date and time created 83/12/17 12:41:43 by edward
[unix-history] / usr / src / games / sail / sail.6
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ea6bdf6d 1.. @(#)sail.6 2.3 83/11/18
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2.TH SAIL PUBLIC
3.UC 4
4.SH NAME
5sail \- multi-user wooden ships and iron men
6.SH SYNOPSIS
7.B sail
8[
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9.B num
10]
11.br
12.fi
13.SH DESCRIPTION
14.I Sail
15is a computer version of Avalon Hill's game of fighting sail
16originally developed by S. Craig Taylor.
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17.PP
18Players of
19.I Sail
20take command of an old fashioned Man of War and fight other
21players or the computer. They may re-enact one of the many
22historical sea battles recorded in the game, or they can choose
23a fictional battle.
24.PP
25As a sea captain in the
26.I Sail
27Navy, the player has complete control over the workings of his ship.
28He must order every maneuver, change the set of his sails, and judge the
29right moment to let loose the terrible destruction of his broadsides.
30In addition to fighting the enemy, he must harness the powers of the wind
31and sea to make them work for him. The outcome of many battles during the
32age of sail was decided by the ability of one captain to hold the `weather
33gage.'
34.SH IMPLEMENTATION
35.I Sail
36is really two programs in one. Each player starts up a process which
37runs his own ship. In addition, a
38.I driver
39program is execl'd (by the first player) to run the computer ships
40and take care of global bookkeeping.
41.PP
42Because the
43.I driver
44must calculate moves for each ship it controls, the
45more ships the computer is playing, the slower the game will appear.
46.PP
47If a player joins a game in progress, he will synchronize
48with the other players (a rather slow process for everyone), and
49then he may play along with the rest.
50.PP
51To implement a multi-user game in Version 7 UNIX, which was the operating
52system
53.I Sail
54was first written under, the communicating processes must use a common
55temporary file as a place to read and write messages. In addition, a
56locking mechanism must be provided to ensure exclusive access to the
57shared file. For example,
58.I Sail
59uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
60corresponding file names for the other scenarios. To provide exclusive
61access to the temporary file,
62.I Sail
63uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
64Processes do a busy wait in the loop
65.br
66.sp
67.ce 2
68 for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
69 sleep(2);
70.br
71.sp
72until they are able to create a link to a file named "/tmp/#saillock.??".
73The "??" correspond to the scenario number of the game. Since UNIX
74guarantees that a link will point to only one file, the process that succeeds
75in linking will have exclusive access to the temporary file.
76.PP
77Whether or not this really works is open to speculation. When ucbmiro
78was rebooted after a crash, the file system check program found 3 links
79between the
80.I Sail
81temporary file and its link file.
82.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
83When players do something of global interest, such as moving or firing,
84the driver must coordinate the action with the other ships in the game.
85For example, if a player wants to move in a certain direction, he writes a
86message into the temporary file requesting the driver to move his ship.
87Each ``turn,'' the driver reads all the messages sent from the players and
88decides what happened. It then writes back into the temporary file new
89values of variables, etc.
90.PP
91The most noticeable effect this communication has on the game is the
92delay in moving. Suppose a player types a move for his ship and hits
93return. What happens then? The player process saves up messages to
94be written to the temporary file in a buffer. Every 7 seconds or so, the
95player process gets exclusive access to the temporary file and writes
96out its buffer to the file. The driver, running asynchronously, must
97read in the movement command, process it, and write out the results. This
98takes two exclusive accesses to the temporary file. Finally, when the player
99process gets around to doing another 7 second update, the results of the
100move are displayed on the screen. Hence, every movement requires four
101exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
102depending upon asynchrony) before the player sees the results of his moves.
103.PP
104In practice, the delays are not as annoying as they would appear. There
105is room for "pipelining" in the movement. After the player writes out
106a first movement message, a second movement command can then be issued.
107The first message will be in the temporary file waiting for the driver, and
108the second will be in the file buffer waiting to be written to the file.
