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+.\" Copyright (c) 1983 The Regents of the University of California.
+.\" This file is free software, distributed under the BSD license.
+
+.TH SAIL 6 "June 1, 1994"
+.UC 4
+.SH NAME
+sail \- naval combat under sail
+
+.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.
+.PP
+As a sea captain in the 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".
+
+.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.
+.PP
+In bsdgames release 3.0,
+.I Sail
+has once again received a major overhaul, becoming a single-player game
+due to obsolescence of the single-computer multiuser environment.
+
+.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. For example, 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 "!".
+In our last example, Frog 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. For example, 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.
+For example,
+.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. For example:
+.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). For example,
+.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)
+(b) Drake 17 gun Sloop (crack crew)
+.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)
+(b) Serapis 44 gun Frigate (crack crew)
+.SH Arbuthnot and Des Touches:
+.nf
+Wind from the N, blowing a gale.
+
+(b) America 64 gun Ship of the Line (crack crew)
+(b) Befford 74 gun Ship of the Line (crack crew)
+(b) Adamant 50 gun Ship of the Line (crack crew)
+(b) London 98 gun 3 Decker SOL (crack crew)
+(b) Royal Oak 74 gun Ship of the Line (crack crew)
+(f) Neptune 74 gun Ship of the Line (average crew)
+(f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew)
+(f) Conquerant 74 gun Ship of the Line (average crew)
+(f) Provence 64 gun Ship of the Line (average crew)
+(f) Romulus 44 gun Ship of the Line (average crew)
+.SH Suffren and Hughes:
+.nf
+
+Wind from the S, blowing a fresh breeze.
+
+(b) Monmouth 74 gun Ship of the Line (average crew)
+(b) Hero 74 gun Ship of the Line (crack crew)
+(b) Isis 50 gun Ship of the Line (crack crew)
+(b) Superb 74 gun Ship of the Line (crack crew)
+(b) Burford 74 gun Ship of the Line (average crew)
+(f) Flamband 50 gun Ship of the Line (average crew)
+(f) Annibal 74 gun Ship of the Line (average crew)
+(f) Severe 64 gun Ship of the Line (average crew)
+(f) Brilliant 80 gun Ship of the Line (crack crew)
+(f) Sphinx 80 gun Ship of the Line (average crew)
+.SH Nymphe vs. Cleopatre:
+.nf
+Wind from the S, blowing a fresh breeze.
+
+(b) Nymphe 36 gun Frigate (crack crew)
+(f) Cleopatre 36 gun Frigate (average crew)
+.SH Mars vs. Hercule:
+Wind from the S, blowing a fresh breeze.
+.nf
+(b) Mars 74 gun Ship of the Line (crack crew)
+(f) Hercule 74 gun Ship of the Line (average crew)
+.SH Ambuscade vs. Baionnaise:
+.nf
+Wind from the N, blowing a fresh breeze.
+
+(b) Ambuscade 32 gun Frigate (average crew)
+(f) Baionnaise 24 gun Corvette (average crew)
+.SH Constellation vs. Insurgent:
+.nf
+Wind from the S, blowing a gale.
+
+(a) Constellation 38 gun Corvette (elite crew)
+(f) Insurgent 36 gun Corvette (average crew)
+.SH Constellation vs. Vengeance:
+.nf
+Wind from the S, blowing a fresh breeze.
+
+(a) Constellation 38 gun Corvette (elite crew)
+(f) Vengeance 40 gun Frigate (average crew)
+.SH The Battle of Lissa:
+.nf
+Wind from the S, blowing a fresh breeze.
+
+(b) Amphion 32 gun Frigate (elite crew)
+(b) Active 38 gun Frigate (elite crew)
+(b) Volage 22 gun Frigate (elite crew)
+(b) Cerberus 32 gun Frigate (elite crew)
+(f) Favorite 40 gun Frigate (average crew)
+(f) Flore 40 gun Frigate (average crew)
+(f) Danae 40 gun Frigate (crack crew)
+(f) Bellona 32 gun Frigate (green crew)
+(f) Corona 40 gun Frigate (green crew)
+(f) Carolina 32 gun Frigate (green crew)
+.SH Constitution vs. Guerriere:
+.nf
+Wind from the SW, blowing a gale.
+
+(a) Constitution 44 gun Corvette (elite crew)
+(b) Guerriere 38 gun Frigate (crack crew)
+.SH United States vs. Macedonian:
+.nf
+Wind from the S, blowing a fresh breeze.
+
+(a) United States 44 gun Frigate (elite crew)
+(b) Macedonian 38 gun Frigate (crack crew)
+.SH Constitution vs. Java:
+.nf
+Wind from the S, blowing a fresh breeze.
+
+(a) Constitution 44 gun Corvette (elite crew)
+(b) Java 38 gun Corvette (crack crew)
+.SH Chesapeake vs. Shannon:
+.nf
+Wind from the S, blowing a fresh breeze.
+
+(a) Chesapeake 38 gun Frigate (average crew)
+(b) Shannon 38 gun Frigate (elite crew)
+.SH The Battle of Lake Erie:
+.nf
+Wind from the S, blowing a light breeze.
+
+(a) Lawrence 20 gun Sloop (crack crew)
+(a) Niagara 20 gun Sloop (elite crew)
+(b) Lady Prevost 13 gun Brig (crack crew)
+(b) Detroit 19 gun Sloop (crack crew)
+(b) Q. Charlotte 17 gun Sloop (crack crew)
+.SH Wasp vs. Reindeer:
+.nf
+Wind from the S, blowing a light breeze.
