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1 .\" Copyright (c) 1988 Regents of the University of California.
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14 .\" This product includes software developed by the University of
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20 .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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26 .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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31 .\"
32 .\" from: @(#)sail.6 5.6 (Berkeley) 6/23/90
33 .\" $Id: sail.6,v 1.2 1993/08/01 07:46:14 mycroft Exp $
34 .\"
35 .TH SAIL 6 "June 23, 1990"
36 .UC 4
37 .SH NAME
38 sail \- multi-user wooden ships and iron men
39 .SH SYNOPSIS
40 .B sail
41 [
42 .B \-s
43 [
44 .B \-l
45 ] ] [
46 .B \-x
47 ] [
48 .B \-b
49 ] [
50 .B num
51 ]
52 .br
53 .fi
54 .SH DESCRIPTION
55 .I Sail
56 is a computer version of Avalon Hill's game of fighting sail
57 originally developed by S. Craig Taylor.
58 .PP
59 Players of
60 .I Sail
61 take command of an old fashioned Man of War and fight other
62 players or the computer. They may re-enact one of the many
63 historical sea battles recorded in the game, or they can choose
64 a fictional battle.
65 .PP
66 As a sea captain in the
67 .I Sail
68 Navy, the player has complete control over the workings of his ship.
69 He must order every maneuver, change the set of his sails, and judge the
70 right moment to let loose the terrible destruction of his broadsides.
71 In addition to fighting the enemy, he must harness the powers of the wind
72 and sea to make them work for him. The outcome of many battles during the
73 age of sail was decided by the ability of one captain to hold the `weather
74 gage.'
75 .PP
76 The flags are:
77 .TP
78 .B \-s
79 Print the names and ships of the top ten sailors.
80 .TP
81 .B \-l
82 Show the login name. 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. Each player starts up a process which
92 runs his own ship. In addition, a
93 .I driver
94 process is forked (by the first player) to run the computer ships
95 and take care of global bookkeeping.
96 .PP
97 Because the
98 .I driver
99 must calculate moves for each ship it controls, the
100 more ships the computer is playing, the slower the game will appear.
101 .PP
102 If a player joins a game in progress, he will synchronize
103 with the other players (a rather slow process for everyone), and
104 then he may play along with the rest.
105 .PP
106 To implement a multi-user game in Version 7 UNIX, which was the operating
107 system
108 .I Sail
109 was first written under, the communicating processes must use a common
110 temporary file as a place to read and write messages. In addition, a
111 locking mechanism must be provided to ensure exclusive access to the
112 shared file. For example,
113 .I Sail
114 uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
115 corresponding file names for the other scenarios. To provide exclusive
116 access to the temporary file,
117 .I Sail
118 uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
119 Processes do a busy wait in the loop
120 .br
121 .sp
122 .ce 2
123 for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
124 sleep(2);
125 .br
126 .sp
127 until they are able to create a link to a file named "/tmp/#saillock.??".
128 The "??" correspond to the scenario number of the game. Since UNIX
129 guarantees that a link will point to only one file, the process that succeeds
130 in linking will have exclusive access to the temporary file.
131 .PP
132 Whether or not this really works is open to speculation. When ucbmiro
133 was rebooted after a crash, the file system check program found 3 links
134 between the
135 .I Sail
136 temporary file and its link file.
137 .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
138 When players do something of global interest, such as moving or firing,
139 the driver must coordinate the action with the other ships in the game.
140 For example, if a player wants to move in a certain direction, he writes a
141 message into the temporary file requesting the driver to move his ship.
142 Each ``turn,'' the driver reads all the messages sent from the players and
143 decides what happened. It then writes back into the temporary file new
144 values of variables, etc.