109Thus, by always typing moves a turn ahead of the time, the player can
110sail around quite quickly.
111.PP
112If the player types several movement commands between two 7 second updates,
113only the last movement command typed will be seen by the driver. Movement
114commands within the same update "overwrite" each other, in a sense.
115.SH THE HISTORY OF SAIL
116I wrote the first version of
eb6453a2 117.I Sail
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118on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
119not portable in any sense of the word, and didn't work. The program was not
120very modular and had fseeks() and fwrites() every few lines. After a
121tremendous rewrite from the top down, I got the first working version up by
1221981. There were several annoying bugs concerning firing broadsides and
123finding angles.
124.I Sail
125uses no floating point, by the way, so the direction routines are rather
126tricky.
127Ed Wang rewrote my angle() routine in 1981 to be more correct (although
128it still doesn't work perfectly), and he added code to let a player select
129which ship he wanted at the start of the game (instead of the first one
130available).
131.PP
132Captain Happy (Craig Leres) is responsible for making
133.I Sail
134portable for the first time. This was no easy task, by the way. Constants
135like 2 and 10 were very frequent in the code. I also became famous for
136using "Riggle Memorial Structures" in
137.I Sail.
138Many of my structure references are so long that they run off the line
139printer page. Here is an example, if you promise not to laugh.
140.br
141.sp
142.ce
143specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
144.br
145.sp
eb6453a2 146.PP
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147.I Sail
148received its fourth and most thorough rewrite in the summer and fall
149of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
150almost from scratch. Although he introduced many new bugs, the final
151result was very much cleaner and (?) faster. He added window movement
152commands and find ship commands.
eb6453a2 153.SH HISTORICAL INFO
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154Old Square Riggers were very maneuverable ships capable of intricate
155sailing. Their only disadvantage was an inability to sail very
156close to the wind. The design of a wooden ship allowed only for the
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157guns to bear to the left and right sides. A few guns of small
158aspect (usually 6 or 9 pounders) could point forward, but their
3bd672cc 159effect was small compared to a 68 gun broadside of 24 or 32 pounders.
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160The guns bear approximately like so:
161.nf
162
163 \\
164 b----------------
165 ---0
166 \\
167 \\
168 \\ up to a range of ten (for round shot)
169 \\
170 \\
171 \\
172
173.fi
3bd672cc 174An interesting phenomenon occurred when a broadside was fired
eb6453a2 175down the length of an enemy ship. The shot tended to bounce along
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176the deck and did several times more damage. This phenomenon was called
177a rake. Because the bows of a ship are very strong and present a smaller
178target than the stern, a stern rake (firing from the stern to the bow) causes
179more damage than a bow rake.
180.nf
181
182 b
183 00 ---- Stern rake!
184 a
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185
186.fi
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187Most ships were equipped with carronades, which were very large, close
188range cannons. American ships from the revolution until the War of 1812
189were almost entirely armed with carronades.
eb6453a2 190.PP
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191The period of history covered in
192.I Sail
193is approximately from the 1770's until the end of Napoleanic France in 1815.
194There are many excellent books about the age of sail. My favorite author
195is Captain Frederick Marryat. More contemporary authors include C.S. Forester
196and Alexander Kent.
197.PP
198Fighting ships came in several sizes classed by armament. The mainstays of
199any fleet were its "Ships of the Line", or "Line of Battle Ships". They
200were so named because these ships fought together in great lines. They were
201close enough for mutual support, yet every ship could fire both its broadsides.
202We get the modern words "ocean liner," or "liner," and "battleship" from
203"ship of the line." The most common size was the the 74 gun two decked
204ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
205.PP
206The pride of the fleet were the first rates. These were huge three decked
207ships of the line mounting 80 to 136 guns. The guns in the three tiers
208were usually 18, 24, and 32 pounders in that order from top to bottom.
