(linenum→info "unix/slp.c:2238")

bsd-games/2.17/sail/sail.6

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   30: .\"     @(#)sail.6  8.3 (Berkeley) 6/1/94
   31: .\"
   32: .TH SAIL 6 "June 1, 1994"
   33: .UC 4
   34: .SH NAME
   35: sail \- multi-user wooden ships and iron men
   36: .SH SYNOPSIS
   37: .B sail
   38: [
   39: .B \-s
   40: [
   41: .B \-l
   42: ] ] [
   43: .B \-x
   44: ] [
   45: .B \-b
   46: ] [
   47: .B num
   48: ]
   49: .br
   50: .fi
   51: .SH DESCRIPTION
   52: .I Sail
   53: is a computer version of Avalon Hill's game of fighting sail
   54: originally developed by S. Craig Taylor.
   55: .PP
   56: Players of
   57: .I Sail
   58: take command of an old fashioned Man of War and fight other
   59: players or the computer.
   60: They may re-enact one of the many
   61: historical sea battles recorded in the game, or they can choose
   62: a fictional battle.
   63: .PP
   64: As a sea captain in the
   65: .I Sail
   66: Navy, the player has complete control over the workings of his ship.
   67: He must order every maneuver, change the set of his sails, and judge the
   68: right moment to let loose the terrible destruction of his broadsides.
   69: In addition to fighting the enemy, he must harness the powers of the wind
   70: and sea to make them work for him.
   71: The outcome of many battles during the
   72: age of sail was decided by the ability of one captain to hold the `weather
   73: gage.'
   74: .PP
   75: The flags are:
   76: .TP
   77: .B \-s
   78: Print the names and ships of the top ten sailors.
   79: .TP
   80: .B \-l
   81: Show the login name.
   82: Only effective with \fB-s\fP.
   83: .TP
   84: .B \-x
   85: Play the first available ship instead of prompting for a choice.
   86: .TP
   87: .B \-b
   88: No bells.
   89: .SH IMPLEMENTATION
   90: .I Sail
   91: is really two programs in one.
   92: Each player starts up a process which runs his own ship.
   93: In addition, a
   94: .I driver
   95: process is forked (by the first player) to run the computer ships
   96: and take care of global bookkeeping.
   97: .PP
   98: Because the
   99: .I driver
  100: must calculate moves for each ship it controls, the
  101: more ships the computer is playing, the slower the game will appear.
  102: .PP
  103: If a player joins a game in progress, he will synchronize
  104: with the other players (a rather slow process for everyone), and
  105: then he may play along with the rest.
  106: .PP
  107: To implement a multi-user game in Version 7 UNIX, which was the operating
  108: system
  109: .I Sail
  110: was first written under, the communicating processes must use a common
  111: temporary file as a place to read and write messages.
  112: In addition, a locking mechanism must be provided to ensure exclusive
  113: access to the shared file.
  114: For example,
  115: .I Sail
  116: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
  117: corresponding file names for the other scenarios.
  118: To provide exclusive
  119: access to the temporary file,
  120: .I Sail
  121: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
  122: Processes do a busy wait in the loop
  123: .br
  124: .sp
  125: .ce 2
  126:         for (n = 0; link(sync_file, sync_lock) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 30; n++)
  127:                 sleep(2);
  128: .br
  129: .sp
  130: until they are able to create a link to a file named "/tmp/#saillock.??".
  131: The "??" correspond to the scenario number of the game.
  132: Since UNIX
  133: guarantees that a link will point to only one file, the process that succeeds
  134: in linking will have exclusive access to the temporary file.
  135: .PP
  136: Whether or not this really works is open to speculation.
  137: When ucbmiro was rebooted after a crash, the file system check program
  138: found 3 links between the
  139: .I Sail
  140: temporary file and its link file.
  141: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
  142: When players do something of global interest, such as moving or firing,
  143: the driver must coordinate the action with the other ships in the game.
