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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 19:43:11 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 19:43:11 +0000 |
commit | fc22b3d6507c6745911b9dfcc68f1e665ae13dbc (patch) | |
tree | ce1e3bce06471410239a6f41282e328770aa404a /upstream/fedora-40/man6/sail.6 | |
parent | Initial commit. (diff) | |
download | manpages-l10n-fc22b3d6507c6745911b9dfcc68f1e665ae13dbc.tar.xz manpages-l10n-fc22b3d6507c6745911b9dfcc68f1e665ae13dbc.zip |
Adding upstream version 4.22.0.upstream/4.22.0
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'upstream/fedora-40/man6/sail.6')
-rw-r--r-- | upstream/fedora-40/man6/sail.6 | 975 |
1 files changed, 975 insertions, 0 deletions
diff --git a/upstream/fedora-40/man6/sail.6 b/upstream/fedora-40/man6/sail.6 new file mode 100644 index 00000000..b40c022e --- /dev/null +++ b/upstream/fedora-40/man6/sail.6 @@ -0,0 +1,975 @@ +.\" $NetBSD: sail.6,v 1.13 2003/08/07 09:37:44 agc Exp $ +.\" +.\" Copyright (c) 1988, 1993 +.\" The Regents of the University of California. All rights reserved. +.\" +.\" Redistribution and use in source and binary forms, with or without +.\" modification, are permitted provided that the following conditions +.\" are met: +.\" 1. Redistributions of source code must retain the above copyright +.\" notice, this list of conditions and the following disclaimer. +.\" 2. Redistributions in binary form must reproduce the above copyright +.\" notice, this list of conditions and the following disclaimer in the +.\" documentation and/or other materials provided with the distribution. +.\" 3. Neither the name of the University nor the names of its contributors +.\" may be used to endorse or promote products derived from this software +.\" without specific prior written permission. +.\" +.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND +.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE +.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +.\" SUCH DAMAGE. +.\" +.\" @(#)sail.6 8.3 (Berkeley) 6/1/94 +.\" +.TH SAIL 6 "June 1, 1994" +.UC 4 +.SH NAME +sail \- multi-user wooden ships and iron men +.SH SYNOPSIS +.B sail +[ +.B \-s +[ +.B \-l +] ] [ +.B \-x +] [ +.B \-b +] [ +.B num +] +.br +.fi +.SH DESCRIPTION +.I Sail +is a computer version of Avalon Hill's game of fighting sail +originally developed by S. Craig Taylor. +.PP +Players of +.I Sail +take command of an old fashioned Man of War and fight other +players or the computer. +They may re-enact one of the many +historical sea battles recorded in the game, or they can choose +a fictional battle. +.PP +As a sea captain in the +.I Sail +Navy, the player has complete control over the workings of his ship. +He must order every maneuver, change the set of his sails, and judge the +right moment to let loose the terrible destruction of his broadsides. +In addition to fighting the enemy, he must harness the powers of the wind +and sea to make them work for him. +The outcome of many battles during the +age of sail was decided by the ability of one captain to hold the `weather +gage.' +.PP +The flags are: +.TP +.B \-s +Print the names and ships of the top ten sailors. +.TP +.B \-l +Show the login name. +Only effective with \fB-s\fP. +.TP +.B \-x +Play the first available ship instead of prompting for a choice. +.TP +.B \-b +No bells. +.SH IMPLEMENTATION +.I Sail +is really two programs in one. +Each player starts up a process which runs his own ship. +In addition, a +.I driver +process is forked (by the first player) to run the computer ships +and take care of global bookkeeping. +.PP +Because the +.I driver +must calculate moves for each ship it controls, the +more ships the computer is playing, the slower the game will appear. +.PP +If a player joins a game in progress, he will synchronize +with the other players (a rather slow process for everyone), and +then he may play along with the rest. +.PP +To implement a multi-user game in Version 7 UNIX, which was the operating +system +.I Sail +was first written under, the communicating processes must use a common +temporary file as a place to read and write messages. +In addition, a locking mechanism must be provided to ensure exclusive +access to the shared file. +For example, +.I Sail +uses a temporary file named /tmp/#sailsink.21 for scenario 21, and +corresponding file names for the other scenarios. +To provide exclusive +access to the temporary file, +.I Sail +uses a technique stolen from an old game called "pubcaves" by Jeff Cohen. +Processes do a busy wait in the loop +.br +.sp +.ce 2 + for (n = 0; link(sync_file, sync_lock) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 30; n++) + sleep(2); +.br +.sp +until they are able to create a link to a file named "/tmp/#saillock.??". +The "??" correspond to the scenario number of the game. +Since UNIX +guarantees that a link will point to only one file, the process that succeeds +in linking will have exclusive access to the temporary file. +.PP +Whether or not this really works is open to speculation. +When ucbmiro was rebooted after a crash, the file system check program +found 3 links between the +.I Sail +temporary file and its link file. +.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES +When players do something of global interest, such as moving or firing, +the driver must coordinate the action with the other ships in the game. +For example, if a player wants to move in a certain direction, he writes a +message into the temporary file requesting the driver to move his ship. +Each ``turn,'' the driver reads all the messages sent from the players and +decides what happened. +It then writes back into the temporary file new values of variables, etc. +.PP +The most noticeable effect this communication has on the game is the +delay in moving. +Suppose a player types a move for his ship and hits return. +What happens then? +The player process saves up messages to +be written to the temporary file in a buffer. +Every 7 seconds or so, the player process gets exclusive access to +the temporary file and writes out its buffer to the file. +The driver, running asynchronously, must +read in the movement command, process it, and write out the results. +This takes two exclusive accesses to the temporary file. +Finally, when the player process gets around to doing another 7 second +update, the results of the move are displayed on the screen. +Hence, every movement requires four +exclusive accesses to the temporary file (anywhere from 7 to 21 seconds +depending upon asynchrony) before the player sees the results of his moves. +.PP +In practice, the delays are not as annoying as they would appear. +There is room for "pipelining" in the movement. +After the player writes out +a first movement message, a second movement command can then be issued. +The first message will be in the temporary file waiting for the driver, and +the second will be in the file buffer waiting to be written to the file. +Thus, by always typing moves a turn ahead of the time, the player can +sail around quite quickly. +.PP +If the player types several movement commands between two 7 second updates, +only the last movement command typed will be seen by the driver. +Movement commands within the same update "overwrite" each other, in a sense. +.SH THE HISTORY OF SAIL +I wrote the first version of +.I Sail +on a PDP\-11/70 in the fall of 1980. +Needless to say, the code was horrendous, +not portable in any sense of the word, and didn't work. +The program was not +very modular and had fseeks() and fwrites() every few lines. +After a tremendous rewrite from the top down, +I got the first working version up by 1981. +There were several annoying bugs concerning firing broadsides and +finding angles. +.I Sail +uses no floating point, by the way, so the direction routines are rather +tricky. +Ed Wang rewrote my angle() routine in 1981 to be more correct (although +it still doesn't work perfectly), and he added code to let a player select +which ship he wanted at the start of the game (instead of the first one +available). +.PP +Captain Happy (Craig Leres) is responsible for making +.I Sail +portable for the first time. +This was no easy task, by the way. +Constants like 2 and 10 were very frequent in the code. +I also became famous for using "Riggle Memorial Structures" in +.I Sail. +Many of my structure references are so long that they run off the line +printer page. +Here is an example, if you promise not to laugh. +.br +.sp +.ce +specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts +.br +.sp +.PP +.I Sail +received its fourth and most thorough rewrite in the summer and fall +of 1983. +Ed Wang rewrote and modularized the code (a monumental feat) +almost from scratch. +Although he introduced many new bugs, the final result