
1: .\" $NetBSD: sail.6,v 1.13 2003/08/07 09:37:44 agc Exp $ 2: .\" 3: .\" Copyright (c) 1988, 1993 4: .\" The Regents of the University of California. All rights reserved. 5: .\" 6: .\" Redistribution and use in source and binary forms, with or without 7: .\" modification, are permitted provided that the following conditions 8: .\" are met: 9: .\" 1. Redistributions of source code must retain the above copyright 10: .\" notice, this list of conditions and the following disclaimer. 11: .\" 2. Redistributions in binary form must reproduce the above copyright 12: .\" notice, this list of conditions and the following disclaimer in the 13: .\" documentation and/or other materials provided with the distribution. 14: .\" 3. Neither the name of the University nor the names of its contributors 15: .\" may be used to endorse or promote products derived from this software 16: .\" without specific prior written permission. 17: .\" 18: .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 19: .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20: .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21: .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 22: .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 23: .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 24: .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 25: .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 26: .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 27: .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 28: .\" SUCH DAMAGE. 29: .\" 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)