  144: For example, if a player wants to move in a certain direction, he writes a
  145: message into the temporary file requesting the driver to move his ship.
  146: Each ``turn,'' the driver reads all the messages sent from the players and
  147: decides what happened.
  148: It then writes back into the temporary file new values of variables, etc.
  149: .PP
  150: The most noticeable effect this communication has on the game is the
  151: delay in moving.
  152: Suppose a player types a move for his ship and hits return.
  153: What happens then?
  154: The player process saves up messages to
  155: be written to the temporary file in a buffer.
  156: Every 7 seconds or so, the player process gets exclusive access to
  157: the temporary file and writes out its buffer to the file.
  158: The driver, running asynchronously, must
  159: read in the movement command, process it, and write out the results.
  160: This takes two exclusive accesses to the temporary file.
  161: Finally, when the player process gets around to doing another 7 second
  162: update, the results of the move are displayed on the screen.
  163: Hence, every movement requires four
  164: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
  165: depending upon asynchrony) before the player sees the results of his moves.
  166: .PP
  167: In practice, the delays are not as annoying as they would appear.
  168: There is room for "pipelining" in the movement.
  169: After the player writes out
  170: a first movement message, a second movement command can then be issued.
  171: The first message will be in the temporary file waiting for the driver, and
  172: the second will be in the file buffer waiting to be written to the file.
  173: Thus, by always typing moves a turn ahead of the time, the player can
  174: sail around quite quickly.
  175: .PP
  176: If the player types several movement commands between two 7 second updates,
  177: only the last movement command typed will be seen by the driver.
  178: Movement commands within the same update "overwrite" each other, in a sense.
  179: .SH THE HISTORY OF SAIL
  180: I wrote the first version of
  181: .I Sail
  182: on a PDP\-11/70 in the fall of 1980.
  183: Needless to say, the code was horrendous,
  184: not portable in any sense of the word, and didn't work.
  185: The program was not
  186: very modular and had fseeks() and fwrites() every few lines.
  187: After a tremendous rewrite from the top down,
  188: I got the first working version up by 1981.
  189: There were several annoying bugs concerning firing broadsides and
  190: finding angles.
  191: .I Sail
  192: uses no floating point, by the way, so the direction routines are rather
  193: tricky.
  194: Ed Wang rewrote my angle() routine in 1981 to be more correct (although
  195: it still doesn't work perfectly), and he added code to let a player select
  196: which ship he wanted at the start of the game (instead of the first one
  197: available).
  198: .PP
  199: Captain Happy (Craig Leres) is responsible for making
  200: .I Sail
  201: portable for the first time.
  202: This was no easy task, by the way.
  203: Constants like 2 and 10 were very frequent in the code.
  204: I also became famous for using "Riggle Memorial Structures" in
  205: .I Sail.
  206: Many of my structure references are so long that they run off the line
  207: printer page.
  208: Here is an example, if you promise not to laugh.
  209: .br
  210: .sp
  211: .ce
  212: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
  213: .br
  214: .sp
  215: .PP
  216: .I Sail
  217: received its fourth and most thorough rewrite in the summer and fall
  218: of 1983.
  219: Ed Wang rewrote and modularized the code (a monumental feat)
  220: almost from scratch.
  221: Although he introduced many new bugs, the final result was very much
  222: cleaner and (?) faster.
  223: He added window movement commands and find ship commands.
  224: .SH HISTORICAL INFO
  225: Old Square Riggers were very maneuverable ships capable of intricate
  226: sailing.
  227: Their only disadvantage was an inability to sail very close to the wind.
  228: The design of a wooden ship allowed only for the
  229: guns to bear to the left and right sides.
  230: A few guns of small
  231: aspect (usually 6 or 9 pounders) could point forward, but their
  232: effect was small compared to a 68 gun broadside of 24 or 32 pounders.