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210Various other ships came next. They were almost all "razees," or ships
211of the line with one deck sawed off. They mounted 40-64 guns and were
212a poor cross between a frigate and a line of battle ship. They neither
213had the speed of the former nor the firepower of the latter.
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215Next came the "eyes of the fleet." Frigates came in many sizes mounting
216anywhere from 32 to 44 guns. They were very handy vessels. They could
217outsail anything bigger and outshoot anything smaller. Frigates didn't
218fight in lines of battle as the much bigger 74's did. Instead, they
219harassed the enemy's rear or captured crippled ships. They were much
220more useful in missions away from the fleet, such as cutting out expeditions
221or boat actions. They could hit hard and get away fast.
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223Lastly, there were the corvettes, sloops, and brigs. These were smaller
224ships mounting typically fewer than 20 guns. A corvette was only slightly
225smaller than a frigate, so one might have up to 30 guns. Sloops were used
226for carrying dispatches or passengers. Brigs were something you built for
227land-locked lakes.
228.SH SAIL PARTICULARS
229Ships in
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231are represented by two characters. One character represents the bow of
232the ship, and the other represents the stern. Ships have nationalities
233and numbers. The first ship of a nationality is number 0, the second
234number 1, etc. Therefore, the first British ship in a game would be
235printed as "b0". The second Brit would be "b1", and the fifth Don
236would be "s4".
237.PP
238Ships can set normal sails, called Battle Sails, or bend on extra canvas
239called Full Sails. A ship under full sail is a beautiful sight indeed,
240and it can move much faster than a ship under Battle Sails. The only
241trouble is, with full sails set, there is so much tension on sail and
242rigging that a well aimed round shot can burst a sail into ribbons where
243it would only cause a little hole in a loose sail. For this reason,
244rigging damage is doubled on a ship with full sails set. Don't let
245that discourage you from using full sails. I like to keep them up
246right into the heat of battle. A ship
247with full sails set has a capital letter for its nationality. E.g.
248a Frog, "f0", with full sails set would be printed as "F0".
249.PP
250When a ship is battered into a listing hulk, the last man aboard "strikes
251the colors." This ceremony is the ship's formal surrender. The nationality
252character
253of a surrendered ship is printed as "!". E.g. the Frog of our last example
254would soon be "!0".
255.PP
256A ship has a random chance of catching fire or sinking when it reaches the
257stage of listing hulk. A sinking ship has a "~" printed for its nationality,
258and a ship on fire and about to explode has a "#" printed.
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260Captured ships become the nationality of the prize crew. Therefore, if
261an American ship captures a British ship, the British ship will have an
262"a" printed for its nationality. In addition, the ship number is changed
263to "&","'", "(", ,")", "*", or "+" depending upon the original number,
264be it 0,1,2,3,4, or 5. E.g. the "b0" captured by an American becomes the
265"a&". The "s4" captured by a Frog becomes the "f*".
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267The ultimate example is, of course, an exploding Brit captured by an
268American: "#&".
269.SH MOVEMENT
270Movement is the most confusing part of
271.I Sail
272to many. Ships can head in 8 directions:
273.nf
274
275 0 0 0
276 b b b0 b b b 0b b
277 0 0 0
278
279.fi
280The stern of a ship moves when it turns. The bow remains stationary.
281Ships can always turn, regardless of the wind (unless they are becalmed).
282All ships drift when they lose headway. If a ship doesn't move forward
283at all for two turns, it will begin to drift. If a ship has begun to
284drift, then it must move forward before it turns, if it plans to do
285more than make a right or left turn, which is always possible.
eb6453a2 286.PP
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287Movement commands to
288.I Sail
289are a string of forward moves and turns. An example is "l3". It will
290turn a ship left and then move it ahead 3 spaces. In the drawing above,
291the "b0" made 7 successive left turns. When
292.I Sail
293prompts you for a move, it prints three characters of import. E.g.
eb6453a2 294.nf
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295 move (7, 4):
296.fi
297The first number is the maximum number of moves you can make,
298including turns. The second number is the maximum number of turns
299you can make. Between the numbers is sometimes printed a quote "'".