145 .PP
146 The most noticeable effect this communication has on the game is the
147 delay in moving. Suppose a player types a move for his ship and hits
148 return. What happens then? The player process saves up messages to
149 be written to the temporary file in a buffer. Every 7 seconds or so, the
150 player process gets exclusive access to the temporary file and writes
151 out its buffer to the file. The driver, running asynchronously, must
152 read in the movement command, process it, and write out the results. This
153 takes two exclusive accesses to the temporary file. Finally, when the player
154 process gets around to doing another 7 second update, the results of the
155 move are displayed on the screen. Hence, every movement requires four
156 exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
157 depending upon asynchrony) before the player sees the results of his moves.
158 .PP
159 In practice, the delays are not as annoying as they would appear. There
160 is room for "pipelining" in the movement. After the player writes out
161 a first movement message, a second movement command can then be issued.
162 The first message will be in the temporary file waiting for the driver, and
163 the second will be in the file buffer waiting to be written to the file.
164 Thus, by always typing moves a turn ahead of the time, the player can
165 sail around quite quickly.
166 .PP
167 If the player types several movement commands between two 7 second updates,
168 only the last movement command typed will be seen by the driver. Movement
169 commands within the same update "overwrite" each other, in a sense.
170 .SH THE HISTORY OF SAIL
171 I wrote the first version of
172 .I Sail
173 on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
174 not portable in any sense of the word, and didn't work. The program was not
175 very modular and had fseeks() and fwrites() every few lines. After a
176 tremendous rewrite from the top down, I got the first working version up by
177 1981. There were several annoying bugs concerning firing broadsides and
178 finding angles.
179 .I Sail
180 uses no floating point, by the way, so the direction routines are rather
181 tricky.
182 Ed Wang rewrote my angle() routine in 1981 to be more correct (although
183 it still doesn't work perfectly), and he added code to let a player select
184 which ship he wanted at the start of the game (instead of the first one
185 available).
186 .PP
187 Captain Happy (Craig Leres) is responsible for making
188 .I Sail
189 portable for the first time. This was no easy task, by the way. Constants
190 like 2 and 10 were very frequent in the code. I also became famous for
191 using "Riggle Memorial Structures" in
192 .I Sail.
193 Many of my structure references are so long that they run off the line
194 printer page. Here is an example, if you promise not to laugh.
195 .br
196 .sp
197 .ce
198 specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
199 .br
200 .sp
201 .PP
202 .I Sail
203 received its fourth and most thorough rewrite in the summer and fall
204 of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
205 almost from scratch. Although he introduced many new bugs, the final
206 result was very much cleaner and (?) faster. He added window movement
207 commands and find ship commands.
208 .SH HISTORICAL INFO
209 Old Square Riggers were very maneuverable ships capable of intricate
210 sailing. Their only disadvantage was an inability to sail very
211 close to the wind. The design of a wooden ship allowed only for the
212 guns to bear to the left and right sides. A few guns of small
213 aspect (usually 6 or 9 pounders) could point forward, but their
214 effect was small compared to a 68 gun broadside of 24 or 32 pounders.
215 The guns bear approximately like so:
216 .nf
217
218 \\
219 b----------------
220 ---0
221 \\
222 \\
223 \\ up to a range of ten (for round shot)
224 \\
225 \\
226 \\
227
228 .fi
229 An interesting phenomenon occurred when a broadside was fired
230 down the length of an enemy ship. The shot tended to bounce along
231 the deck and did several times more damage. This phenomenon was called
232 a rake. Because the bows of a ship are very strong and present a smaller
233 target than the stern, a stern rake (firing from the stern to the bow) causes
234 more damage than a bow rake.
235 .nf
236
237 b
238 00 ---- Stern rake!
239 a
240
241 .fi
242 Most ships were equipped with carronades, which were very large, close
243 range cannons. American ships from the revolution until the War of 1812
244 were almost entirely armed with carronades.
245 .PP
246 The period of history covered in
247 .I Sail
248 is approximately from the 1770's until the end of Napoleanic France in 1815.