  233: The guns bear approximately like so:
  234: .ne 1i
  235: .nf
  236: 
  237:        \\
  238:         b----------------
  239:     ---0
  240:         \\
  241:          \\
  242:           \\     up to a range of ten (for round shot)
  243:            \\
  244:             \\
  245:              \\
  246: 
  247: .fi
  248: An interesting phenomenon occurred when a broadside was fired
  249: down the length of an enemy ship.
  250: The shot tended to bounce along the deck and did several times more damage.
  251: This phenomenon was called a rake.
  252: Because the bows of a ship are very strong and present a smaller
  253: target than the stern, a stern rake (firing from the stern to the bow) causes
  254: more damage than a bow rake.
  255: .nf
  256: 
  257:                         b
  258:                        00   ----  Stern rake!
  259:                          a
  260: 
  261: .fi
  262: Most ships were equipped with carronades, which were very large, close
  263: range cannons.
  264: American ships from the revolution until the War of 1812
  265: were almost entirely armed with carronades.
  266: .PP
  267: The period of history covered in
  268: .I Sail
  269: is approximately from the 1770's until the end of Napoleonic France in 1815.
  270: There are many excellent books about the age of sail.
  271: My favorite author is Captain Frederick Marryat.
  272: More contemporary authors include C.S. Forester and Alexander Kent.
  273: .PP
  274: Fighting ships came in several sizes classed by armament.
  275: The mainstays of
  276: any fleet were its "Ships of the Line", or "Line of Battle Ships".
  277: They were so named because these ships fought together in great lines.
  278: They were
  279: close enough for mutual support, yet every ship could fire both its broadsides.
  280: We get the modern words "ocean liner," or "liner," and "battleship" from
  281: "ship of the line."
  282: The most common size was the 74 gun two decked ship of the line.
  283: The two gun decks usually mounted 18 and 24 pounder guns.
  284: .PP
  285: The pride of the fleet were the first rates.
  286: These were huge three decked ships of the line mounting 80 to 136 guns.
  287: The guns in the three tiers
  288: were usually 18, 24, and 32 pounders in that order from top to bottom.
  289: .PP
  290: Various other ships came next.
  291: They were almost all "razees," or ships of the line with one deck sawed off.
  292: They mounted 40-64 guns and were
  293: a poor cross between a frigate and a line of battle ship.
  294: They neither had the speed of the former nor the firepower of the latter.
  295: .PP
  296: Next came the "eyes of the fleet."
  297: Frigates came in many sizes mounting anywhere from 32 to 44 guns.
  298: They were very handy vessels.
  299: They could outsail anything bigger and outshoot anything smaller.
  300: Frigates didn't fight in lines of battle as the much bigger 74's did.
  301: Instead, they harassed the enemy's rear or captured crippled ships.
  302: They were much more useful in missions away from the fleet,
  303: such as cutting out expeditions or boat actions.
  304: They could hit hard and get away fast.
  305: .PP
  306: Lastly, there were the corvettes, sloops, and brigs.
  307: These were smaller ships mounting typically fewer than 20 guns.
  308: A corvette was only slightly
  309: smaller than a frigate, so one might have up to 30 guns.
  310: Sloops were used for carrying dispatches or passengers.
  311: Brigs were something you built for land-locked lakes.
  312: .SH SAIL PARTICULARS
  313: Ships in
  314: .I Sail
  315: are represented by two characters.
  316: One character represents the bow of
  317: the ship, and the other represents the stern.
  318: Ships have nationalities and numbers.
  319: The first ship of a nationality is number 0, the second
  320: number 1, etc.
  321: Therefore, the first British ship in a game would be printed as "b0".
  322: The second Brit would be "b1", and the fifth Don would be "s4".
  323: .PP
  324: Ships can set normal sails, called Battle Sails, or bend on extra canvas
  325: called Full Sails.
  326: A ship under full sail is a beautiful sight indeed,
  327: and it can move much faster than a ship under Battle Sails.