was very much +cleaner and (?) faster. +He added window movement commands and find ship commands. +.SH HISTORICAL INFO +Old Square Riggers were very maneuverable ships capable of intricate +sailing. +Their only disadvantage was an inability to sail very close to the wind. +The design of a wooden ship allowed only for the +guns to bear to the left and right sides. +A few guns of small +aspect (usually 6 or 9 pounders) could point forward, but their +effect was small compared to a 68 gun broadside of 24 or 32 pounders. +The guns bear approximately like so: +.ne 1i +.nf + + \\ + b---------------- + ---0 + \\ + \\ + \\ up to a range of ten (for round shot) + \\ + \\ + \\ + +.fi +An interesting phenomenon occurred when a broadside was fired +down the length of an enemy ship. +The shot tended to bounce along the deck and did several times more damage. +This phenomenon was called a rake. +Because the bows of a ship are very strong and present a smaller +target than the stern, a stern rake (firing from the stern to the bow) causes +more damage than a bow rake. +.nf + + b + 00 ---- Stern rake! + a + +.fi +Most ships were equipped with carronades, which were very large, close +range cannons. +American ships from the revolution until the War of 1812 +were almost entirely armed with carronades. +.PP +The period of history covered in +.I Sail +is approximately from the 1770's until the end of Napoleonic France in 1815. +There are many excellent books about the age of sail. +My favorite author is Captain Frederick Marryat. +More contemporary authors include C.S. Forester and Alexander Kent. +.PP +Fighting ships came in several sizes classed by armament. +The mainstays of +any fleet were its "Ships of the Line", or "Line of Battle Ships". +They were so named because these ships fought together in great lines. +They were +close enough for mutual support, yet every ship could fire both its broadsides. +We get the modern words "ocean liner," or "liner," and "battleship" from +"ship of the line." +The most common size was the 74 gun two decked ship of the line. +The two gun decks usually mounted 18 and 24 pounder guns. +.PP +The pride of the fleet were the first rates. +These were huge three decked ships of the line mounting 80 to 136 guns. +The guns in the three tiers +were usually 18, 24, and 32 pounders in that order from top to bottom. +.PP +Various other ships came next. +They were almost all "razees," or ships of the line with one deck sawed off. +They mounted 40-64 guns and were +a poor cross between a frigate and a line of battle ship. +They neither had the speed of the former nor the firepower of the latter. +.PP +Next came the "eyes of the fleet." +Frigates came in many sizes mounting anywhere from 32 to 44 guns. +They were very handy vessels. +They could outsail anything bigger and outshoot anything smaller. +Frigates didn't fight in lines of battle as the much bigger 74's did. +Instead, they harassed the enemy's rear or captured crippled ships. +They were much more useful in missions away from the fleet, +such as cutting out expeditions or boat actions. +They could hit hard and get away fast. +.PP +Lastly, there were the corvettes, sloops, and brigs. +These were smaller ships mounting typically fewer than 20 guns. +A corvette was only slightly +smaller than a frigate, so one might have up to 30 guns. +Sloops were used for carrying dispatches or passengers. +Brigs were something you built for land-locked lakes. +.SH SAIL PARTICULARS +Ships in +.I Sail +are represented by two characters. +One character represents the bow of +the ship, and the other represents the stern. +Ships have nationalities and numbers. +The first ship of a nationality is number 0, the second +number 1, etc. +Therefore, the first British ship in a game would be printed as "b0". +The second Brit would be "b1", and the fifth Don would be "s4". +.PP +Ships can set normal sails, called Battle Sails, or bend on extra canvas +called Full Sails. +A ship under full sail is a beautiful sight indeed, +and it can move much faster than a ship under Battle Sails. +The only trouble is, with full sails set, there is so much tension on sail and +rigging that a well aimed round shot can burst a sail into ribbons where +it would only cause a little hole in a loose sail. +For this reason, rigging damage is doubled on a ship with full sails set. +Don't let that discourage you from