300If the quote is present, it means that your ship has been drifting, and
301you must move ahead to regain headway before you turn (see note above).
302Some of the possible moves for the example above are as follows:
303.nf
304
305 move (7, 4): 7
306 move (7, 4): 1
307 move (7, 4): d /* drift, or do nothing */
308 move (7, 4): 6r
309 move (7, 4): 5r1
310 move (7, 4): 4r1r
311 move (7, 4): l1r1r2
312 move (7, 4): 1r1r1r1
eb6453a2 313
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314.fi
315Because square riggers performed so poorly sailing into the wind, if at
316any point in a movement command you turn into the wind, the movement stops
317there. E.g.
318.nf
eb6453a2 319
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320 move (7, 4): l1l4
321 Movement Error;
322 Helm: l1l
eb6453a2 323
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324.fi
325Moreover, whenever you make a turn, your movement allowance drops to
326min(what's left, what you would have at the new attitude). In short,
327if you turn closer to the wind, you most likely won't be able to sail the
328full allowance printed in the "move" prompt.
329.PP
330Old sailing captains had to keep an eye constantly on the wind. Captains
331in
332.I Sail
333are no different. A ship's ability to move depends on its attitide to the
334wind. The best angle possible is to have the wind off your quarter, that is,
335just off the stern. The direction rose on the side of the screen gives the
336possible movements for your ship at all positions to the wind. Battle
337sail speeds are given first, and full sail speeds are given in parenthesis.
338.nf
eb6453a2 339
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340 0 1(2)
341 \\|/
342 -^-3(6)
343 /|\\
344 | 4(7)
345 3(6)
eb6453a2 346
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347.fi
348Pretend the bow of your ship (the "^") is pointing upward and the wind is
349blowing from the bottom to the top of the page. The
350numbers at the bottom "3(6)" will be your speed under battle or full
351sails in such a situation. If the wind is off your quarter, then you
352can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
353off your bow, then you can only move "1(2)". Facing into the wind, you
354can't move at all. Ships facing into the wind were said to be "in irons".
355.SH WINDSPEED AND DIRECTION
356The windspeed and direction is displayed as a little weather vane on the
357side of the screen. The number in the middle of the vane indicates the wind
358speed, and the + to - indicates the wind direction. The wind blows from
359the + sign (high pressure) to the - sign (low pressure). E.g.
360.nf
361
362 |
363 3
364 +
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365
366.fi
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367.PP
368The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
3693 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
370If a hurricane shows up, all ships are destroyed.
371.SH GRAPPLING AND FOULING
372If two ships collide, they run the risk of becoming tangled together. This
373is called "fouling." Fouled ships are stuck together, and neither can move.
374They can unfoul each other if they want to. Boarding parties can only be
375sent across to ships when the antagonists are either fouled or grappled.
376.PP
377Ships can grapple each other by throwing grapnels into the rigging of
378the other.
379.PP
380The number of fouls and grapples you have are displayed on the upper
381right of the screen.
382.SH BOARDING
383Boarding was a very costly venture in terms of human life. Boarding parties
384may be formed in
385.I Sail
386to either board an enemy ship or to defend your own ship against attack.
387Men organized as Defensive Boarding Parties fight twice as hard to save
388their ship as men left unorganized.
389.PP
390The boarding strength of a crew depends upon its quality and upon the
391number of men sent.
392.SH CREW QUALITY
393The British seaman was world renowned for his sailing abilities. American
394sailors, however, were actually the best seamen in the world. Because the
395American Navy offered twice the wages of the Royal Navy, British seamen
396who liked the sea defected to America by the thousands.
397.PP
398In
399.I Sail,
400crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
401and outfight all other sailors. "Crack" crews are next. "Mundane" crews
402are average, and "Green" and "Mutinous" crews are below average. A good
403rule of thumb is that "Crack" or "Elite" crews get one extra hit
404per broadside compared to "Mundane" crews. Don't expect too much from
405"Green" crews.
