper
435right of the screen.
436.SH BOARDING
437Boarding was a very costly venture in terms of human life. Boarding parties
438may be formed in
439.I Sail
440to either board an enemy ship or to defend your own ship against attack.
441Men organized as Defensive Boarding Parties fight twice as hard to save
442their ship as men left unorganized.
443.PP
444The boarding strength of a crew depends upon its quality and upon the
445number of men sent.
446.SH CREW QUALITY
447The British seaman was world renowned for his sailing abilities. American
448sailors, however, were actually the best seamen in the world. Because the
449American Navy offered twice the wages of the Royal Navy, British seamen
450who liked the sea defected to America by the thousands.
451.PP
452In
453.I Sail,
454crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
455and outfight all other sailors. "Crack" crews are next. "Mundane" crews
456are average, and "Green" and "Mutinous" crews are below average. A good
457rule of thumb is that "Crack" or "Elite" crews get one extra hit
458per broadside compared to "Mundane" crews. Don't expect too much from
459"Green" crews.
460.SH BROADSIDES
461Your two broadsides may be loaded with four kinds of shot: grape, chain,
462round, and double. You have guns and carronades in both the port and starboard
463batteries. Carronades only have a range of two, so you have to get in
464close to be able to fire them. You have the choice of firing at the hull
465or rigging of another ship. If the range of the ship is greater than 6,
466then you may only shoot at the rigging.
467.PP
468The types of shot and their advantages are:
469.SH ROUND
470Range of 10. Good for hull or rigging hits.
471.SH DOUBLE
472Range of 1. Extra good for hull or rigging hits.
473Double takes two turns to load.
474.SH CHAIN
475Range of 3. Excellent for tearing down rigging.
476Cannot damage hull or guns, though.
477.SH GRAPE
478Range of 1. Sometimes devastating against enemy crews.
479.PP
480On the side of the screen is displayed some vital information about your
481ship:
482.nf
483
484 Load D! R!
485 Hull 9
486 Crew 4 4 2
487 Guns 4 4
488 Carr 2 2
489 Rigg 5 5 5 5
490
491.fi
492"Load" shows what your port (left) and starboard (right) broadsides are
493loaded with. A "!" after the type of shot indicates that it is an initial
494broadside. Initial broadside were loaded with care before battle and before
495the decks ran red with blood. As a consequence, initial broadsides are a
496little more effective than broadsides loaded later. A "*" after the type of
497shot indicates that the gun
498crews are still loading it, and you cannot fire yet. "Hull" shows how much
499hull you have left. "Crew" shows your three sections of crew. As your
500crew dies off, your ability to fire decreases. "Guns" and "Carr" show
501your port and starboard guns. As you lose guns, your ability to fire
502decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
503As rigging is shot away, you lose mobility.
504.SH EFFECTIVENESS OF FIRE
505It is very dramatic when a ship fires its thunderous broadsides, but the
506mere opportunity to fire them does not guarantee any hits. Many factors
507influence the destructive force of a broadside. First of all, and the chief
508factor, is distance. It is harder to hit a ship at range ten than it is
509to hit one sloshing alongside. Next is raking. Raking fire, as
510mentioned before,
511can sometimes dismast a ship at range ten. Next, crew size and quality affects
512the damage done by a broadside. The number of guns firing also bears on the
513point,
514so to speak. Lastly, weather affects the accuracy of a broadside. If the
515seas are high (5 or 6), then the lower gunports of ships of the line can't
516even be opened to run out the guns. This gives frigates and other flush
517decked vessels an advantage in a storm. The scenario
518.I Pellew vs. The Droits de L'Homme
519takes advantage of this peculiar circumstance.
520.SH REPAIRS
521Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
522two points per three turns. The message "Repairs Completed" will be
523printed if no more repairs can be made.