using full sails. +I like to keep them up right into the heat of battle. +A ship with full sails set has a capital letter for its nationality. +E.g., a Frog, "f0", with full sails set would be printed as "F0". +.PP +When a ship is battered into a listing hulk, the last man aboard "strikes +the colors." +This ceremony is the ship's formal surrender. +The nationality character of a surrendered ship is printed as "!". +E.g., the Frog of our last example would soon be "!0". +.PP +A ship has a random chance of catching fire or sinking when it reaches the +stage of listing hulk. +A sinking ship has a "~" printed for its nationality, +and a ship on fire and about to explode has a "#" printed. +.PP +Captured ships become the nationality of the prize crew. +Therefore, if +an American ship captures a British ship, the British ship will have an +"a" printed for its nationality. +In addition, the ship number is changed +to "\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number, +be it 0,1,2,3,4, or 5. +E.g., the "b0" captured by an American becomes the +"a\*[Am]". +The "s4" captured by a Frog becomes the "f*". +.PP +The ultimate example is, of course, an exploding Brit captured by an +American: "#\*[Am]". +.SH MOVEMENT +Movement is the most confusing part of +.I Sail +to many. +Ships can head in 8 directions: +.nf + + 0 0 0 + b b b0 b b b 0b b + 0 0 0 + +.fi +The stern of a ship moves when it turns. +The bow remains stationary. +Ships can always turn, regardless of the wind (unless they are becalmed). +All ships drift when they lose headway. +If a ship doesn't move forward at all for two turns, it will begin to drift. +If a ship has begun to +drift, then it must move forward before it turns, if it plans to do +more than make a right or left turn, which is always possible. +.PP +Movement commands to +.I Sail +are a string of forward moves and turns. +An example is "l3". +It will turn a ship left and then move it ahead 3 spaces. +In the drawing above, the "b0" made 7 successive left turns. +When +.I Sail +prompts you for a move, it prints three characters of import. +E.g., +.nf + move (7, 4): +.fi +The first number is the maximum number of moves you can make, including turns. +The second number is the maximum number of turns you can make. +Between the numbers is sometimes printed a quote "'". +If the quote is present, it means that your ship has been drifting, and +you must move ahead to regain headway before you turn (see note above). +Some of the possible moves for the example above are as follows: +.nf + + move (7, 4): 7 + move (7, 4): 1 + move (7, 4): d /* drift, or do nothing */ + move (7, 4): 6r + move (7, 4): 5r1 + move (7, 4): 4r1r + move (7, 4): l1r1r2 + move (7, 4): 1r1r1r1 + +.fi +Because square riggers performed so poorly sailing into the wind, if at +any point in a movement command you turn into the wind, the movement stops +there. +E.g., +.ne 1i +.nf + + move (7, 4): l1l4 + Movement Error; + Helm: l1l + +.fi +Moreover, whenever you make a turn, your movement allowance drops to +min(what's left, what you would have at the new attitude). +In short, if you turn closer to the wind, you most likely won't be able +to sail the full allowance printed in the "move" prompt. +.PP +Old sailing captains had to keep an eye constantly on the wind. +Captains in +.I Sail +are no different. +A ship's ability to move depends on its attitude to the wind. +The best angle possible is to have the wind off your quarter, that is, +just off the stern. +The direction rose on the side of the screen gives the +possible movements for your ship at all positions to the wind. +Battle +sail speeds are given first, and full sail speeds are given in parenthesis. +.nf + + 0 1(2) + \\|/ + -^-3(6) + /|\\ + | 4(7) + 3(6) + +.fi +Pretend the bow of your ship (the "^") is pointing upward and the wind is +blowing from the bottom to the top of the page. +The numbers at the bottom "3(6)" will be your speed under battle or full +sails in such a situation. +If the wind is off your quarter, then you can move "4(7)". +If the wind is off your beam, "3(6)". +If the wind is off your bow, then you can only move "1(2)". +Facing into the wind, you can't move at all. +Ships facing into the wind were said to be "in irons". +.SH WINDSPEED AND DIRECTION +The windspeed and direction is displayed as a little weather vane on the +side of the screen. +The number in the middle of