406.SH BROADSIDES
407Your two broadsides may be loaded with four kinds of shot: grape, chain,
408round, and double. You have guns and carronades in both the port and starboard
409batteries. Carronades only have a range of two, so you have to get in
410close to be able to fire them. You have the choice of firing at the hull
411or rigging of another ship. If the range of the ship is greater than 6,
412then you may only shoot at the rigging.
413.PP
414The types of shot and their advantages are:
415.SH ROUND
416Range of 10. Good for hull or rigging hits.
417.SH DOUBLE
418Range of 1. Extra good for hull or rigging hits.
419Double takes two turns to load.
420.SH CHAIN
421Range of 3. Excellent for tearing down rigging.
422Cannot damage hull or guns, though.
423.SH GRAPE
424Range of 1. Sometimes devastating against enemy crews.
425.PP
426On the side of the screen is displayed some vital information about your
427ship:
428.nf
429
430 Load D! R!
431 Hull 9
432 Crew 4 4 2
433 Guns 4 4
434 Carr 2 2
435 Rigg 5 5 5 5
436
437.fi
438"Load" shows what your port (left) and starboard (right) broadsides are
439loaded with. A "!" after the type of shot indicates that it is an initial
440broadside. Initial broadside were loaded with care before battle and before
441the decks ran red with blood. As a consequence, initial broadsides are a
442little more effective than broadsides loaded later. A "*" after the type of
443shot indicates that the gun
444crews are still loading it, and you cannot fire yet. "Hull" shows how much
445hull you have left. "Crew" shows your three sections of crew. As your
446crew dies off, your ability to fire decreases. "Guns" and "Carr" show
447your port and starboard guns. As you lose guns, your ability to fire
448decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
449As rigging is shot away, you lose mobility.
450.SH EFFECTIVENESS OF FIRE
451It is very dramatic when a ship fires its thunderous broadsides, but the
452mere opportunity to fire them does not guarantee any hits. Many factors
453influence the destructive force of a broadside. First of all, and the chief
454factor, is distance. It is harder to hit a ship at range ten than it is
455to hit one sloshing alongside. Next is raking. Raking fire, as
456mentioned before,
457can sometimes dismast a ship at range ten. Next, crew size and quality affects
458the damage done by a broadside. The number of guns firing also bears on the
459point,
460so to speak. Lastly, weather affects the accuracy of a broadside. If the
461seas are high (5 or 6), then the lower gunports of ships of the line can't
462even be opened to run out the guns. This gives frigates and other flush
463decked vessels an advantage in a storm. The scenario
464.I Pellew vs. The Droits de L'Homme
465takes advantage of this peculiar circumstance.
466.SH REPAIRS
467Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
468two points per three turns. The message "Repairs Completed" will be
469printed if no more repairs can be made.
470.SH PECULIARITIES OF COMPUTER SHIPS
471Computer ships in
472.I Sail
473follow all the rules above with a few exceptions. Computer ships never
474repair damage. If they did, the players could never beat them. They
475play well enough as it is. As a consolation, the computer ships can fire double
476shot every turn. That fluke is a good reason to keep your distance. The
477.I
478Driver
479figures out the moves of the computer ships. It computes them with a typical
480A.I. distance function and a depth first search to find the maximum "score."
481It seems to work fairly well, although I'll be the first to admit it isn't
482perfect.