  328: The only trouble is, with full sails set, there is so much tension on sail and
  329: rigging that a well aimed round shot can burst a sail into ribbons where
  330: it would only cause a little hole in a loose sail.
  331: For this reason, rigging damage is doubled on a ship with full sails set.
  332: Don't let that discourage you from using full sails.
  333: I like to keep them up right into the heat of battle.
  334: A ship with full sails set has a capital letter for its nationality.
  335: E.g., a Frog, "f0", with full sails set would be printed as "F0".
  336: .PP
  337: When a ship is battered into a listing hulk, the last man aboard "strikes
  338: the colors."
  339: This ceremony is the ship's formal surrender.
  340: The nationality character of a surrendered ship is printed as "!".
  341: E.g., the Frog of our last example would soon be "!0".
  342: .PP
  343: A ship has a random chance of catching fire or sinking when it reaches the
  344: stage of listing hulk.
  345: A sinking ship has a "~" printed for its nationality,
  346: and a ship on fire and about to explode has a "#" printed.
  347: .PP
  348: Captured ships become the nationality of the prize crew.
  349: Therefore, if
  350: an American ship captures a British ship, the British ship will have an
  351: "a" printed for its nationality.
  352: In addition, the ship number is changed
  353: to "\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number,
  354: be it 0,1,2,3,4, or 5.
  355: E.g., the "b0" captured by an American becomes the
  356: "a\*[Am]".
  357: The "s4" captured by a Frog becomes the "f*".
  358: .PP
  359: The ultimate example is, of course, an exploding Brit captured by an
  360: American: "#\*[Am]".
  361: .SH MOVEMENT
  362: Movement is the most confusing part of
  363: .I Sail
  364: to many.
  365: Ships can head in 8 directions:
  366: .nf
  367: 
  368:                                  0      0      0
  369:         b       b       b0      b       b       b       0b      b
  370:         0        0                                             0
  371: 
  372: .fi
  373: The stern of a ship moves when it turns.
  374: The bow remains stationary.
  375: Ships can always turn, regardless of the wind (unless they are becalmed).
  376: All ships drift when they lose headway.
  377: If a ship doesn't move forward at all for two turns, it will begin to drift.
  378: If a ship has begun to
  379: drift, then it must move forward before it turns, if it plans to do
  380: more than make a right or left turn, which is always possible.
  381: .PP
  382: Movement commands to
  383: .I Sail
  384: are a string of forward moves and turns.
  385: An example is "l3".
  386: It will turn a ship left and then move it ahead 3 spaces.
  387: In the drawing above, the "b0" made 7 successive left turns.
  388: When
  389: .I Sail
  390: prompts you for a move, it prints three characters of import.
  391: E.g.,
  392: .nf
  393:         move (7, 4):
  394: .fi
  395: The first number is the maximum number of moves you can make, including turns.
  396: The second number is the maximum number of turns you can make.
  397: Between the numbers is sometimes printed a quote "'".
  398: If the quote is present, it means that your ship has been drifting, and
  399: you must move ahead to regain headway before you turn (see note above).
  400: Some of the possible moves for the example above are as follows:
  401: .nf
  402: 
  403:         move (7, 4): 7
  404:         move (7, 4): 1
  405:         move (7, 4): d         /* drift, or do nothing */
  406:         move (7, 4): 6r
  407:         move (7, 4): 5r1
  408:         move (7, 4): 4r1r
  409:         move (7, 4): l1r1r2
  410:         move (7, 4): 1r1r1r1
  411: 
  412: .fi
  413: Because square riggers performed so poorly sailing into the wind, if at
  414: any point in a movement command you turn into the wind, the movement stops
  415: there.
  416: E.g.,
  417: .ne 1i
  418: .nf
  419: 
  420:         move (7, 4): l1l4
  421:         Movement Error;
  422:         Helm: l1l
  423: 
  424: .fi
  425: Moreover, whenever you make a turn, your movement allowance drops to
  426: min(what's left, what you would have at the new attitude).