249 There are many excellent books about the age of sail. My favorite author
250 is Captain Frederick Marryat. More contemporary authors include C.S. Forester
251 and Alexander Kent.
252 .PP
253 Fighting ships came in several sizes classed by armament. The mainstays of
254 any fleet were its "Ships of the Line", or "Line of Battle Ships". They
255 were so named because these ships fought together in great lines. They were
256 close enough for mutual support, yet every ship could fire both its broadsides.
257 We get the modern words "ocean liner," or "liner," and "battleship" from
258 "ship of the line." The most common size was the the 74 gun two decked
259 ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
260 .PP
261 The pride of the fleet were the first rates. These were huge three decked
262 ships of the line mounting 80 to 136 guns. The guns in the three tiers
263 were usually 18, 24, and 32 pounders in that order from top to bottom.
264 .PP
265 Various other ships came next. They were almost all "razees," or ships
266 of the line with one deck sawed off. They mounted 40-64 guns and were
267 a poor cross between a frigate and a line of battle ship. They neither
268 had the speed of the former nor the firepower of the latter.
269 .PP
270 Next came the "eyes of the fleet." Frigates came in many sizes mounting
271 anywhere from 32 to 44 guns. They were very handy vessels. They could
272 outsail anything bigger and outshoot anything smaller. Frigates didn't
273 fight in lines of battle as the much bigger 74's did. Instead, they
274 harassed the enemy's rear or captured crippled ships. They were much
275 more useful in missions away from the fleet, such as cutting out expeditions
276 or boat actions. They could hit hard and get away fast.
277 .PP
278 Lastly, there were the corvettes, sloops, and brigs. These were smaller
279 ships mounting typically fewer than 20 guns. A corvette was only slightly
280 smaller than a frigate, so one might have up to 30 guns. Sloops were used
281 for carrying dispatches or passengers. Brigs were something you built for
282 land-locked lakes.
283 .SH SAIL PARTICULARS
284 Ships in
285 .I Sail
286 are represented by two characters. One character represents the bow of
287 the ship, and the other represents the stern. Ships have nationalities
288 and numbers. The first ship of a nationality is number 0, the second
289 number 1, etc. Therefore, the first British ship in a game would be
290 printed as "b0". The second Brit would be "b1", and the fifth Don
291 would be "s4".
292 .PP
293 Ships can set normal sails, called Battle Sails, or bend on extra canvas
294 called Full Sails. A ship under full sail is a beautiful sight indeed,
295 and it can move much faster than a ship under Battle Sails. The only
296 trouble is, with full sails set, there is so much tension on sail and
297 rigging that a well aimed round shot can burst a sail into ribbons where
298 it would only cause a little hole in a loose sail. For this reason,
299 rigging damage is doubled on a ship with full sails set. Don't let
300 that discourage you from using full sails. I like to keep them up
301 right into the heat of battle. A ship
302 with full sails set has a capital letter for its nationality. E.g.,
303 a Frog, "f0", with full sails set would be printed as "F0".
304 .PP
305 When a ship is battered into a listing hulk, the last man aboard "strikes
306 the colors." This ceremony is the ship's formal surrender. The nationality
307 character
308 of a surrendered ship is printed as "!". E.g., the Frog of our last example
309 would soon be "!0".
310 .PP
311 A ship has a random chance of catching fire or sinking when it reaches the
312 stage of listing hulk. A sinking ship has a "~" printed for its nationality,
313 and a ship on fire and about to explode has a "#" printed.
314 .PP
315 Captured ships become the nationality of the prize crew. Therefore, if
316 an American ship captures a British ship, the British ship will have an
317 "a" printed for its nationality. In addition, the ship number is changed
318 to "&","'", "(", ,")", "*", or "+" depending upon the original number,
319 be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
320 "a&". The "s4" captured by a Frog becomes the "f*".