the vane indicates the wind +speed, and the + to - indicates the wind direction. +The wind blows from the + sign (high pressure) to the - sign (low pressure). +E.g., +.nf + + | + 3 + + +.fi +.PP +The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, +3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane. +If a hurricane shows up, all ships are destroyed. +.SH GRAPPLING AND FOULING +If two ships collide, they run the risk of becoming tangled together. +This is called "fouling." +Fouled ships are stuck together, and neither can move. +They can unfoul each other if they want to. +Boarding parties can only be +sent across to ships when the antagonists are either fouled or grappled. +.PP +Ships can grapple each other by throwing grapnels into the rigging of +the other. +.PP +The number of fouls and grapples you have are displayed on the upper +right of the screen. +.SH BOARDING +Boarding was a very costly venture in terms of human life. +Boarding parties may be formed in +.I Sail +to either board an enemy ship or to defend your own ship against attack. +Men organized as Defensive Boarding Parties fight twice as hard to save +their ship as men left unorganized. +.PP +The boarding strength of a crew depends upon its quality and upon the +number of men sent. +.SH CREW QUALITY +The British seaman was world renowned for his sailing abilities. +American sailors, however, were actually the best seamen in the world. +Because the +American Navy offered twice the wages of the Royal Navy, British seamen +who liked the sea defected to America by the thousands. +.PP +In +.I Sail, +crew quality is quantized into 5 energy levels. +"Elite" crews can outshoot and outfight all other sailors. +"Crack" crews are next. +"Mundane" crews +are average, and "Green" and "Mutinous" crews are below average. +A good rule of thumb is that "Crack" or "Elite" crews get one extra hit +per broadside compared to "Mundane" crews. +Don't expect too much from +"Green" crews. +.pl -1 +.SH BROADSIDES +Your two broadsides may be loaded with four kinds of shot: grape, chain, +round, and double. +You have guns and carronades in both the port and starboard batteries. +Carronades only have a range of two, so you have to get in +close to be able to fire them. +You have the choice of firing at the hull or rigging of another ship. +If the range of the ship is greater than 6, +then you may only shoot at the rigging. +.PP +The types of shot and their advantages are: +.SH ROUND +Range of 10. +Good for hull or rigging hits. +.SH DOUBLE +Range of 1. +Extra good for hull or rigging hits. +Double takes two turns to load. +.SH CHAIN +Range of 3. +Excellent for tearing down rigging. +Cannot damage hull or guns, though. +.SH GRAPE +Range of 1. +Sometimes devastating against enemy crews. +.PP +On the side of the screen is displayed some vital information about your +ship: +.nf + + Load D! R! + Hull 9 + Crew 4 4 2 + Guns 4 4 + Carr 2 2 + Rigg 5 5 5 5 + +.fi +"Load" shows what your port (left) and starboard (right) broadsides are +loaded with. +A "!" after the type of shot indicates that it is an initial broadside. +Initial broadside were loaded with care before battle and before +the decks ran red with blood. +As a consequence, initial broadsides are a +little more effective than broadsides loaded later. +A "*" after the type of shot indicates that the gun +crews are still loading it, and you cannot fire yet. +"Hull" shows how much hull you have left. +"Crew" shows your three sections of crew. +As your crew dies off, your ability to fire decreases. +"Guns" and "Carr" show your port and starboard guns. +As you lose guns, your ability to fire decreases. +"Rigg" shows how much rigging you have on your 3 or 4 masts. +As rigging is shot away, you lose mobility. +.SH EFFECTIVENESS OF FIRE +It is very dramatic when a ship fires its thunderous broadsides, but the +mere opportunity to fire them does not guarantee any hits. +Many factors influence the destructive force of a broadside. +First of all, and the chief factor, is distance. +It is harder to hit a ship at range ten than it is +to hit one sloshing alongside. +Next is raking. +Raking fire, as mentioned before, can sometimes dismast a ship at range ten. +Next, crew size and quality affects the damage done by a broadside. +The number of guns firing also bears on the point, so to speak. +Lastly, weather affects the accuracy of a