  427: In short, if you turn closer to the wind, you most likely won't be able
  428: to sail the full allowance printed in the "move" prompt.
  429: .PP
  430: Old sailing captains had to keep an eye constantly on the wind.
  431: Captains in
  432: .I Sail
  433: are no different.
  434: A ship's ability to move depends on its attitude to the wind.
  435: The best angle possible is to have the wind off your quarter, that is,
  436: just off the stern.
  437: The direction rose on the side of the screen gives the
  438: possible movements for your ship at all positions to the wind.
  439: Battle
  440: sail speeds are given first, and full sail speeds are given in parenthesis.
  441: .nf
  442: 
  443:                                  0 1(2)
  444:                                 \\|/
  445:                                 -^-3(6)
  446:                                 /|\\
  447:                                  | 4(7)
  448:                                 3(6)
  449: 
  450: .fi
  451: Pretend the bow of your ship (the "^") is pointing upward and the wind is
  452: blowing from the bottom to the top of the page.
  453: The numbers at the bottom "3(6)" will be your speed under battle or full
  454: sails in such a situation.
  455: If the wind is off your quarter, then you can move "4(7)".
  456: If the wind is off your beam, "3(6)".
  457: If the wind is off your bow, then you can only move "1(2)".
  458: Facing into the wind, you can't move at all.
  459: Ships facing into the wind were said to be "in irons".
  460: .SH WINDSPEED AND DIRECTION
  461: The windspeed and direction is displayed as a little weather vane on the
  462: side of the screen.
  463: The number in the middle of the vane indicates the wind
  464: speed, and the + to - indicates the wind direction.
  465: The wind blows from the + sign (high pressure) to the - sign (low pressure).
  466: E.g.,
  467: .nf
  468: 
  469:                                 |
  470:                                 3
  471:                                 +
  472: .fi
  473: .PP
  474: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
  475: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
  476: If a hurricane shows up, all ships are destroyed.
  477: .SH GRAPPLING AND FOULING
  478: If two ships collide, they run the risk of becoming tangled together.
  479: This is called "fouling."
  480: Fouled ships are stuck together, and neither can move.
  481: They can unfoul each other if they want to.
  482: Boarding parties can only be
  483: sent across to ships when the antagonists are either fouled or grappled.
  484: .PP
  485: Ships can grapple each other by throwing grapnels into the rigging of
  486: the other.
  487: .PP
  488: The number of fouls and grapples you have are displayed on the upper
  489: right of the screen.
  490: .SH BOARDING
  491: Boarding was a very costly venture in terms of human life.
  492: Boarding parties may be formed in
  493: .I Sail
  494: to either board an enemy ship or to defend your own ship against attack.
  495: Men organized as Defensive Boarding Parties fight twice as hard to save
  496: their ship as men left unorganized.
  497: .PP
  498: The boarding strength of a crew depends upon its quality and upon the
  499: number of men sent.
  500: .SH CREW QUALITY
  501: The British seaman was world renowned for his sailing abilities.
  502: American sailors, however, were actually the best seamen in the world.
  503: Because the
  504: American Navy offered twice the wages of the Royal Navy, British seamen
  505: who liked the sea defected to America by the thousands.
  506: .PP
  507: In
  508: .I Sail,
  509: crew quality is quantized into 5 energy levels.
  510: "Elite" crews can outshoot and outfight all other sailors.
  511: "Crack" crews are next.
  512: "Mundane" crews
  513: are average, and "Green" and "Mutinous" crews are below average.
  514: A good rule of thumb is that "Crack" or "Elite" crews get one extra hit
  515: per broadside compared to "Mundane" crews.
  516: Don't expect too much from
  517: "Green" crews.
  518: .pl -1
  519: .SH BROADSIDES
  520: Your two broadsides may be loaded with four kinds of shot: grape, chain,
  521: round, and double.