321 .PP
322 The ultimate example is, of course, an exploding Brit captured by an
323 American: "#&".
324 .SH MOVEMENT
325 Movement is the most confusing part of
326 .I Sail
327 to many. Ships can head in 8 directions:
328 .nf
329
330 0 0 0
331 b b b0 b b b 0b b
332 0 0 0
333
334 .fi
335 The stern of a ship moves when it turns. The bow remains stationary.
336 Ships can always turn, regardless of the wind (unless they are becalmed).
337 All ships drift when they lose headway. If a ship doesn't move forward
338 at all for two turns, it will begin to drift. If a ship has begun to
339 drift, then it must move forward before it turns, if it plans to do
340 more than make a right or left turn, which is always possible.
341 .PP
342 Movement commands to
343 .I Sail
344 are a string of forward moves and turns. An example is "l3". It will
345 turn a ship left and then move it ahead 3 spaces. In the drawing above,
346 the "b0" made 7 successive left turns. When
347 .I Sail
348 prompts you for a move, it prints three characters of import. E.g.,
349 .nf
350 move (7, 4):
351 .fi
352 The first number is the maximum number of moves you can make,
353 including turns. The second number is the maximum number of turns
354 you can make. Between the numbers is sometimes printed a quote "'".
355 If the quote is present, it means that your ship has been drifting, and
356 you must move ahead to regain headway before you turn (see note above).
357 Some of the possible moves for the example above are as follows:
358 .nf
359
360 move (7, 4): 7
361 move (7, 4): 1
362 move (7, 4): d /* drift, or do nothing */
363 move (7, 4): 6r
364 move (7, 4): 5r1
365 move (7, 4): 4r1r
366 move (7, 4): l1r1r2
367 move (7, 4): 1r1r1r1
368
369 .fi
370 Because square riggers performed so poorly sailing into the wind, if at
371 any point in a movement command you turn into the wind, the movement stops
372 there. E.g.,
373 .nf
374
375 move (7, 4): l1l4
376 Movement Error;
377 Helm: l1l
378
379 .fi
380 Moreover, whenever you make a turn, your movement allowance drops to
381 min(what's left, what you would have at the new attitude). In short,
382 if you turn closer to the wind, you most likely won't be able to sail the
383 full allowance printed in the "move" prompt.
384 .PP
385 Old sailing captains had to keep an eye constantly on the wind. Captains
386 in
387 .I Sail
388 are no different. A ship's ability to move depends on its attitide to the
389 wind. The best angle possible is to have the wind off your quarter, that is,
390 just off the stern. The direction rose on the side of the screen gives the
391 possible movements for your ship at all positions to the wind. Battle
392 sail speeds are given first, and full sail speeds are given in parenthesis.
393 .nf
394
395 0 1(2)
396 \\|/
397 -^-3(6)
398 /|\\
399 | 4(7)
400 3(6)
401
402 .fi
403 Pretend the bow of your ship (the "^") is pointing upward and the wind is
404 blowing from the bottom to the top of the page. The
405 numbers at the bottom "3(6)" will be your speed under battle or full
406 sails in such a situation. If the wind is off your quarter, then you
407 can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
408 off your bow, then you can only move "1(2)". Facing into the wind, you
409 can't move at all. Ships facing into the wind were said to be "in irons".
410 .SH WINDSPEED AND DIRECTION
411 The windspeed and direction is displayed as a little weather vane on the
412 side of the screen. The number in the middle of the vane indicates the wind
413 speed, and the + to - indicates the wind direction. The wind blows from
414 the + sign (high pressure) to the - sign (low pressure). E.g.,
415 .nf
416
417 |
418 3
419 +
420
421 .fi
422 .PP
423 The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
424 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
425 If a hurricane shows up, all ships are destroyed.
426 .SH GRAPPLING AND FOULING
427 If two ships collide, they run the risk of becoming tangled together. This
428 is called "fouling." Fouled ships are stuck together, and neither can move.