broadside. +If the seas are high (5 or 6), then the lower gunports +of ships of the line can't even be opened to run out the guns. +This gives frigates and other flush decked vessels an advantage in a storm. +The scenario +.I Pellew vs. The Droits de L'Homme +takes advantage of this peculiar circumstance. +.SH REPAIRS +Repairs may be made to your Hull, Guns, and Rigging at the slow rate of +two points per three turns. +The message "Repairs Completed" will be printed if no more repairs can be made. +.SH PECULIARITIES OF COMPUTER SHIPS +Computer ships in +.I Sail +follow all the rules above with a few exceptions. +Computer ships never repair damage. +If they did, the players could never beat them. +They play well enough as it is. +As a consolation, the computer ships can fire double shot every turn. +That fluke is a good reason to keep your distance. +The +.I Driver +figures out the moves of the computer ships. +It computes them with a typical A.I. distance +function and a depth first search to find the maximum "score." +It seems to work fairly well, although I'll be the first to admit it isn't +perfect. +.SH HOW TO PLAY +Commands are given to +.I Sail +by typing a single character. +You will then be prompted for further input. +A brief summary of the commands follows. +.br +.SH COMMAND SUMMARY +.nf + + 'f' Fire broadsides if they bear + 'l' Reload + 'L' Unload broadsides (to change ammo) + 'm' Move + 'i' Print the closest ship + 'I' Print all ships + 'F' Find a particular ship or ships (e.g. "a?" for all Americans) + 's' Send a message around the fleet + 'b' Attempt to board an enemy ship + 'B' Recall boarding parties + 'c' Change set of sail + 'r' Repair + 'u' Attempt to unfoul + 'g' Grapple/ungrapple + 'v' Print version number of game + '^L' Redraw screen + 'Q' Quit + + 'C' Center your ship in the window + 'U' Move window up + 'D','N' Move window down + 'H' Move window left + 'J' Move window right + 'S' Toggle window to follow your ship or stay where it is + +.fi +.bg +.SH SCENARIOS +Here is a summary of the scenarios in +.I Sail: + +.br +.SH Ranger vs. Drake: +.nf +Wind from the N, blowing a fresh breeze. + +(a) Ranger 19 gun Sloop (crack crew) (7 pts) +(b) Drake 17 gun Sloop (crack crew) (6 pts) +.SH The Battle of Flamborough Head: +.nf +Wind from the S, blowing a fresh breeze. + +.fi +This is John Paul Jones' first famous battle. +Aboard the Bonhomme +Richard, he was able to overcome the Serapis's greater firepower +by quickly boarding her. +.nf + +(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts) +(b) Serapis 44 gun Frigate (crack crew) (12 pts) +.SH Arbuthnot and Des Touches: +.nf +Wind from the N, blowing a gale. + +(b) America 64 gun Ship of the Line (crack crew) (20 pts) +(b) Befford 74 gun Ship of the Line (crack crew) (26 pts) +(b) Adamant 50 gun Ship of the Line (crack crew) (17 pts) +(b) London 98 gun 3 Decker SOL (crack crew) (28 pts) +(b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) +(f) Neptune 74 gun Ship of the Line (average crew) (24 pts) +(f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts) +(f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) +(f) Provence 64 gun Ship of the Line (average crew) (18 pts) +(f) Romulus 44 gun Ship of the Line (average crew) (10 pts) +.SH Suffren and Hughes: +.nf + +Wind from the S, blowing a fresh breeze. + +(b) Monmouth 74 gun Ship of the Line (average crew) (24 pts) +(b) Hero 74 gun Ship of the Line (crack crew) (26 pts) +(b) Isis 50 gun Ship of the Line (crack crew) (17 pts) +(b) Superb 74 gun Ship of the Line (crack crew) (27 pts) +(b) Burford 74 gun Ship of the Line (average crew) (24 pts) +(f) Flamband 50 gun Ship of the Line (average crew) (14 pts) +(f) Annibal 74 gun Ship of the Line (average crew) (24 pts) +(f) Severe 64 gun Ship of the Line (average crew) (18 pts) +(f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts) +(f) Sphinx 80 gun Ship of the Line (average crew) (27 pts) +.SH Nymphe vs. Cleopatre: +.nf +Wind from the S, blowing a fresh breeze. + +(b) Nymphe 36 gun Frigate (crack crew) (11 pts) +(f) Cleopatre 36 gun Frigate (average crew) (10 pts) +.SH Mars vs. Hercule: +Wind from the S, blowing a fresh breeze. +.nf +(b) Mars 74 gun Ship of the Line (crack crew) (26 pts) +(f) Hercule 74 gun Ship of the Line (average crew) (23 pts) +.SH Ambuscade vs. Baionnaise: +.nf +Wind from the N, blowing a fresh breeze. + +(b) Ambuscade 32 gun