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34 .\" @(#)sail.6 8.3 (Berkeley) 6/1/94
35 .\"
36 .TH SAIL 6 "June 1, 1994"
37 .UC 4
38 .SH NAME
39 sail \- multi-user wooden ships and iron men
40 .SH SYNOPSIS
41 .B sail
42 [
43 .B \-s
44 [
45 .B \-l
46 ] ] [
47 .B \-x
48 ] [
49 .B \-b
50 ] [
51 .B num
52 ]
53 .br
54 .fi
55 .SH DESCRIPTION
56 .I Sail
57 is a computer version of Avalon Hill's game of fighting sail
58 originally developed by S. Craig Taylor.
59 .PP
60 Players of
61 .I Sail
62 take command of an old fashioned Man of War and fight other
63 players or the computer.
64 They may re-enact one of the many
65 historical sea battles recorded in the game, or they can choose
66 a fictional battle.
67 .PP
68 As a sea captain in the
69 .I Sail
70 Navy, the player has complete control over the workings of his ship.
71 He must order every maneuver, change the set of his sails, and judge the
72 right moment to let loose the terrible destruction of his broadsides.
73 In addition to fighting the enemy, he must harness the powers of the wind
74 and sea to make them work for him.
75 The outcome of many battles during the
76 age of sail was decided by the ability of one captain to hold the `weather
77 gage.'
78 .PP
79 The flags are:
80 .TP
81 .B \-s
82 Print the names and ships of the top ten sailors.
83 .TP
84 .B \-l
85 Show the login name.
86 Only effective with \fB-s\fP.
87 .TP
88 .B \-x
89 Play the first available ship instead of prompting for a choice.
90 .TP
91 .B \-b
92 No bells.
93 .SH IMPLEMENTATION
94 .I Sail
95 is really two programs in one.
96 Each player starts up a process which runs his own ship.
97 In addition, a
98 .I driver
99 process is forked (by the first player) to run the computer ships
100 and take care of global bookkeeping.
101 .PP
102 Because the
103 .I driver
104 must calculate moves for each ship it controls, the
105 more ships the computer is playing, the slower the game will appear.
106 .PP
107 If a player joins a game in progress, he will synchronize
108 with the other players (a rather slow process for everyone), and
109 then he may play along with the rest.
110 .PP
111 To implement a multi-user game in Version 7 UNIX, which was the operating
112 system
113 .I Sail
114 was first written under, the communicating processes must use a common
115 temporary file as a place to read and write messages.
116 In addition, a locking mechanism must be provided to ensure exclusive
117 access to the shared file.
118 For example,
119 .I Sail
120 uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
121 corresponding file names for the other scenarios.
122 To provide exclusive
123 access to the temporary file,
124 .I Sail
125 uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
126 Processes do a busy wait in the loop
127 .br
128 .sp
129 .ce 2
130 for (n = 0; link(sync_file, sync_lock) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 30; n++)
131 sleep(2);
132 .br
133 .sp
134 until they are able to create a link to a file named "/tmp/#saillock.??".
135 The "??" correspond to the scenario number of the game.
136 Since UNIX
137 guarantees that a link will point to only one file, the process that succeeds
138 in linking will have exclusive access to the temporary file.
139 .PP
140 Whether or not this really works is open to speculation.
141 When ucbmiro was rebooted after a crash, the file system check program
142 found 3 links between the
143 .I Sail
144 temporary file and its link file.
145 .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
146 When players do something of global interest, such as moving or firing,
147 the driver must coordinate the action with the other ships in the game.
148 For example, if a player wants to move in a certain direction, he writes a
149 message into the temporary file requesting the driver to move his ship.
150 Each ``turn,'' the driver reads all the messages sent from the players and
151 decides what happened.
152 It then writes back into the temporary file new values of variables, etc.
153 .PP
154 The most noticeable effect this communication has on the game is the
155 delay in moving.
156 Suppose a player types a move for his ship and hits return.
157 What happens then?
158 The player process saves up messages to
159 be written to the temporary file in a buffer.