429 They can unfoul each other if they want to. Boarding parties can only be
430 sent across to ships when the antagonists are either fouled or grappled.
431 .PP
432 Ships can grapple each other by throwing grapnels into the rigging of
433 the other.
434 .PP
435 The number of fouls and grapples you have are displayed on the upper
436 right of the screen.
437 .SH BOARDING
438 Boarding was a very costly venture in terms of human life. Boarding parties
439 may be formed in
440 .I Sail
441 to either board an enemy ship or to defend your own ship against attack.
442 Men organized as Defensive Boarding Parties fight twice as hard to save
443 their ship as men left unorganized.
444 .PP
445 The boarding strength of a crew depends upon its quality and upon the
446 number of men sent.
447 .SH CREW QUALITY
448 The British seaman was world renowned for his sailing abilities. American
449 sailors, however, were actually the best seamen in the world. Because the
450 American Navy offered twice the wages of the Royal Navy, British seamen
451 who liked the sea defected to America by the thousands.
452 .PP
453 In
454 .I Sail,
455 crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
456 and outfight all other sailors. "Crack" crews are next. "Mundane" crews
457 are average, and "Green" and "Mutinous" crews are below average. A good
458 rule of thumb is that "Crack" or "Elite" crews get one extra hit
459 per broadside compared to "Mundane" crews. Don't expect too much from
460 "Green" crews.
461 .SH BROADSIDES
462 Your two broadsides may be loaded with four kinds of shot: grape, chain,
463 round, and double. You have guns and carronades in both the port and starboard
464 batteries. Carronades only have a range of two, so you have to get in
465 close to be able to fire them. You have the choice of firing at the hull
466 or rigging of another ship. If the range of the ship is greater than 6,
467 then you may only shoot at the rigging.
468 .PP
469 The types of shot and their advantages are:
470 .SH ROUND
471 Range of 10. Good for hull or rigging hits.
472 .SH DOUBLE
473 Range of 1. Extra good for hull or rigging hits.
474 Double takes two turns to load.
475 .SH CHAIN
476 Range of 3. Excellent for tearing down rigging.
477 Cannot damage hull or guns, though.
478 .SH GRAPE
479 Range of 1. Sometimes devastating against enemy crews.
480 .PP
481 On the side of the screen is displayed some vital information about your
482 ship:
483 .nf
484
485 Load D! R!
486 Hull 9
487 Crew 4 4 2
488 Guns 4 4
489 Carr 2 2
490 Rigg 5 5 5 5
491
492 .fi
493 "Load" shows what your port (left) and starboard (right) broadsides are
494 loaded with. A "!" after the type of shot indicates that it is an initial
495 broadside. Initial broadside were loaded with care before battle and before
496 the decks ran red with blood. As a consequence, initial broadsides are a
497 little more effective than broadsides loaded later. A "*" after the type of
498 shot indicates that the gun
499 crews are still loading it, and you cannot fire yet. "Hull" shows how much
500 hull you have left. "Crew" shows your three sections of crew. As your
501 crew dies off, your ability to fire decreases. "Guns" and "Carr" show
502 your port and starboard guns. As you lose guns, your ability to fire
503 decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
504 As rigging is shot away, you lose mobility.
505 .SH EFFECTIVENESS OF FIRE
506 It is very dramatic when a ship fires its thunderous broadsides, but the
507 mere opportunity to fire them does not guarantee any hits. Many factors
508 influence the destructive force of a broadside. First of all, and the chief
509 factor, is distance. It is harder to hit a ship at range ten than it is
510 to hit one sloshing alongside. Next is raking. Raking fire, as
511 mentioned before,
512 can sometimes dismast a ship at range ten. Next, crew size and quality affects
513 the damage done by a broadside. The number of guns firing also bears on the
514 point,
515 so to speak. Lastly, weather affects the accuracy of a broadside. If the
516 seas are high (5 or 6), then the lower gunports of ships of the line can't
517 even be opened to run out the guns. This gives frigates and other flush
518 decked vessels an advantage in a storm. The scenario
519 .I Pellew vs. The Droits de L'Homme
520 takes advantage of this peculiar circumstance.