483.SH HOW TO PLAY
484Commands are given to
485.I Sail
486by typing a single character. You will then be prompted for further
487input. A brief summary of the commands follows.
eb6453a2 488.bp
3bd672cc 489.SH COMMAND SUMMARY
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490.nf
491
492 'f' Fire broadsides if they bear
493 'l' Reload
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494 'L' Unload broadsides (to change ammo)
495 'm' Move
496 'i' Print the closest ship
497 'I' Print all ships
498 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
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499 's' Send a message around the fleet
500 'b' Attempt to board an enemy ship
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501 'B' Recall boarding parties
502 'c' Change set of sail
503 'r' Repair
504 'u' Attempt to unfoul
505 'g' Grapple/ungrapple
3bd672cc 506 'v' Print version number of game
eb6453a2 507 '^L' Redraw screen
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508 'Q' Quit
509
510 'C' Center your ship in the window
511 'U' Move window up
512 'D','N' Move window down
513 'H' Move window left
514 'J' Move window right
515 'S' Toggle window to follow your ship or stay where it is
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516
517.fi
518.bg
519.SH SCENARIOS
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520Here is a summary of the scenarios in
521.I Sail:
522
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523.br
524.SH Ranger vs. Drake:
525.nf
526Wind from the N, blowing a fresh breeze.
527
528(a) Ranger 19 gun Sloop (crack crew) (7 pts)
529(b) Drake 17 gun Sloop (crack crew) (6 pts)
530.SH The Battle of Flamborough Head:
531.nf
532Wind from the S, blowing a fresh breeze.
533
534.fi
535This is John Paul Jones' first famous battle. Aboard the Bonhomme
536Richard, he was able to overcome the Serapis's greater firepower
537by quickly boarding her.
538.nf
539
540(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
541(b) Serapis 44 gun Frigate (crack crew) (12 pts)
542.SH Arbuthnot and Des Touches:
543.nf
544Wind from the N, blowing a gale.
545
546(b) America 64 gun Ship of the Line (crack crew) (20 pts)
547(b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
548(b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
549(b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
550(b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
551(f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
552(f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts)
553(f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
554(f) Provence 64 gun Ship of the Line (average crew) (18 pts)
555(f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
556.SH Suffren and Hughes:
557.nf
558
559Wind from the S, blowing a fresh breeze.
560
561(b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
562(b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
563(b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
564(b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
565(b) Burford 74 gun Ship of the Line (average crew) (24 pts)
566(f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
567(f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
568(f) Severe 64 gun Ship of the Line (average crew) (18 pts)
569(f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
570(f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
571.SH Nymphe vs. Cleopatre:
572.nf
573Wind from the S, blowing a fresh breeze.
574
575(b) Nymphe 36 gun Frigate (crack crew) (11 pts)
576(f) Cleopatre 36 gun Frigate (average crew) (10 pts)
577.SH Mars vs. Hercule:
578Wind from the S, blowing a fresh breeze.
579.nf
580(b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
581(f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
582.SH Ambuscade vs. Baionnaise:
583.nf
584Wind from the N, blowing a fresh breeze.
585
586(b) Ambuscade 32 gun Frigate (average crew) (9 pts)
587(f) Baionnaise 24 gun Corvette (average crew) (9 pts)
588.SH Constellation vs. Insurgent:
589.nf
590Wind from the S, blowing a gale.
591
592(a) Constellation 38 gun Corvette (elite crew) (17 pts)
593(f) Insurgent 36 gun Corvette (average crew) (11 pts)
594.SH Constellation vs. Vengeance:
595.nf
596Wind from the S, blowing a fresh breeze.
597
598(a) Constellation 38 gun Corvette (elite crew) (17 pts)
599(f) Vengeance 40 gun Frigate (average crew) (15 pts)
600.SH The Battle of Lissa:
601.nf
602Wind from the S, blowing a fresh breeze.
603
604(b) Amphion 32 gun Frigate (elite crew) (13 pts)
605(b) Active 38 gun Frigate (elite crew) (18 pts)
606(b) Volage 22 gun Frigate (elite crew) (11 pts)
607(b) Cerberus 32 gun Frigate (elite crew) (13 pts)
608(f) Favorite 40 gun Frigate (average crew) (15 pts)
609(f) Flore 40 gun Frigate (average crew) (15 pts)
610(f) Danae 40 gun Frigate (crack crew) (17 pts)
611(f) Bellona 32 gun Frigate (green crew) (9 pts)
612(f) Corona 40 gun Frigate (green crew) (12 pts)
613(f) Carolina 32 gun Frigate (green crew) (7 pts)
614.SH Constitution vs. Guerriere:
615.nf
616Wind from the SW, blowing a gale.