Frigate (average crew) (9 pts) +(f) Baionnaise 24 gun Corvette (average crew) (9 pts) +.SH Constellation vs. Insurgent: +.nf +Wind from the S, blowing a gale. + +(a) Constellation 38 gun Corvette (elite crew) (17 pts) +(f) Insurgent 36 gun Corvette (average crew) (11 pts) +.SH Constellation vs. Vengeance: +.nf +Wind from the S, blowing a fresh breeze. + +(a) Constellation 38 gun Corvette (elite crew) (17 pts) +(f) Vengeance 40 gun Frigate (average crew) (15 pts) +.SH The Battle of Lissa: +.nf +Wind from the S, blowing a fresh breeze. + +(b) Amphion 32 gun Frigate (elite crew) (13 pts) +(b) Active 38 gun Frigate (elite crew) (18 pts) +(b) Volage 22 gun Frigate (elite crew) (11 pts) +(b) Cerberus 32 gun Frigate (elite crew) (13 pts) +(f) Favorite 40 gun Frigate (average crew) (15 pts) +(f) Flore 40 gun Frigate (average crew) (15 pts) +(f) Danae 40 gun Frigate (crack crew) (17 pts) +(f) Bellona 32 gun Frigate (green crew) (9 pts) +(f) Corona 40 gun Frigate (green crew) (12 pts) +(f) Carolina 32 gun Frigate (green crew) (7 pts) +.SH Constitution vs. Guerriere: +.nf +Wind from the SW, blowing a gale. + +(a) Constitution 44 gun Corvette (elite crew) (24 pts) +(b) Guerriere 38 gun Frigate (crack crew) (15 pts) +.SH United States vs. Macedonian: +.nf +Wind from the S, blowing a fresh breeze. + +(a) United States 44 gun Frigate (elite crew) (24 pts) +(b) Macedonian 38 gun Frigate (crack crew) (16 pts) +.SH Constitution vs. Java: +.nf +Wind from the S, blowing a fresh breeze. + +(a) Constitution 44 gun Corvette (elite crew) (24 pts) +(b) Java 38 gun Corvette (crack crew) (19 pts) +.SH Chesapeake vs. Shannon: +.nf +Wind from the S, blowing a fresh breeze. + +(a) Chesapeake 38 gun Frigate (average crew) (14 pts) +(b) Shannon 38 gun Frigate (elite crew) (17 pts) +.SH The Battle of Lake Erie: +.nf +Wind from the S, blowing a light breeze. + +(a) Lawrence 20 gun Sloop (crack crew) (9 pts) +(a) Niagara 20 gun Sloop (elite crew) (12 pts) +(b) Lady Prevost 13 gun Brig (crack crew) (5 pts) +(b) Detroit 19 gun Sloop (crack crew) (7 pts) +(b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts) +.SH Wasp vs. Reindeer: +.nf +Wind from the S, blowing a light breeze. + +(a) Wasp 20 gun Sloop (elite crew) (12 pts) +(b) Reindeer 18 gun Sloop (elite crew) (9 pts) +.SH Constitution vs. Cyane and Levant: +.br +Wind from the S, blowing a moderate breeze. + +(a) Constitution 44 gun Corvette (elite crew) (24 pts) +(b) Cyane 24 gun Sloop (crack crew) (11 pts) +(b) Levant 20 gun Sloop (crack crew) (10 pts) +.br +.SH Pellew vs. Droits de L'Homme: +.nf +Wind from the N, blowing a gale. + +(b) Indefatigable 44 gun Frigate (elite crew) (14 pts) +(b) Amazon 36 gun Frigate (crack crew) (14 pts) +(f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts) +.SH Algeciras: +.nf +Wind from the SW, blowing a moderate breeze. + +(b) Caesar 80 gun Ship of the Line (crack crew) (31 pts) +(b) Pompee 74 gun Ship of the Line (crack crew) (27 pts) +(b) Spencer 74 gun Ship of the Line (crack crew) (26 pts) +(b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts) +(s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts) +(s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts) +(s) Argonauta 80 gun Ship of the Line (green crew) (23 pts) +(s) San Augustine 74 gun Ship of the Line (green crew) (20 pts) +(f) Indomptable 80 gun Ship of the Line (average crew) (27 pts) +(f) Desaix 74 gun Ship of the Line (average crew) (24 pts) +.SH Lake Champlain: +.nf +Wind from the N, blowing a fresh breeze. + +(a) Saratoga 26 gun Sloop (crack crew) (12 pts) +(a) Eagle 20 gun Sloop (crack crew) (11 pts) +(a) Ticonderoga 17 gun Sloop (crack crew) (9 pts) +(a) Preble 7 gun Brig (crack crew) (4 pts) +(b) Confiance 37 gun Frigate (crack crew) (14 pts) +(b) Linnet 16 gun Sloop (elite crew) (10 pts) +(b) Chubb 11 gun Brig (crack crew) (5 pts) +.SH Last Voyage of the USS President: +.nf +Wind from the N, blowing a fresh breeze. + +(a) President 44 gun Frigate (elite crew) (24 pts) +(b) Endymion 40 gun Frigate (crack crew) (17 pts) +(b) Pomone 44 gun Frigate (crack crew) (20 pts) +(b) Tenedos 38 gun Frigate (crack crew) (15 pts) +.SH Hornblower and the Natividad: +.nf +Wind from the E, blowing a gale. + +.fi +A scenario for you Horny fans. +Remember, he sank the Natividad against heavy odds and winds. +Hint: don't try to board the Natividad, +her crew is much bigger, albeit green. +.nf + +(b) Lydia 