521 .SH REPAIRS
522 Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
523 two points per three turns. The message "Repairs Completed" will be
524 printed if no more repairs can be made.
525 .SH PECULIARITIES OF COMPUTER SHIPS
526 Computer ships in
527 .I Sail
528 follow all the rules above with a few exceptions. Computer ships never
529 repair damage. If they did, the players could never beat them. They
530 play well enough as it is. As a consolation, the computer ships can fire double
531 shot every turn. That fluke is a good reason to keep your distance. The
532 .I
533 Driver
534 figures out the moves of the computer ships. It computes them with a typical
535 A.I. distance function and a depth first search to find the maximum "score."
536 It seems to work fairly well, although I'll be the first to admit it isn't
537 perfect.
538 .SH HOW TO PLAY
539 Commands are given to
540 .I Sail
541 by typing a single character. You will then be prompted for further
542 input. A brief summary of the commands follows.
543 .bp
544 .SH COMMAND SUMMARY
545 .nf
546
547 'f' Fire broadsides if they bear
548 'l' Reload
549 'L' Unload broadsides (to change ammo)
550 'm' Move
551 'i' Print the closest ship
552 'I' Print all ships
553 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
554 's' Send a message around the fleet
555 'b' Attempt to board an enemy ship
556 'B' Recall boarding parties
557 'c' Change set of sail
558 'r' Repair
559 'u' Attempt to unfoul
560 'g' Grapple/ungrapple
561 'v' Print version number of game
562 '^L' Redraw screen
563 'Q' Quit
564
565 'C' Center your ship in the window
566 'U' Move window up
567 'D','N' Move window down
568 'H' Move window left
569 'J' Move window right
570 'S' Toggle window to follow your ship or stay where it is
571
572 .fi
573 .bg
574 .SH SCENARIOS
575 Here is a summary of the scenarios in
576 .I Sail:
577
578 .br
579 .SH Ranger vs. Drake:
580 .nf
581 Wind from the N, blowing a fresh breeze.
582
583 (a) Ranger 19 gun Sloop (crack crew) (7 pts)
584 (b) Drake 17 gun Sloop (crack crew) (6 pts)
585 .SH The Battle of Flamborough Head:
586 .nf
587 Wind from the S, blowing a fresh breeze.
588
589 .fi
590 This is John Paul Jones' first famous battle. Aboard the Bonhomme
591 Richard, he was able to overcome the Serapis's greater firepower
592 by quickly boarding her.
593 .nf
594
595 (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
596 (b) Serapis 44 gun Frigate (crack crew) (12 pts)
597 .SH Arbuthnot and Des Touches:
598 .nf
599 Wind from the N, blowing a gale.
600
601 (b) America 64 gun Ship of the Line (crack crew) (20 pts)
602 (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
603 (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
604 (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
605 (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
606 (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
607 (f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts)
608 (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
609 (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
610 (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
611 .SH Suffren and Hughes:
612 .nf
613
614 Wind from the S, blowing a fresh breeze.
615
616 (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
617 (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
618 (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
619 (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
620 (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
621 (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
622 (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
623 (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
624 (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
625 (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
626 .SH Nymphe vs. Cleopatre:
627 .nf
628 Wind from the S, blowing a fresh breeze.
629
630 (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
631 (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
632 .SH Mars vs. Hercule:
633 Wind from the S, blowing a fresh breeze.
634 .nf
635 (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
636 (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
637 .SH Ambuscade vs. Baionnaise:
638 .nf
639 Wind from the N, blowing a fresh breeze.
640
641 (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
642 (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
643 .SH Constellation vs. Insurgent:
644 .nf
645 Wind from the S, blowing a gale.
646
647 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
648 (f) Insurgent 36 gun Corvette (average crew) (11 pts)
649 .SH Constellation vs. Vengeance:
650 .nf
651 Wind from the S, blowing a fresh breeze.
652
653 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
654 (f) Vengeance 40 gun Frigate (average crew) (15 pts)
655 .SH The Battle of Lissa:
656 .nf
657 Wind from the S, blowing a fresh breeze.
658
659 (b) Amphion 32 gun Frigate (elite crew) (13 pts)
660 (b) Active 38 gun Frigate (elite crew) (18 pts)
661 (b) Volage 22 gun Frigate (elite crew) (11 pts)
662 (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
663 (f) Favorite 40 gun Frigate (average crew) (15 pts)
664 (f) Flore 40 gun Frigate (average crew) (15 pts)
665 (f) Danae 40 gun Frigate (crack crew) (17 pts)
666 (f) Bellona 32 gun Frigate (green crew) (9 pts)
667 (f) Corona 40 gun Frigate (green crew) (12 pts)
668 (f) Carolina 32 gun Frigate (green crew) (7 pts)
669 .SH Constitution vs. Guerriere:
670 .nf
671 Wind from the SW, blowing a gale.
672
673 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
674 (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
675 .SH United States vs. Macedonian:
676 .nf
677 Wind from the S, blowing a fresh breeze.
678
679 (a) United States 44 gun Frigate (elite crew) (24 pts)
680 (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
681 .SH Constitution vs. Java:
682 .nf
683 Wind from the S, blowing a fresh breeze.
684
685 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
686 (b) Java 38 gun Corvette (crack crew) (19 pts)
687 .SH Chesapeake vs. Shannon:
688 .nf
689 Wind from the S, blowing a fresh breeze.
690
691 (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
692 (b) Shannon 38 gun Frigate (elite crew) (17 pts)
693 .SH The Battle of Lake Erie:
694 .nf
695 Wind from the S, blowing a light breeze.
696
697 (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
698 (a) Niagara 20 gun Sloop (elite crew) (12 pts)
699 (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
700 (b) Detroit 19 gun Sloop (crack crew) (7 pts)
701 (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
702 .SH Wasp vs. Reindeer:
703 .nf
704 Wind from the S, blowing a light breeze.
705
706 (a) Wasp 20 gun Sloop (elite crew) (12 pts)
707 (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
708 .SH Constitution vs. Cyane and Levant:
709 .br
710 Wind from the S, blowing a moderate breeze.
711
712 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
713 (b) Cyane 24 gun Sloop (crack crew) (11 pts)
714 (b) Levant 20 gun Sloop (crack crew) (10 pts)
715 .br
716 .SH Pellew vs. Droits de L'Homme:
717 .nf
718 Wind from the N, blowing a gale.
719
720 (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
721 (b) Amazon 36 gun Frigate (crack crew) (14 pts)
722 (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
723 .SH Algeciras:
724 .nf
725 Wind from the SW, blowing a moderate breeze.
726
727 (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
728 (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
729 (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
730 (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
731 (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
732 (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
733 (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
734 (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
735 (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
736 (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
737 .SH Lake Champlain:
738 .nf
739 Wind from the N, blowing a fresh breeze.
740
741 (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
742 (a) Eagle 20 gun Sloop (crack crew) (11 pts)
743 (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
744 (a) Preble 7 gun Brig (crack crew) (4 pts)
745 (b) Confiance 37 gun Frigate (crack crew) (14 pts)
746 (b) Linnet 16 gun Sloop (elite crew) (10 pts)
747 (b) Chubb 11 gun Brig (crack crew) (5 pts)
748 .SH Last Voyage of the USS President:
749 .nf
750 Wind from the N, blowing a fresh breeze.
751
752 (a) President 44 gun Frigate (elite crew) (24 pts)
753 (b) Endymion 40 gun Frigate (crack crew) (17 pts)
754 (b) Pomone 44 gun Frigate (crack crew) (20 pts)
755 (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
756 .SH Hornblower and the Natividad:
757 .nf
758 Wind from the E, blowing a gale.
759
760 .fi
761 A scenario for you Horny fans. Remember, he sank the Natividad
762 against heavy odds and winds. Hint: don't try to board the Natividad,
763 her crew is much bigger, albeit green.