+
+(a) Wasp 20 gun Sloop (elite crew)
+(b) Reindeer 18 gun Sloop (elite crew)
+.SH Constitution vs. Cyane and Levant:
+.br
+Wind from the S, blowing a moderate breeze.
+
+(a) Constitution 44 gun Corvette (elite crew)
+(b) Cyane 24 gun Sloop (crack crew)
+(b) Levant 20 gun Sloop (crack crew)
+.br
+.SH Pellew vs. Droits de L'Homme:
+.nf
+Wind from the N, blowing a gale.
+
+(b) Indefatigable 44 gun Frigate (elite crew)
+(b) Amazon 36 gun Frigate (crack crew)
+(f) Droits L'Hom 74 gun Ship of the Line (average crew)
+.SH Algeciras:
+.nf
+Wind from the SW, blowing a moderate breeze.
+
+(b) Caesar 80 gun Ship of the Line (crack crew)
+(b) Pompee 74 gun Ship of the Line (crack crew)
+(b) Spencer 74 gun Ship of the Line (crack crew)
+(b) Hannibal 98 gun 3 Decker SOL (crack crew)
+(s) Real-Carlos 112 gun 3 Decker SOL (green crew)
+(s) San Fernando 96 gun 3 Decker SOL (green crew)
+(s) Argonauta 80 gun Ship of the Line (green crew)
+(s) San Augustine 74 gun Ship of the Line (green crew)
+(f) Indomptable 80 gun Ship of the Line (average crew)
+(f) Desaix 74 gun Ship of the Line (average crew)
+.SH Lake Champlain:
+.nf
+Wind from the N, blowing a fresh breeze.
+
+(a) Saratoga 26 gun Sloop (crack crew)
+(a) Eagle 20 gun Sloop (crack crew)
+(a) Ticonderoga 17 gun Sloop (crack crew)
+(a) Preble 7 gun Brig (crack crew)
+(b) Confiance 37 gun Frigate (crack crew)
+(b) Linnet 16 gun Sloop (elite crew)
+(b) Chubb 11 gun Brig (crack crew)
+.SH Last Voyage of the USS President:
+.nf
+Wind from the N, blowing a fresh breeze.
+
+(a) President 44 gun Frigate (elite crew)
+(b) Endymion 40 gun Frigate (crack crew)
+(b) Pomone 44 gun Frigate (crack crew)
+(b) Tenedos 38 gun Frigate (crack crew)
+.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)
+(s) Natividad 50 gun Ship of the Line (green crew)
+.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)
+(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew)
+.SH The South Pacific:
+.nf
+Wind from the S, blowing a strong breeze.
+
+(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew)
+(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew)
+(s) Australian 32 gun Frigate (average crew)
+(f) Bikini Atoll 7 gun Brig (crack crew)
+.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)
+(f) Turenne 80 gun 3 Decker SOL (average crew)
+(f) Nightmare 74 gun Ship of the Line (average crew)
+(f) Paris 112 gun 3 Decker SOL (green crew)
+(f) Napoleon 74 gun Ship of the Line (green crew)
+.SH Cape Horn:
+.nf
+Wind from the NE, blowing a strong breeze.
+
+(a) Concord 80 gun Ship of the Line (average crew)
+(a) Berkeley 98 gun 3 Decker SOL (crack crew)
+(b) Thames 120 gun 3 Decker SOL (elite crew)
+(s) Madrid 112 gun 3 Decker SOL (green crew)
+(f) Musket 80 gun 3 Decker SOL (average crew)
+.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)
+(b) Firefly 74 gun Ship of the Line (crack crew)
+(b) Cypress 44 gun Frigate (elite crew)
+.SH Botany Bay:
+.nf
+Wind from the N, blowing a fresh breeze.
+
+(b) Shark 64 gun Ship of the Line (average crew)
+(f) Coral Snake 44 gun Corvette (elite crew)
+(f) Sea Lion 44 gun Frigate (elite crew)
+.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)
+(a) Flying Sub 40 gun Frigate (crack crew)
+(b) Mermaid 136 gun 3 Decker SOL (mutinous crew)
+(s) Giant Squid 112 gun 3 Decker SOL (green crew)
+.SH Frigate Action:
+.nf
+Wind from the E, blowing a fresh breeze.
+
+(a) Killdeer 40 gun Frigate (average crew)
+(b) Sandpiper 40 gun Frigate (average crew)
+(s) Curlew 38 gun Frigate (crack crew)
+.SH The Battle of Midway:
+.nf
+Wind from the E, blowing a moderate breeze.
+
+(a) Enterprise 80 gun Ship of the Line (crack crew)
+(a) Yorktown 80 gun Ship of the Line (average crew)
+(a) Hornet 74 gun Ship of the Line (average crew)
+(j) Akagi 112 gun 3 Decker SOL (green crew)
+(j) Kaga 96 gun 3 Decker SOL (green crew)
+(j) Soryu 80 gun Ship of the Line (green crew)
+
+.SH CONCLUSION
+
+.I Sail
+has been a group effort.
+
+.SH AUTHOR
+Dave Riggle
+.SH CO-AUTHOR
+Ed Wang
+.SH REFITTING
+Craig Leres
+Mike Sharov
+.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"