  522: You have guns and carronades in both the port and starboard batteries.
  523: Carronades only have a range of two, so you have to get in
  524: close to be able to fire them.
  525: You have the choice of firing at the hull or rigging of another ship.
  526: If the range of the ship is greater than 6,
  527: then you may only shoot at the rigging.
  528: .PP
  529: The types of shot and their advantages are:
  530: .SH ROUND
  531: Range of 10.
  532: Good for hull or rigging hits.
  533: .SH DOUBLE
  534: Range of 1.
  535: Extra good for hull or rigging hits.
  536: Double takes two turns to load.
  537: .SH CHAIN
  538: Range of 3.
  539: Excellent for tearing down rigging.
  540: Cannot damage hull or guns, though.
  541: .SH GRAPE
  542: Range of 1.
  543: Sometimes devastating against enemy crews.
  544: .PP
  545: On the side of the screen is displayed some vital information about your
  546: ship:
  547: .nf
  548: 
  549:                         Load  D! R!
  550:                         Hull  9
  551:                         Crew  4  4  2
  552:                         Guns  4  4
  553:                         Carr  2  2
  554:                         Rigg  5 5 5 5
  555: 
  556: .fi
  557: "Load" shows what your port (left) and starboard (right) broadsides are
  558: loaded with.
  559: A "!" after the type of shot indicates that it is an initial broadside.
  560: Initial broadside were loaded with care before battle and before
  561: the decks ran red with blood.
  562: As a consequence, initial broadsides are a
  563: little more effective than broadsides loaded later.
  564: A "*" after the type of shot indicates that the gun
  565: crews are still loading it, and you cannot fire yet.
  566: "Hull" shows how much hull you have left.
  567: "Crew" shows your three sections of crew.
  568: As your crew dies off, your ability to fire decreases.
  569: "Guns" and "Carr" show your port and starboard guns.
  570: As you lose guns, your ability to fire decreases.
  571: "Rigg" shows how much rigging you have on your 3 or 4 masts.
  572: As rigging is shot away, you lose mobility.
  573: .SH EFFECTIVENESS OF FIRE
  574: It is very dramatic when a ship fires its thunderous broadsides, but the
  575: mere opportunity to fire them does not guarantee any hits.
  576: Many factors influence the destructive force of a broadside.
  577: First of all, and the chief factor, is distance.
  578: It is harder to hit a ship at range ten than it is
  579: to hit one sloshing alongside.
  580: Next is raking.
  581: Raking fire, as mentioned before, can sometimes dismast a ship at range ten.
  582: Next, crew size and quality affects the damage done by a broadside.
  583: The number of guns firing also bears on the point, so to speak.
  584: Lastly, weather affects the accuracy of a broadside.
  585: If the seas are high (5 or 6), then the lower gunports
  586: of ships of the line can't even be opened to run out the guns.
  587: This gives frigates and other flush decked vessels an advantage in a storm.
  588: The scenario
  589: .I Pellew vs. The Droits de L'Homme
  590: takes advantage of this peculiar circumstance.
  591: .SH REPAIRS
  592: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
  593: two points per three turns.
  594: The message "Repairs Completed" will be printed if no more repairs can be made.
  595: .SH PECULIARITIES OF COMPUTER SHIPS
  596: Computer ships in
  597: .I Sail
  598: follow all the rules above with a few exceptions.
  599: Computer ships never repair damage.
  600: If they did, the players could never beat them.
  601: They play well enough as it is.
  602: As a consolation, the computer ships can fire double shot every turn.
  603: That fluke is a good reason to keep your distance.
  604: The
  605: .I Driver
  606: figures out the moves of the computer ships.
  607: It computes them with a typical A.I. distance
  608: function and a depth first search to find the maximum "score."
  609: It seems to work fairly well, although I'll be the first to admit it isn't
  610: perfect.
  611: .SH HOW TO PLAY
  612: Commands are given to
  613: .I Sail
  614: by typing a single character.