617
618(a) Constitution 44 gun Corvette (elite crew) (24 pts)
619(b) Guerriere 38 gun Frigate (crack crew) (15 pts)
620.SH United States vs. Macedonian:
621.nf
622Wind from the S, blowing a fresh breeze.
623
624(a) United States 44 gun Frigate (elite crew) (24 pts)
625(b) Macedonian 38 gun Frigate (crack crew) (16 pts)
626.SH Constitution vs. Java:
627.nf
628Wind from the S, blowing a fresh breeze.
629
630(a) Constitution 44 gun Corvette (elite crew) (24 pts)
631(b) Java 38 gun Corvette (crack crew) (19 pts)
632.SH Chesapeake vs. Shannon:
633.nf
634Wind from the S, blowing a fresh breeze.
635
636(a) Chesapeake 38 gun Frigate (average crew) (14 pts)
637(b) Shannon 38 gun Frigate (elite crew) (17 pts)
638.SH The Battle of Lake Erie:
639.nf
640Wind from the S, blowing a light breeze.
641
642(a) Lawrence 20 gun Sloop (crack crew) (9 pts)
643(a) Niagara 20 gun Sloop (elite crew) (12 pts)
644(b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
645(b) Detroit 19 gun Sloop (crack crew) (7 pts)
646(b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
647.SH Wasp vs. Reindeer:
648.nf
649Wind from the S, blowing a light breeze.
650
651(a) Wasp 20 gun Sloop (elite crew) (12 pts)
652(b) Reindeer 18 gun Sloop (elite crew) (9 pts)
653.SH Constitution vs. Cyane and Levant:
654.br
655Wind from the S, blowing a moderate breeze.
656
657(a) Constitution 44 gun Corvette (elite crew) (24 pts)
658(b) Cyane 24 gun Sloop (crack crew) (11 pts)
659(b) Levant 20 gun Sloop (crack crew) (10 pts)
660.br
661.SH Pellew vs. Droits de L'Homme:
662.nf
663Wind from the N, blowing a gale.
664
665(b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
666(b) Amazon 36 gun Frigate (crack crew) (14 pts)
667(f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
668.SH Algeciras:
669.nf
670Wind from the SW, blowing a moderate breeze.
671
672(b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
673(b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
674(b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
675(b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
676(s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
677(s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
678(s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
679(s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
680(f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
681(f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
682.SH Lake Champlain:
683.nf
684Wind from the N, blowing a fresh breeze.
685
686(a) Saratoga 26 gun Sloop (crack crew) (12 pts)
687(a) Eagle 20 gun Sloop (crack crew) (11 pts)
688(a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
689(a) Preble 7 gun Brig (crack crew) (4 pts)
690(b) Confiance 37 gun Frigate (crack crew) (14 pts)
691(b) Linnet 16 gun Sloop (elite crew) (10 pts)
692(b) Chubb 11 gun Brig (crack crew) (5 pts)
693.SH Last Voyage of the USS President:
694.nf
695Wind from the N, blowing a fresh breeze.
696
697(a) President 44 gun Frigate (elite crew) (24 pts)
698(b) Endymion 40 gun Frigate (crack crew) (17 pts)
699(b) Pomone 44 gun Frigate (crack crew) (20 pts)
700(b) Tenedos 38 gun Frigate (crack crew) (15 pts)
701.SH Hornblower and the Natividad:
702.nf
703Wind from the E, blowing a gale.
704
705.fi
706A scenario for you Horny fans. Remember, he sank the Natividad
707against heavy odds and winds. Hint: don't try to board the Natividad,
708her crew is much bigger, albeit green.