524.SH PECULIARITIES OF COMPUTER SHIPS
525Computer ships in
526.I Sail
527follow all the rules above with a few exceptions. Computer ships never
528repair damage. If they did, the players could never beat them. They
529play well enough as it is. As a consolation, the computer ships can fire double
530shot every turn. That fluke is a good reason to keep your distance. The
531.I
532Driver
533figures out the moves of the computer ships. It computes them with a typical
534A.I. distance function and a depth first search to find the maximum "score."
535It seems to work fairly well, although I'll be the first to admit it isn't
536perfect.
537.SH HOW TO PLAY
538Commands are given to
539.I Sail
540by typing a single character. You will then be prompted for further
541input. A brief summary of the commands follows.
542.bp
543.SH COMMAND SUMMARY
544.nf
545
546 'f' Fire broadsides if they bear
547 'l' Reload
548 'L' Unload broadsides (to change ammo)
549 'm' Move
550 'i' Print the closest ship
551 'I' Print all ships
552 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
553 's' Send a message around the fleet
554 'b' Attempt to board an enemy ship
555 'B' Recall boarding parties
556 'c' Change set of sail
557 'r' Repair
558 'u' Attempt to unfoul
559 'g' Grapple/ungrapple
560 'v' Print version number of game
561 '^L' Redraw screen
562 'Q' Quit
563
564 'C' Center your ship in the window
565 'U' Move window up
566 'D','N' Move window down
567 'H' Move window left
568 'J' Move window right
569 'S' Toggle window to follow your ship or stay where it is
570
571.fi
572.bg
573.SH SCENARIOS
574Here is a summary of the scenarios in
575.I Sail:
576
577.br
578.SH Ranger vs. Drake:
579.nf
580Wind from the N, blowing a fresh breeze.
581
582(a) Ranger 19 gun Sloop (crack crew) (7 pts)
583(b) Drake 17 gun Sloop (crack crew) (6 pts)
584.SH The Battle of Flamborough Head:
585.nf
586Wind from the S, blowing a fresh breeze.
587
588.fi
589This is John Paul Jones' first famous battle. Aboard the Bonhomme
590Richard, he was able to overcome the Serapis's greater firepower
591by quickly boarding her.
592.nf
593
594(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
595(b) Serapis 44 gun Frigate (crack crew) (12 pts)
596.SH Arbuthnot and Des Touches:
597.nf
598Wind from the N, blowing a gale.
599
600(b) America 64 gun Ship of the Line (crack crew) (20 pts)
601(b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
602(b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
603(b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
604(b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
605(f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
606(f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts)
607(f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
608(f) Provence 64 gun Ship of the Line (average crew) (18 pts)
609(f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
610.SH Suffren and Hughes:
611.nf
612
613Wind from the S, blowing a fresh breeze.
614
615(b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
616(b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
617(b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
618(b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
619(b) Burford 74 gun Ship of the Line (average crew) (24 pts)
620(f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
621(f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
622(f) Severe 64 gun Ship of the Line (average crew) (18 pts)
623(f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
624(f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
625.SH Nymphe vs. Cleopatre:
626.nf
627Wind from the S, blowing a fresh breeze.
628
629(b) Nymphe 36 gun Frigate (crack crew) (11 pts)
630(f) Cleopatre 36 gun Frigate (average crew) (10 pts)
631.SH Mars vs. Hercule:
632Wind from the S, blowing a fresh breeze.
633.nf
634(b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
635(f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
636.SH Ambuscade vs. Baionnaise:
637.nf
638Wind from the N, blowing a fresh breeze.
639
640(b) Ambuscade 32 gun Frigate (average crew) (9 pts)
641(f) Baionnaise 24 gun Corvette (average crew) (9 pts)
642.SH Constellation vs. Insurgent:
643.nf
644Wind from the S, blowing a gale.
645
646(a) Constellation 38 gun Corvette (elite crew) (17 pts)
647(f) Insurgent 36 gun Corvette (average crew) (11 pts)
648.SH Constellation vs. Vengeance:
649.nf
650Wind from the S, blowing a fresh breeze.
