-.\" $NetBSD: sail.6,v 1.5 1996/12/04 00:21:29 perry Exp $
+.\" $NetBSD: sail.6,v 1.6 1997/01/07 12:42:25 tls Exp $
.\"
.\" Copyright (c) 1988, 1993
.\" The Regents of the University of California. All rights reserved.
.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
.\" SUCH DAMAGE.
.\"
-.\" @(#)sail.6 8.2 (Berkeley) 12/30/93
+.\" @(#)sail.6 8.3 (Berkeley) 6/1/94
.\"
-.TH SAIL 6 "December 30, 1993"
+.TH SAIL 6 "June 1, 1994"
.UC 4
.SH NAME
sail \- multi-user wooden ships and iron men
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
\\
Because square riggers performed so poorly sailing into the wind, if at
any point in a movement command you turn into the wind, the movement stops
there. E.g.,
+.ne 1i
.nf
move (7, 4): l1l4
|
3
+
-
.fi
.PP
The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
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