160 Every 7 seconds or so, the player process gets exclusive access to
161 the temporary file and writes out its buffer to the file.
162 The driver, running asynchronously, must
163 read in the movement command, process it, and write out the results.
164 This takes two exclusive accesses to the temporary file.
165 Finally, when the player process gets around to doing another 7 second
166 update, the results of the move are displayed on the screen.
167 Hence, every movement requires four
168 exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
169 depending upon asynchrony) before the player sees the results of his moves.
170 .PP
171 In practice, the delays are not as annoying as they would appear.
172 There is room for "pipelining" in the movement.
173 After the player writes out
174 a first movement message, a second movement command can then be issued.
175 The first message will be in the temporary file waiting for the driver, and
176 the second will be in the file buffer waiting to be written to the file.
177 Thus, by always typing moves a turn ahead of the time, the player can
178 sail around quite quickly.
179 .PP
180 If the player types several movement commands between two 7 second updates,
181 only the last movement command typed will be seen by the driver.
182 Movement commands within the same update "overwrite" each other, in a sense.
183 .SH THE HISTORY OF SAIL
184 I wrote the first version of
185 .I Sail
186 on a PDP 11/70 in the fall of 1980.
187 Needless to say, the code was horrendous,
188 not portable in any sense of the word, and didn't work.
189 The program was not
190 very modular and had fseeks() and fwrites() every few lines.
191 After a tremendous rewrite from the top down,
192 I got the first working version up by 1981.
193 There were several annoying bugs concerning firing broadsides and
194 finding angles.
195 .I Sail
196 uses no floating point, by the way, so the direction routines are rather
197 tricky.
198 Ed Wang rewrote my angle() routine in 1981 to be more correct (although
199 it still doesn't work perfectly), and he added code to let a player select
200 which ship he wanted at the start of the game (instead of the first one
201 available).
202 .PP
203 Captain Happy (Craig Leres) is responsible for making
204 .I Sail
205 portable for the first time.
206 This was no easy task, by the way.
207 Constants like 2 and 10 were very frequent in the code.
208 I also became famous for using "Riggle Memorial Structures" in
209 .I Sail.
210 Many of my structure references are so long that they run off the line
211 printer page.
212 Here is an example, if you promise not to laugh.
213 .br
214 .sp
215 .ce
216 specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
217 .br
218 .sp
219 .PP
220 .I Sail
221 received its fourth and most thorough rewrite in the summer and fall
222 of 1983.
223 Ed Wang rewrote and modularized the code (a monumental feat)
224 almost from scratch.
225 Although he introduced many new bugs, the final result was very much
226 cleaner and (?) faster.
227 He added window movement commands and find ship commands.
228 .SH HISTORICAL INFO
229 Old Square Riggers were very maneuverable ships capable of intricate
230 sailing.
231 Their only disadvantage was an inability to sail very close to the wind.
232 The design of a wooden ship allowed only for the
233 guns to bear to the left and right sides.
234 A few guns of small
235 aspect (usually 6 or 9 pounders) could point forward, but their
236 effect was small compared to a 68 gun broadside of 24 or 32 pounders.
237 The guns bear approximately like so:
238 .ne 1i
239 .nf
240
241 \\
242 b----------------
243 ---0
244 \\
245 \\
246 \\ up to a range of ten (for round shot)
247 \\
248 \\
249 \\
250
251 .fi
252 An interesting phenomenon occurred when a broadside was fired
253 down the length of an enemy ship.
254 The shot tended to bounce along the deck and did several times more damage.
255 This phenomenon was called a rake.
256 Because the bows of a ship are very strong and present a smaller
257 target than the stern, a stern rake (firing from the stern to the bow) causes
258 more damage than a bow rake.
259 .nf
260
261 b
262 00 ---- Stern rake!
263 a
264
265 .fi
266 Most ships were equipped with carronades, which were very large, close
267 range cannons.
268 American ships from the revolution until the War of 1812
269 were almost entirely armed with carronades.
