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diff --git a/upstream/archlinux/man6/sail.6 b/upstream/archlinux/man6/sail.6 new file mode 100644 index 00000000..86e8f654 --- /dev/null +++ b/upstream/archlinux/man6/sail.6 @@ -0,0 +1,784 @@ +.\" 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" |