  615: You will then be prompted for further input.
  616: A brief summary of the commands follows.
  617: .br
  618: .SH COMMAND SUMMARY
  619: .nf
  620: 
  621:     'f'  Fire broadsides if they bear
  622:     'l'  Reload
  623:     'L'  Unload broadsides (to change ammo)
  624:     'm'  Move
  625:     'i'  Print the closest ship
  626:     'I'  Print all ships
  627:     'F'  Find a particular ship or ships (e.g. "a?" for all Americans)
  628:     's'  Send a message around the fleet
  629:     'b'  Attempt to board an enemy ship
  630:     'B'  Recall boarding parties
  631:     'c'  Change set of sail
  632:     'r'  Repair
  633:     'u'  Attempt to unfoul
  634:     'g'  Grapple/ungrapple
  635:     'v'  Print version number of game
  636:    '^L'  Redraw screen
  637:     'Q'  Quit
  638: 
  639:     'C'      Center your ship in the window
  640:     'U'      Move window up
  641:     'D','N'  Move window down
  642:     'H'      Move window left
  643:     'J'      Move window right
  644:     'S'      Toggle window to follow your ship or stay where it is
  645: 
  646: .fi
  647: .bg
  648: .SH SCENARIOS
  649: Here is a summary of the scenarios in
  650: .I Sail:
  651: 
  652: .br
  653: .SH Ranger vs. Drake:
  654: .nf
  655: Wind from the N, blowing a fresh breeze.
  656: 
  657: (a) Ranger            19 gun Sloop (crack crew) (7 pts)
  658: (b) Drake             17 gun Sloop (crack crew) (6 pts)
  659: .SH The Battle of Flamborough Head:
  660: .nf
  661: Wind from the S, blowing a fresh breeze.
  662: 
  663: .fi
  664: This is John Paul Jones' first famous battle.
  665: Aboard the Bonhomme
  666: Richard, he was able to overcome the Serapis's greater firepower
  667: by quickly boarding her.
  668: .nf
  669: 
  670: (a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
  671: (b) Serapis           44 gun Frigate (crack crew) (12 pts)
  672: .SH Arbuthnot and Des Touches:
  673: .nf
  674: Wind from the N, blowing a gale.
  675: 
  676: (b) America           64 gun Ship of the Line (crack crew) (20 pts)
  677: (b) Befford           74 gun Ship of the Line (crack crew) (26 pts)
  678: (b) Adamant           50 gun Ship of the Line (crack crew) (17 pts)
  679: (b) London            98 gun 3 Decker SOL (crack crew) (28 pts)
  680: (b) Royal Oak         74 gun Ship of the Line (crack crew) (26 pts)
  681: (f) Neptune           74 gun Ship of the Line (average crew) (24 pts)
  682: (f) Duc de Bourgogne  80 gun 3 Decker SOL (average crew) (27 pts)
  683: (f) Conquerant        74 gun Ship of the Line (average crew) (24 pts)
  684: (f) Provence          64 gun Ship of the Line (average crew) (18 pts)
  685: (f) Romulus           44 gun Ship of the Line (average crew) (10 pts)
  686: .SH Suffren and Hughes:
  687: .nf
  688: 
  689: Wind from the S, blowing a fresh breeze.
  690: 
  691: (b) Monmouth          74 gun Ship of the Line (average crew) (24 pts)
  692: (b) Hero              74 gun Ship of the Line (crack crew) (26 pts)
  693: (b) Isis              50 gun Ship of the Line (crack crew) (17 pts)
  694: (b) Superb            74 gun Ship of the Line (crack crew) (27 pts)
  695: (b) Burford           74 gun Ship of the Line (average crew) (24 pts)
  696: (f) Flamband          50 gun Ship of the Line (average crew) (14 pts)
  697: (f) Annibal           74 gun Ship of the Line (average crew) (24 pts)
  698: (f) Severe            64 gun Ship of the Line (average crew) (18 pts)
  699: (f) Brilliant         80 gun Ship of the Line (crack crew) (31 pts)
  700: (f) Sphinx            80 gun Ship of the Line (average crew) (27 pts)
  701: .SH Nymphe vs. Cleopatre:
  702: .nf
  703: Wind from the S, blowing a fresh breeze.