270 .PP
271 The period of history covered in
272 .I Sail
273 is approximately from the 1770's until the end of Napoleonic France in 1815.
274 There are many excellent books about the age of sail.
275 My favorite author is Captain Frederick Marryat.
276 More contemporary authors include C.S. Forester and Alexander Kent.
277 .PP
278 Fighting ships came in several sizes classed by armament.
279 The mainstays of
280 any fleet were its "Ships of the Line", or "Line of Battle Ships".
281 They were so named because these ships fought together in great lines.
282 They were
283 close enough for mutual support, yet every ship could fire both its broadsides.
284 We get the modern words "ocean liner," or "liner," and "battleship" from
285 "ship of the line."
286 The most common size was the 74 gun two decked ship of the line.
287 The two gun decks usually mounted 18 and 24 pounder guns.
288 .PP
289 The pride of the fleet were the first rates.
290 These were huge three decked ships of the line mounting 80 to 136 guns.
291 The guns in the three tiers
292 were usually 18, 24, and 32 pounders in that order from top to bottom.
293 .PP
294 Various other ships came next.
295 They were almost all "razees," or ships of the line with one deck sawed off.
296 They mounted 40-64 guns and were
297 a poor cross between a frigate and a line of battle ship.
298 They neither had the speed of the former nor the firepower of the latter.
299 .PP
300 Next came the "eyes of the fleet."
301 Frigates came in many sizes mounting anywhere from 32 to 44 guns.
302 They were very handy vessels.
303 They could outsail anything bigger and outshoot anything smaller.
304 Frigates didn't fight in lines of battle as the much bigger 74's did.
305 Instead, they harassed the enemy's rear or captured crippled ships.
306 They were much more useful in missions away from the fleet,
307 such as cutting out expeditions or boat actions.
308 They could hit hard and get away fast.
309 .PP
310 Lastly, there were the corvettes, sloops, and brigs.
311 These were smaller ships mounting typically fewer than 20 guns.
312 A corvette was only slightly
313 smaller than a frigate, so one might have up to 30 guns.
314 Sloops were used for carrying dispatches or passengers.
315 Brigs were something you built for land-locked lakes.
316 .SH SAIL PARTICULARS
317 Ships in
318 .I Sail
319 are represented by two characters.
320 One character represents the bow of
321 the ship, and the other represents the stern.
322 Ships have nationalities and numbers.
323 The first ship of a nationality is number 0, the second
324 number 1, etc.
325 Therefore, the first British ship in a game would be printed as "b0".
326 The second Brit would be "b1", and the fifth Don would be "s4".
327 .PP
328 Ships can set normal sails, called Battle Sails, or bend on extra canvas
329 called Full Sails.
330 A ship under full sail is a beautiful sight indeed,
331 and it can move much faster than a ship under Battle Sails.
332 The only trouble is, with full sails set, there is so much tension on sail and
333 rigging that a well aimed round shot can burst a sail into ribbons where
334 it would only cause a little hole in a loose sail.
335 For this reason, rigging damage is doubled on a ship with full sails set.
336 Don't let that discourage you from using full sails.
337 I like to keep them up right into the heat of battle.
338 A ship with full sails set has a capital letter for its nationality.
339 E.g., a Frog, "f0", with full sails set would be printed as "F0".
340 .PP
341 When a ship is battered into a listing hulk, the last man aboard "strikes
342 the colors."
343 This ceremony is the ship's formal surrender.
344 The nationality character of a surrendered ship is printed as "!".
345 E.g., the Frog of our last example would soon be "!0".
346 .PP
347 A ship has a random chance of catching fire or sinking when it reaches the
348 stage of listing hulk.
349 A sinking ship has a "~" printed for its nationality,
350 and a ship on fire and about to explode has a "#" printed.
351 .PP
352 Captured ships become the nationality of the prize crew.
353 Therefore, if
354 an American ship captures a British ship, the British ship will have an
355 "a" printed for its nationality.
356 In addition, the ship number is changed
357 to "\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number,
358 be it 0,1,2,3,4, or 5.