651
652(a) Constellation 38 gun Corvette (elite crew) (17 pts)
653(f) Vengeance 40 gun Frigate (average crew) (15 pts)
654.SH The Battle of Lissa:
655.nf
656Wind from the S, blowing a fresh breeze.
657
658(b) Amphion 32 gun Frigate (elite crew) (13 pts)
659(b) Active 38 gun Frigate (elite crew) (18 pts)
660(b) Volage 22 gun Frigate (elite crew) (11 pts)
661(b) Cerberus 32 gun Frigate (elite crew) (13 pts)
662(f) Favorite 40 gun Frigate (average crew) (15 pts)
663(f) Flore 40 gun Frigate (average crew) (15 pts)
664(f) Danae 40 gun Frigate (crack crew) (17 pts)
665(f) Bellona 32 gun Frigate (green crew) (9 pts)
666(f) Corona 40 gun Frigate (green crew) (12 pts)
667(f) Carolina 32 gun Frigate (green crew) (7 pts)
668.SH Constitution vs. Guerriere:
669.nf
670Wind from the SW, blowing a gale.
671
672(a) Constitution 44 gun Corvette (elite crew) (24 pts)
673(b) Guerriere 38 gun Frigate (crack crew) (15 pts)
674.SH United States vs. Macedonian:
675.nf
676Wind from the S, blowing a fresh breeze.
677
678(a) United States 44 gun Frigate (elite crew) (24 pts)
679(b) Macedonian 38 gun Frigate (crack crew) (16 pts)
680.SH Constitution vs. Java:
681.nf
682Wind from the S, blowing a fresh breeze.
683
684(a) Constitution 44 gun Corvette (elite crew) (24 pts)
685(b) Java 38 gun Corvette (crack crew) (19 pts)
686.SH Chesapeake vs. Shannon:
687.nf
688Wind from the S, blowing a fresh breeze.
689
690(a) Chesapeake 38 gun Frigate (average crew) (14 pts)
691(b) Shannon 38 gun Frigate (elite crew) (17 pts)
692.SH The Battle of Lake Erie:
693.nf
694Wind from the S, blowing a light breeze.
695
696(a) Lawrence 20 gun Sloop (crack crew) (9 pts)
697(a) Niagara 20 gun Sloop (elite crew) (12 pts)
698(b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
699(b) Detroit 19 gun Sloop (crack crew) (7 pts)
700(b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
701.SH Wasp vs. Reindeer:
702.nf
703Wind from the S, blowing a light breeze.
704
705(a) Wasp 20 gun Sloop (elite crew) (12 pts)
706(b) Reindeer 18 gun Sloop (elite crew) (9 pts)
707.SH Constitution vs. Cyane and Levant:
708.br
709Wind from the S, blowing a moderate breeze.
710
711(a) Constitution 44 gun Corvette (elite crew) (24 pts)
712(b) Cyane 24 gun Sloop (crack crew) (11 pts)
713(b) Levant 20 gun Sloop (crack crew) (10 pts)
714.br
715.SH Pellew vs. Droits de L'Homme:
716.nf
717Wind from the N, blowing a gale.
718
719(b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
720(b) Amazon 36 gun Frigate (crack crew) (14 pts)
721(f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
722.SH Algeciras:
723.nf
724Wind from the SW, blowing a moderate breeze.
725
726(b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
727(b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
728(b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
729(b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
730(s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
731(s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
732(s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
733(s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
734(f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
735(f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
736.SH Lake Champlain:
737.nf
738Wind from the N, blowing a fresh breeze.
739
740(a) Saratoga 26 gun Sloop (crack crew) (12 pts)
741(a) Eagle 20 gun Sloop (crack crew) (11 pts)
742(a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
743(a) Preble 7 gun Brig (crack crew) (4 pts)
744(b) Confiance 37 gun Frigate (crack crew) (14 pts)
745(b) Linnet 16 gun Sloop (elite crew) (10 pts)
746(b) Chubb 11 gun Brig (crack crew) (5 pts)
747.SH Last Voyage of the USS President:
748.nf
749Wind from the N, blowing a fresh breeze.