764 .nf
765
766 (b) Lydia 36 gun Frigate (elite crew) (13 pts)
767 (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
768 .SH Curse of the Flying Dutchman:
769 .nf
770 Wind from the S, blowing a fresh breeze.
771
772 Just for fun, take the Piece of cake.
773
774 (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
775 (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
776 .SH The South Pacific:
777 .nf
778 Wind from the S, blowing a strong breeze.
779
780 (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
781 (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
782 (s) Australian 32 gun Frigate (average crew) (9 pts)
783 (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
784 .SH Hornblower and the battle of Rosas bay:
785 .nf
786 Wind from the E, blowing a fresh breeze.
787
788 The only battle Hornblower ever lost. He was able to dismast one
789 ship and stern rake the others though. See if you can do as well.
790 .nf
791
792 (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
793 (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
794 (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
795 (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
796 (f) Napolean 74 gun Ship of the Line (green crew) (20 pts)
797 .SH Cape Horn:
798 .nf
799 Wind from the NE, blowing a strong breeze.
800
801 (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
802 (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
803 (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
804 (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
805 (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
806 .SH New Orleans:
807 .nf
808 Wind from the SE, blowing a fresh breeze.
809
810 Watch that little Cypress go!
811
812 (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
813 (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
814 (b) Cypress 44 gun Frigate (elite crew) (14 pts)
815 .SH Botany Bay:
816 .nf
817 Wind from the N, blowing a fresh breeze.
818
819 (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
820 (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
821 (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
822 .SH Voyage to the Bottom of the Sea:
823 .nf
824 Wind from the NW, blowing a fresh breeze.
825
826 This one is dedicated to Richard Basehart and David Hedison.
827
828 (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
829 (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
830 (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
831 (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
832 .SH Frigate Action:
833 .nf
834 Wind from the E, blowing a fresh breeze.
835
836 (a) Killdeer 40 gun Frigate (average crew) (15 pts)
837 (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
838 (s) Curlew 38 gun Frigate (crack crew) (16 pts)
839 .SH The Battle of Midway:
840 .nf
841 Wind from the E, blowing a moderate breeze.
842
843 (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
844 (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
845 (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
846 (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
847 (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
848 (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
849
850 .SH Star Trek:
851 .nf
852 Wind from the S, blowing a fresh breeze.
853
854 (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
855 (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
856 (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
857 (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
858 (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
859 (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
860 (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
861 (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
862
863 .SH CONCLUSION
864
865 .I Sail
866 has been a group effort.
867
868 .SH AUTHOR
869 Dave Riggle
870 .SH CO-AUTHOR
871 Ed Wang
872 .SH REFITTING
873 Craig Leres
874 .SH CONSULTANTS
875 .nf
876 Chris Guthrie
877 Captain Happy
878 Horatio Nelson
879 and many valiant others...
880 .fi
881 .SH "REFERENCES"
882 .nf
883 Wooden Ships & Iron Men, by Avalon Hill
884 Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
885 Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
886 The Complete Works of Captain Frederick Marryat, (about 20) especially
887 .in +6n
888 Mr. Midshipman Easy
889 Peter Simple
890 Jacob Faithful
891 Japhet in Search of a Father
892 Snarleyyow, or The Dog Fiend
893 Frank Mildmay, or The Naval Officer
894 .in -6n
895 .SH BUGS
896 Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
897 "edward@ucbarpa.berkeley.edu"