359 E.g., the "b0" captured by an American becomes the
360 "a\*[Am]".
361 The "s4" captured by a Frog becomes the "f*".
362 .PP
363 The ultimate example is, of course, an exploding Brit captured by an
364 American: "#\*[Am]".
365 .SH MOVEMENT
366 Movement is the most confusing part of
367 .I Sail
368 to many.
369 Ships can head in 8 directions:
370 .nf
371
372 0 0 0
373 b b b0 b b b 0b b
374 0 0 0
375
376 .fi
377 The stern of a ship moves when it turns.
378 The bow remains stationary.
379 Ships can always turn, regardless of the wind (unless they are becalmed).
380 All ships drift when they lose headway.
381 If a ship doesn't move forward at all for two turns, it will begin to drift.
382 If a ship has begun to
383 drift, then it must move forward before it turns, if it plans to do
384 more than make a right or left turn, which is always possible.
385 .PP
386 Movement commands to
387 .I Sail
388 are a string of forward moves and turns.
389 An example is "l3".
390 It will turn a ship left and then move it ahead 3 spaces.
391 In the drawing above, the "b0" made 7 successive left turns.
392 When
393 .I Sail
394 prompts you for a move, it prints three characters of import.
395 E.g.,
396 .nf
397 move (7, 4):
398 .fi
399 The first number is the maximum number of moves you can make, including turns.
400 The second number is the maximum number of turns you can make.
401 Between the numbers is sometimes printed a quote "'".
402 If the quote is present, it means that your ship has been drifting, and
403 you must move ahead to regain headway before you turn (see note above).
404 Some of the possible moves for the example above are as follows:
405 .nf
406
407 move (7, 4): 7
408 move (7, 4): 1
409 move (7, 4): d /* drift, or do nothing */
410 move (7, 4): 6r
411 move (7, 4): 5r1
412 move (7, 4): 4r1r
413 move (7, 4): l1r1r2
414 move (7, 4): 1r1r1r1
415
416 .fi
417 Because square riggers performed so poorly sailing into the wind, if at
418 any point in a movement command you turn into the wind, the movement stops
419 there.
420 E.g.,
421 .ne 1i
422 .nf
423
424 move (7, 4): l1l4
425 Movement Error;
426 Helm: l1l
427
428 .fi
429 Moreover, whenever you make a turn, your movement allowance drops to
430 min(what's left, what you would have at the new attitude).
431 In short, if you turn closer to the wind, you most likely won't be able
432 to sail the full allowance printed in the "move" prompt.
433 .PP
434 Old sailing captains had to keep an eye constantly on the wind.
435 Captains in
436 .I Sail
437 are no different.
438 A ship's ability to move depends on its attitude to the wind.
439 The best angle possible is to have the wind off your quarter, that is,
440 just off the stern.
441 The direction rose on the side of the screen gives the
442 possible movements for your ship at all positions to the wind.
443 Battle
444 sail speeds are given first, and full sail speeds are given in parenthesis.
445 .nf
446
447 0 1(2)
448 \\|/
449 -^-3(6)
450 /|\\
451 | 4(7)
452 3(6)
453
454 .fi
455 Pretend the bow of your ship (the "^") is pointing upward and the wind is
456 blowing from the bottom to the top of the page.
457 The numbers at the bottom "3(6)" will be your speed under battle or full
458 sails in such a situation.
459 If the wind is off your quarter, then you can move "4(7)".
460 If the wind is off your beam, "3(6)".
461 If the wind is off your bow, then you can only move "1(2)".
462 Facing into the wind, you can't move at all.
463 Ships facing into the wind were said to be "in irons".
464 .SH WINDSPEED AND DIRECTION
465 The windspeed and direction is displayed as a little weather vane on the
466 side of the screen.
467 The number in the middle of the vane indicates the wind
468 speed, and the + to - indicates the wind direction.