709.nf
710
711(b) Lydia 36 gun Frigate (elite crew) (13 pts)
712(s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
713.SH Curse of the Flying Dutchman:
714.nf
715Wind from the S, blowing a fresh breeze.
716
717Just for fun, take the Piece of cake.
718
719(s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
720(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
721.SH The South Pacific:
722.nf
723Wind from the S, blowing a strong breeze.
724
725(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
726(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
727(s) Australian 32 gun Frigate (average crew) (9 pts)
728(f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
729.SH Hornblower and the battle of Rosas bay:
730.nf
731Wind from the E, blowing a fresh breeze.
732
733The only battle Hornblower ever lost. He was able to dismast one
3bd672cc 734ship and stern rake the others though. See if you can do as well.
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CL
735.nf
736
737(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
738(f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
739(f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
740(f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
741(f) Napolean 74 gun Ship of the Line (green crew) (20 pts)
742.SH Cape Horn:
743.nf
744Wind from the NE, blowing a strong breeze.
745
746(a) Concord 80 gun Ship of the Line (average crew) (27 pts)
747(a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
748(b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
749(s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
750(f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
751.SH New Orleans:
752.nf
753Wind from the SE, blowing a fresh breeze.
754
755Watch that little Cypress go!
756
757(a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
758(b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
759(b) Cypress 44 gun Frigate (elite crew) (14 pts)
760.SH Botany Bay:
761.nf
762Wind from the N, blowing a fresh breeze.
763
764(b) Shark 64 gun Ship of the Line (average crew) (18 pts)
765(f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
766(f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
767.SH Voyage to the Bottom of the Sea:
768.nf
769Wind from the NW, blowing a fresh breeze.
770
3bd672cc 771This one is dedicated to Richard Basehart and David Hedison.
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CL
772
773(a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
774(a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
775(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
776(s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
777.SH Frigate Action:
778.nf
779Wind from the E, blowing a fresh breeze.
780
781(a) Killdeer 40 gun Frigate (average crew) (15 pts)
782(b) Sandpiper 40 gun Frigate (average crew) (15 pts)
783(s) Curlew 38 gun Frigate (crack crew) (16 pts)
784.SH The Battle of Midway:
785.nf
786Wind from the E, blowing a moderate breeze.
787
788(a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
789(a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
790(a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
3bd672cc
EW
791(j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
792(j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
793(j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
794
795.SH Star Trek:
796.nf
797Wind from the S, blowing a fresh breeze.
798
799(a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
800(a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
801(a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
802(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
803(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
804(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
805(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
806(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
807
808.SH CONCLUSION
809
810.I Sail
811has been a group effort.
eb6453a2 812
eb6453a2
CL
813.SH "Ken Arnold Code"
814curses library (pu!)
3bd672cc 815.SH AUTHOR
eb6453a2 816Dave Riggle
3bd672cc
EW
817.SH CO-AUTHOR
818Ed Wang
819.SH REFITTING
eb6453a2 820Craig Leres
3bd672cc 821.SH CONSULTANTS
eb6453a2
CL
822.nf
823Chris Guthrie
824Captain Happy
3bd672cc 825Horatio Nelson
eb6453a2 826Nancy Reagan
3bd672cc
EW
827 and many valiant others...
828.fi
829.SH "REFERENCES"
830.nf
831Wooden Ships & Iron Men, by Avalon Hill
832Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
833Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
834The Complete Works of Captain Frederick Marryat, (about 20) especially
835 Mr. Midshipman Easy
836 Peter Simple
837 Jacob Faithful
838 Japhet in Search of a Father
839 Snarleyyow, or The Dog Fiend
840 Frank Mildmay, or The Naval Officer
eb6453a2
CL
841.fi
842.SH "SEE ALSO"
843midway(PUBLIC)
844.SH BUGS
3bd672cc 845Probably a few, and please report them to "riggle@ernie" and "edward@arpa."