  704: 
  705: (b) Nymphe            36 gun Frigate (crack crew) (11 pts)
  706: (f) Cleopatre         36 gun Frigate (average crew) (10 pts)
  707: .SH Mars vs. Hercule:
  708: Wind from the S, blowing a fresh breeze.
  709: .nf
  710: (b) Mars              74 gun Ship of the Line (crack crew) (26 pts)
  711: (f) Hercule           74 gun Ship of the Line (average crew) (23 pts)
  712: .SH Ambuscade vs. Baionnaise:
  713: .nf
  714: Wind from the N, blowing a fresh breeze.
  715: 
  716: (b) Ambuscade         32 gun Frigate (average crew) (9 pts)
  717: (f) Baionnaise        24 gun Corvette (average crew) (9 pts)
  718: .SH Constellation vs. Insurgent:
  719: .nf
  720: Wind from the S, blowing a gale.
  721: 
  722: (a) Constellation     38 gun Corvette (elite crew) (17 pts)
  723: (f) Insurgent         36 gun Corvette (average crew) (11 pts)
  724: .SH Constellation vs. Vengeance:
  725: .nf
  726: Wind from the S, blowing a fresh breeze.
  727: 
  728: (a) Constellation     38 gun Corvette (elite crew) (17 pts)
  729: (f) Vengeance         40 gun Frigate (average crew) (15 pts)
  730: .SH The Battle of Lissa:
  731: .nf
  732: Wind from the S, blowing a fresh breeze.
  733: 
  734: (b) Amphion           32 gun Frigate (elite crew) (13 pts)
  735: (b) Active            38 gun Frigate (elite crew) (18 pts)
  736: (b) Volage            22 gun Frigate (elite crew) (11 pts)
  737: (b) Cerberus          32 gun Frigate (elite crew) (13 pts)
  738: (f) Favorite          40 gun Frigate (average crew) (15 pts)
  739: (f) Flore             40 gun Frigate (average crew) (15 pts)
  740: (f) Danae             40 gun Frigate (crack crew) (17 pts)
  741: (f) Bellona           32 gun Frigate (green crew) (9 pts)
  742: (f) Corona            40 gun Frigate (green crew) (12 pts)
  743: (f) Carolina          32 gun Frigate (green crew) (7 pts)
  744: .SH Constitution vs. Guerriere:
  745: .nf
  746: Wind from the SW, blowing a gale.
  747: 
  748: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
  749: (b) Guerriere         38 gun Frigate (crack crew) (15 pts)
  750: .SH United States vs. Macedonian:
  751: .nf
  752: Wind from the S, blowing a fresh breeze.
  753: 
  754: (a) United States     44 gun Frigate (elite crew) (24 pts)
  755: (b) Macedonian        38 gun Frigate (crack crew) (16 pts)
  756: .SH Constitution vs. Java:
  757: .nf
  758: Wind from the S, blowing a fresh breeze.
  759: 
  760: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
  761: (b) Java              38 gun Corvette (crack crew) (19 pts)
  762: .SH Chesapeake vs. Shannon:
  763: .nf
  764: Wind from the S, blowing a fresh breeze.
  765: 
  766: (a) Chesapeake        38 gun Frigate (average crew) (14 pts)
  767: (b) Shannon           38 gun Frigate (elite crew) (17 pts)
  768: .SH The Battle of Lake Erie:
  769: .nf
  770: Wind from the S, blowing a light breeze.
  771: 
  772: (a) Lawrence          20 gun Sloop (crack crew) (9 pts)