469 The wind blows from the + sign (high pressure) to the - sign (low pressure).
470 E.g.,
471 .nf
472
473 |
474 3
475 +
476 .fi
477 .PP
478 The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
479 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
480 If a hurricane shows up, all ships are destroyed.
481 .SH GRAPPLING AND FOULING
482 If two ships collide, they run the risk of becoming tangled together.
483 This is called "fouling."
484 Fouled ships are stuck together, and neither can move.
485 They can unfoul each other if they want to.
486 Boarding parties can only be
487 sent across to ships when the antagonists are either fouled or grappled.
488 .PP
489 Ships can grapple each other by throwing grapnels into the rigging of
490 the other.
491 .PP
492 The number of fouls and grapples you have are displayed on the upper
493 right of the screen.
494 .SH BOARDING
495 Boarding was a very costly venture in terms of human life.
496 Boarding parties may be formed in
497 .I Sail
498 to either board an enemy ship or to defend your own ship against attack.
499 Men organized as Defensive Boarding Parties fight twice as hard to save
500 their ship as men left unorganized.
501 .PP
502 The boarding strength of a crew depends upon its quality and upon the
503 number of men sent.
504 .SH CREW QUALITY
505 The British seaman was world renowned for his sailing abilities.
506 American sailors, however, were actually the best seamen in the world.
507 Because the
508 American Navy offered twice the wages of the Royal Navy, British seamen
509 who liked the sea defected to America by the thousands.
510 .PP
511 In
512 .I Sail,
513 crew quality is quantized into 5 energy levels.
514 "Elite" crews can outshoot and outfight all other sailors.
515 "Crack" crews are next.
516 "Mundane" crews
517 are average, and "Green" and "Mutinous" crews are below average.
518 A good rule of thumb is that "Crack" or "Elite" crews get one extra hit
519 per broadside compared to "Mundane" crews.
520 Don't expect too much from
521 "Green" crews.
522 .pl -1
523 .SH BROADSIDES
524 Your two broadsides may be loaded with four kinds of shot: grape, chain,
525 round, and double.
526 You have guns and carronades in both the port and starboard batteries.
527 Carronades only have a range of two, so you have to get in
528 close to be able to fire them.
529 You have the choice of firing at the hull or rigging of another ship.
530 If the range of the ship is greater than 6,
531 then you may only shoot at the rigging.
532 .PP
533 The types of shot and their advantages are:
534 .SH ROUND
535 Range of 10.
536 Good for hull or rigging hits.
537 .SH DOUBLE
538 Range of 1.
539 Extra good for hull or rigging hits.
540 Double takes two turns to load.
541 .SH CHAIN
542 Range of 3.
543 Excellent for tearing down rigging.
544 Cannot damage hull or guns, though.
545 .SH GRAPE
546 Range of 1.
547 Sometimes devastating against enemy crews.
548 .PP
549 On the side of the screen is displayed some vital information about your
550 ship:
551 .nf
552
553 Load D! R!
554 Hull 9
555 Crew 4 4 2
556 Guns 4 4
557 Carr 2 2
558 Rigg 5 5 5 5
559
560 .fi
561 "Load" shows what your port (left) and starboard (right) broadsides are
562 loaded with.
563 A "!" after the type of shot indicates that it is an initial broadside.
564 Initial broadside were loaded with care before battle and before
565 the decks ran red with blood.
566 As a consequence, initial broadsides are a
567 little more effective than broadsides loaded later.
568 A "*" after the type of shot indicates that the gun
569 crews are still loading it, and you cannot fire yet.
570 "Hull" shows how much hull you have left.
571 "Crew" shows your three sections of crew.
572 As your crew dies off, your ability to fire decreases.
573 "Guns" and "Carr" show your port and starboard guns.
574 As you lose guns, your ability to fire decreases.
575 "Rigg" shows how much rigging you have on your 3 or 4 masts.
576 As rigging is shot away, you lose mobility.
577 .SH EFFECTIVENESS OF FIRE
578 It is very dramatic when a ship fires its thunderous broadsides, but the
579 mere opportunity to fire them does not guarantee any hits.
580 Many factors influence the destructive force of a broadside.
581 First of all, and the chief factor, is distance.
582 It is harder to hit a ship at range ten than it is
583 to hit one sloshing alongside.