36 gun Frigate (elite crew) (13 pts) +(s) Natividad 50 gun Ship of the Line (green crew) (14 pts) +.SH Curse of the Flying Dutchman: +.nf +Wind from the S, blowing a fresh breeze. + +Just for fun, take the Piece of cake. + +(s) Piece of Cake 24 gun Corvette (average crew) (9 pts) +(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts) +.SH The South Pacific: +.nf +Wind from the S, blowing a strong breeze. + +(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts) +(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts) +(s) Australian 32 gun Frigate (average crew) (9 pts) +(f) Bikini Atoll 7 gun Brig (crack crew) (4 pts) +.SH Hornblower and the battle of Rosas bay: +.nf +Wind from the E, blowing a fresh breeze. + +.fi +The only battle Hornblower ever lost. +He was able to dismast one ship and stern rake the others though. +See if you can do as well. +.nf + +(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts) +(f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) +(f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) +(f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) +(f) Napoleon 74 gun Ship of the Line (green crew) (20 pts) +.SH Cape Horn: +.nf +Wind from the NE, blowing a strong breeze. + +(a) Concord 80 gun Ship of the Line (average crew) (27 pts) +(a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts) +(b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts) +(s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts) +(f) Musket 80 gun 3 Decker SOL (average crew) (27 pts) +.SH New Orleans: +.nf +Wind from the SE, blowing a fresh breeze. + +Watch that little Cypress go! + +(a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts) +(b) Firefly 74 gun Ship of the Line (crack crew) (27 pts) +(b) Cypress 44 gun Frigate (elite crew) (14 pts) +.SH Botany Bay: +.nf +Wind from the N, blowing a fresh breeze. + +(b) Shark 64 gun Ship of the Line (average crew) (18 pts) +(f) Coral Snake 44 gun Corvette (elite crew) (24 pts) +(f) Sea Lion 44 gun Frigate (elite crew) (24 pts) +.SH Voyage to the Bottom of the Sea: +.nf +Wind from the NW, blowing a fresh breeze. + +This one is dedicated to Richard Basehart and David Hedison. + +(a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts) +(a) Flying Sub 40 gun Frigate (crack crew) (17 pts) +(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts) +(s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts) +.SH Frigate Action: +.nf +Wind from the E, blowing a fresh breeze. + +(a) Killdeer 40 gun Frigate (average crew) (15 pts) +(b) Sandpiper 40 gun Frigate (average crew) (15 pts) +(s) Curlew 38 gun Frigate (crack crew) (16 pts) +.SH The Battle of Midway: +.nf +Wind from the E, blowing a moderate breeze. + +(a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts) +(a) Yorktown 80 gun Ship of the Line (average crew) (27 pts) +(a) Hornet 74 gun Ship of the Line (average crew) (24 pts) +(j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts) +(j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts) +(j) Soryu 80 gun Ship of the Line (green crew) (23 pts) + +.SH Star Trek: +.nf +Wind from the S, blowing a fresh breeze. + +(a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts) +(a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts) +(a) Reliant 450 gun Ship of the Line (elite crew) (75 pts) +(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts) +(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts) +(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts) +(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts) +(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts) + +.SH CONCLUSION + +.I Sail +has been a group effort. + +.SH AUTHOR +Dave Riggle +.SH CO-AUTHOR +Ed Wang +.SH REFITTING +Craig Leres +.SH CONSULTANTS +.nf +Chris Guthrie +Captain Happy +Horatio Nelson + and many valiant others... +.fi +.SH REFERENCES +.nf +Wooden Ships \*[Am] Iron Men, by Avalon Hill +Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester +Captain Richard Bolitho Novels, (12 of them) by Alexander Kent +The Complete Works of Captain Frederick Marryat, (about 20) especially +.in +6n +Mr. Midshipman Easy +Peter Simple +Jacob Faithful +Japhet in Search of a Father +Snarleyyow, or The Dog Fiend +Frank Mildmay, or The Naval Officer +.in -6n +.SH BUGS +Probably a few, and please report them to "riggle@ernie.berkeley.edu" and +"edward@ucbarpa.berkeley.edu" |