750
751(a) President 44 gun Frigate (elite crew) (24 pts)
752(b) Endymion 40 gun Frigate (crack crew) (17 pts)
753(b) Pomone 44 gun Frigate (crack crew) (20 pts)
754(b) Tenedos 38 gun Frigate (crack crew) (15 pts)
755.SH Hornblower and the Natividad:
756.nf
757Wind from the E, blowing a gale.
758
759.fi
760A scenario for you Horny fans. Remember, he sank the Natividad
761against heavy odds and winds. Hint: don't try to board the Natividad,
762her crew is much bigger, albeit green.
763.nf
764
765(b) Lydia 36 gun Frigate (elite crew) (13 pts)
766(s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
767.SH Curse of the Flying Dutchman:
768.nf
769Wind from the S, blowing a fresh breeze.
770
771Just for fun, take the Piece of cake.
772
773(s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
774(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
775.SH The South Pacific:
776.nf
777Wind from the S, blowing a strong breeze.
778
779(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
780(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
781(s) Australian 32 gun Frigate (average crew) (9 pts)
782(f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
783.SH Hornblower and the battle of Rosas bay:
784.nf
785Wind from the E, blowing a fresh breeze.
786
787The only battle Hornblower ever lost. He was able to dismast one
788ship and stern rake the others though. See if you can do as well.
789.nf
790
791(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
792(f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
793(f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
794(f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
795(f) Napolean 74 gun Ship of the Line (green crew) (20 pts)
796.SH Cape Horn:
797.nf
798Wind from the NE, blowing a strong breeze.
799
800(a) Concord 80 gun Ship of the Line (average crew) (27 pts)
801(a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
802(b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
803(s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
804(f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
805.SH New Orleans:
806.nf
807Wind from the SE, blowing a fresh breeze.
808
809Watch that little Cypress go!
810
811(a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
812(b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
813(b) Cypress 44 gun Frigate (elite crew) (14 pts)
814.SH Botany Bay:
815.nf
816Wind from the N, blowing a fresh breeze.
817
818(b) Shark 64 gun Ship of the Line (average crew) (18 pts)
819(f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
820(f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
821.SH Voyage to the Bottom of the Sea:
822.nf
823Wind from the NW, blowing a fresh breeze.
824
825This one is dedicated to Richard Basehart and David Hedison.
826
827(a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
828(a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
829(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
830(s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
831.SH Frigate Action:
832.nf
833Wind from the E, blowing a fresh breeze.
834
835(a) Killdeer 40 gun Frigate (average crew) (15 pts)
836(b) Sandpiper 40 gun Frigate (average crew) (15 pts)
837(s) Curlew 38 gun Frigate (crack crew) (16 pts)
838.SH The Battle of Midway:
839.nf
840Wind from the E, blowing a moderate breeze.
841
842(a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
843(a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
844(a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
845(j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
846(j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
847(j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
848
849.SH Star Trek:
850.nf
851Wind from the S, blowing a fresh breeze.
852
853(a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
854(a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
855(a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
856(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
857(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
858(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
859(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
860(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
861
862.SH CONCLUSION
863
864.I Sail
865has been a group effort.
866
867.SH AUTHOR
868Dave Riggle
869.SH CO-AUTHOR
870Ed Wang
871.SH REFITTING
872Craig Leres
873.SH CONSULTANTS
874.nf
875Chris Guthrie
876Captain Happy
877Horatio Nelson
878 and many valiant others...
879.fi
880.SH "REFERENCES"
881.nf
882Wooden Ships & Iron Men, by Avalon Hill
883Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
884Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
885The Complete Works of Captain Frederick Marryat, (about 20) especially
886.in +6n
887Mr. Midshipman Easy
888Peter Simple
889Jacob Faithful
890Japhet in Search of a Father
891Snarleyyow, or The Dog Fiend
892Frank Mildmay, or The Naval Officer
893.in -6n
894.SH BUGS
895Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
896"edward@ucbarpa.berkeley.edu"