584 Next is raking.
585 Raking fire, as mentioned before, can sometimes dismast a ship at range ten.
586 Next, crew size and quality affects the damage done by a broadside.
587 The number of guns firing also bears on the point, so to speak.
588 Lastly, weather affects the accuracy of a broadside.
589 If the seas are high (5 or 6), then the lower gunports
590 of ships of the line can't even be opened to run out the guns.
591 This gives frigates and other flush decked vessels an advantage in a storm.
592 The scenario
593 .I Pellew vs. The Droits de L'Homme
594 takes advantage of this peculiar circumstance.
595 .SH REPAIRS
596 Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
597 two points per three turns.
598 The message "Repairs Completed" will be printed if no more repairs can be made.
599 .SH PECULIARITIES OF COMPUTER SHIPS
600 Computer ships in
601 .I Sail
602 follow all the rules above with a few exceptions.
603 Computer ships never repair damage.
604 If they did, the players could never beat them.
605 They play well enough as it is.
606 As a consolation, the computer ships can fire double shot every turn.
607 That fluke is a good reason to keep your distance.
608 The
609 .I Driver
610 figures out the moves of the computer ships.
611 It computes them with a typical A.I. distance
612 function and a depth first search to find the maximum "score."
613 It seems to work fairly well, although I'll be the first to admit it isn't
614 perfect.
615 .SH HOW TO PLAY
616 Commands are given to
617 .I Sail
618 by typing a single character.
619 You will then be prompted for further input.
620 A brief summary of the commands follows.
621 .br
622 .SH COMMAND SUMMARY
623 .nf
624
625 'f' Fire broadsides if they bear
626 'l' Reload
627 'L' Unload broadsides (to change ammo)
628 'm' Move
629 'i' Print the closest ship
630 'I' Print all ships
631 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
632 's' Send a message around the fleet
633 'b' Attempt to board an enemy ship
634 'B' Recall boarding parties
635 'c' Change set of sail
636 'r' Repair
637 'u' Attempt to unfoul
638 'g' Grapple/ungrapple
639 'v' Print version number of game
640 '^L' Redraw screen
641 'Q' Quit
642
643 'C' Center your ship in the window
644 'U' Move window up
645 'D','N' Move window down
646 'H' Move window left
647 'J' Move window right
648 'S' Toggle window to follow your ship or stay where it is
649
650 .fi
651 .bg
652 .SH SCENARIOS
653 Here is a summary of the scenarios in
654 .I Sail:
655
656 .br
657 .SH Ranger vs. Drake:
658 .nf
659 Wind from the N, blowing a fresh breeze.
660
661 (a) Ranger 19 gun Sloop (crack crew) (7 pts)
662 (b) Drake 17 gun Sloop (crack crew) (6 pts)
663 .SH The Battle of Flamborough Head:
664 .nf
665 Wind from the S, blowing a fresh breeze.
666
667 .fi
668 This is John Paul Jones' first famous battle.
669 Aboard the Bonhomme
670 Richard, he was able to overcome the Serapis's greater firepower
671 by quickly boarding her.
672 .nf
673
674 (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
675 (b) Serapis 44 gun Frigate (crack crew) (12 pts)
676 .SH Arbuthnot and Des Touches:
677 .nf
678 Wind from the N, blowing a gale.
679
680 (b) America 64 gun Ship of the Line (crack crew) (20 pts)
681 (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
682 (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
683 (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
684 (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
685 (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
686 (f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts)
687 (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
688 (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
689 (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
690 .SH Suffren and Hughes:
691 .nf
692
693 Wind from the S, blowing a fresh breeze.
694
695 (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
696 (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
697 (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
698 (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
699 (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
700 (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
701 (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
702 (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
703 (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
704 (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
705 .SH Nymphe vs. Cleopatre:
706 .nf
707 Wind from the S, blowing a fresh breeze.
708
709 (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
710 (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
711 .SH Mars vs. Hercule:
712 Wind from the S, blowing a fresh breeze.
713 .nf
714 (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
715 (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
716 .SH Ambuscade vs. Baionnaise:
717 .nf
718 Wind from the N, blowing a fresh breeze.
719
720 (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
721 (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
722 .SH Constellation vs. Insurgent:
723 .nf
724 Wind from the S, blowing a gale.
725
726 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
727 (f) Insurgent 36 gun Corvette (average crew) (11 pts)
728 .SH Constellation vs. Vengeance:
729 .nf
730 Wind from the S, blowing a fresh breeze.
731
732 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
733 (f) Vengeance 40 gun Frigate (average crew) (15 pts)
734 .SH The Battle of Lissa:
735 .nf
736 Wind from the S, blowing a fresh breeze.
737
738 (b) Amphion 32 gun Frigate (elite crew) (13 pts)
739 (b) Active 38 gun Frigate (elite crew) (18 pts)
740 (b) Volage 22 gun Frigate (elite crew) (11 pts)
741 (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
742 (f) Favorite 40 gun Frigate (average crew) (15 pts)
743 (f) Flore 40 gun Frigate (average crew) (15 pts)
744 (f) Danae 40 gun Frigate (crack crew) (17 pts)
745 (f) Bellona 32 gun Frigate (green crew) (9 pts)
746 (f) Corona 40 gun Frigate (green crew) (12 pts)
747 (f) Carolina 32 gun Frigate (green crew) (7 pts)
748 .SH Constitution vs. Guerriere:
749 .nf
750 Wind from the SW, blowing a gale.
751
752 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
753 (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
754 .SH United States vs. Macedonian:
755 .nf
756 Wind from the S, blowing a fresh breeze.
757
758 (a) United States 44 gun Frigate (elite crew) (24 pts)
759 (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
760 .SH Constitution vs. Java:
761 .nf
762 Wind from the S, blowing a fresh breeze.
763
764 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
765 (b) Java 38 gun Corvette (crack crew) (19 pts)
766 .SH Chesapeake vs. Shannon:
767 .nf
768 Wind from the S, blowing a fresh breeze.
769
770 (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
771 (b) Shannon 38 gun Frigate (elite crew) (17 pts)
772 .SH The Battle of Lake Erie:
773 .nf
774 Wind from the S, blowing a light breeze.
775
776 (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
777 (a) Niagara 20 gun Sloop (elite crew) (12 pts)
778 (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
779 (b) Detroit 19 gun Sloop (crack crew) (7 pts)
780 (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
781 .SH Wasp vs. Reindeer:
782 .nf
783 Wind from the S, blowing a light breeze.
784
785 (a) Wasp 20 gun Sloop (elite crew) (12 pts)
786 (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
787 .SH Constitution vs. Cyane and Levant:
788 .br
789 Wind from the S, blowing a moderate breeze.
790
791 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
792 (b) Cyane 24 gun Sloop (crack crew) (11 pts)
793 (b) Levant 20 gun Sloop (crack crew) (10 pts)
794 .br
795 .SH Pellew vs. Droits de L'Homme:
796 .nf
797 Wind from the N, blowing a gale.
798
799 (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
800 (b) Amazon 36 gun Frigate (crack crew) (14 pts)
801 (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
802 .SH Algeciras:
803 .nf
804 Wind from the SW, blowing a moderate breeze.
805
806 (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
807 (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
808 (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
809 (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
810 (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
811 (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
812 (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
813 (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
814 (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
815 (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
816 .SH Lake Champlain:
817 .nf
818 Wind from the N, blowing a fresh breeze.
819
820 (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
821 (a) Eagle 20 gun Sloop (crack crew) (11 pts)
822 (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
823 (a) Preble 7 gun Brig (crack crew) (4 pts)
824 (b) Confiance 37 gun Frigate (crack crew) (14 pts)
825 (b) Linnet 16 gun Sloop (elite crew) (10 pts)
826 (b) Chubb 11 gun Brig (crack crew) (5 pts)
827 .SH Last Voyage of the USS President:
828 .nf
829 Wind from the N, blowing a fresh breeze.
830
831 (a) President 44 gun Frigate (elite crew) (24 pts)
832 (b) Endymion 40 gun Frigate (crack crew) (17 pts)
833 (b) Pomone 44 gun Frigate (crack crew) (20 pts)
834 (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
835 .SH Hornblower and the Natividad:
836 .nf
837 Wind from the E, blowing a gale.
838
839 .fi
840 A scenario for you Horny fans.
841 Remember, he sank the Natividad against heavy odds and winds.
842 Hint: don't try to board the Natividad,
843 her crew is much bigger, albeit green.
844 .nf
845
846 (b) Lydia 36 gun Frigate (elite crew) (13 pts)
847 (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
848 .SH Curse of the Flying Dutchman:
849 .nf
850 Wind from the S, blowing a fresh breeze.
851
852 Just for fun, take the Piece of cake.
853
854 (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
855 (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
856 .SH The South Pacific:
857 .nf
858 Wind from the S, blowing a strong breeze.
859
860 (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
861 (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
862 (s) Australian 32 gun Frigate (average crew) (9 pts)
863 (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
864 .SH Hornblower and the battle of Rosas bay:
865 .nf
866 Wind from the E, blowing a fresh breeze.
867
868 .fi
869 The only battle Hornblower ever lost.
870 He was able to dismast one ship and stern rake the others though.
871 See if you can do as well.
872 .nf
873
874 (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
875 (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
876 (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
877 (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
878 (f) Napoleon 74 gun Ship of the Line (green crew) (20 pts)
879 .SH Cape Horn:
880 .nf
881 Wind from the NE, blowing a strong breeze.
882
883 (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
884 (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
885 (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
886 (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
887 (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
888 .SH New Orleans:
889 .nf
890 Wind from the SE, blowing a fresh breeze.
891
892 Watch that little Cypress go!
893
894 (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
895 (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
896 (b) Cypress 44 gun Frigate (elite crew) (14 pts)
897 .SH Botany Bay:
898 .nf
899 Wind from the N, blowing a fresh breeze.
900
901 (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
902 (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
903 (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
904 .SH Voyage to the Bottom of the Sea:
905 .nf
906 Wind from the NW, blowing a fresh breeze.
907
908 This one is dedicated to Richard Basehart and David Hedison.
909
910 (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
911 (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
912 (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
913 (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
914 .SH Frigate Action:
915 .nf
916 Wind from the E, blowing a fresh breeze.
917
918 (a) Killdeer 40 gun Frigate (average crew) (15 pts)
919 (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
920 (s) Curlew 38 gun Frigate (crack crew) (16 pts)
921 .SH The Battle of Midway:
922 .nf
923 Wind from the E, blowing a moderate breeze.
924
925 (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
926 (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
927 (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
928 (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
929 (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
930 (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
931
932 .SH Star Trek:
933 .nf
934 Wind from the S, blowing a fresh breeze.
935
936 (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
937 (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
938 (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
939 (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
940 (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
941 (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
942 (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
943 (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
944
945 .SH CONCLUSION
946
947 .I Sail
948 has been a group effort.
949
950 .SH AUTHOR
951 Dave Riggle
952 .SH CO-AUTHOR
953 Ed Wang
954 .SH REFITTING
955 Craig Leres
956 .SH CONSULTANTS
957 .nf
958 Chris Guthrie
959 Captain Happy
960 Horatio Nelson
961 and many valiant others...
962 .fi
963 .SH REFERENCES
964 .nf
965 Wooden Ships \*[Am] Iron Men, by Avalon Hill
966 Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
967 Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
968 The Complete Works of Captain Frederick Marryat, (about 20) especially
969 .in +6n
970 Mr. Midshipman Easy
971 Peter Simple
972 Jacob Faithful
973 Japhet in Search of a Father
974 Snarleyyow, or The Dog Fiend
975 Frank Mildmay, or The Naval Officer
976 .in -6n
977 .SH BUGS
978 Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
979 "edward@ucbarpa.berkeley.edu"