1SAIL(6)                          Games Manual                          SAIL(6)
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NAME

6       sail - multi-user wooden ships and iron men
7

SYNOPSIS

9       sail [ -s [ -l ] ] [ -x ] [ -b ] [ num ]
10

DESCRIPTION

12       Sail is a computer version of Avalon Hill's game of fighting sail orig‐
13       inally developed by S. Craig Taylor.
14
15       Players of Sail take command of an old fashioned Man of War  and  fight
16       other  players or the computer.  They may re-enact one of the many his‐
17       torical sea battles recorded in the game, or they  can  choose  a  fic‐
18       tional battle.
19
20       As a sea captain in the Sail Navy, the player has complete control over
21       the workings of his ship.  He must order every maneuver, change the set
22       of  his  sails,  and  judge  the right moment to let loose the terrible
23       destruction of his broadsides.  In addition to fighting the  enemy,  he
24       must  harness the powers of the wind and sea to make them work for him.
25       The outcome of many battles during the age of sail was decided  by  the
26       ability of one captain to hold the `weather gage.'
27
28       The flags are:
29
30       -s     Print the names and ships of the top ten sailors.
31
32       -l     Show the login name.  Only effective with -s.
33
34       -x     Play the first available ship instead of prompting for a choice.
35
36       -b     No bells.
37

IMPLEMENTATION

39       Sail  is  really  two programs in one.  Each player starts up a process
40       which runs his own ship.  In addition, a driver process is  forked  (by
41       the  first  player)  to  run the computer ships and take care of global
42       bookkeeping.
43
44       Because the driver must calculate moves for each ship it controls,  the
45       more ships the computer is playing, the slower the game will appear.
46
47       If  a  player  joins  a  game in progress, he will synchronize with the
48       other players (a rather slow process for everyone),  and  then  he  may
49       play along with the rest.
50
51       To implement a multi-user game in Version 7 UNIX, which was the operat‐
52       ing system Sail was first written under,  the  communicating  processes
53       must use a common temporary file as a place to read and write messages.
54       In addition, a locking mechanism must be provided to  ensure  exclusive
55       access  to  the  shared  file.  For example, Sail uses a temporary file
56       named /tmp/#sailsink.21 for scenario 21, and corresponding  file  names
57       for  the other scenarios.  To provide exclusive access to the temporary
58       file, Sail uses a technique stolen from an old game  called  "pubcaves"
59       by Jeff Cohen.  Processes do a busy wait in the loop
60
61                  for (n = 0; link(sync_file, sync_lock)  0  n  30; n++)
62                                           sleep(2);
63
64       until  they  are  able  to  create  a link to a file named "/tmp/#sail‐
65       lock.??".  The "??" correspond to the  scenario  number  of  the  game.
66       Since  UNIX  guarantees  that  a  link will point to only one file, the
67       process that succeeds in linking will have exclusive access to the tem‐
68       porary file.
69
70       Whether  or not this really works is open to speculation.  When ucbmiro
71       was rebooted after a crash, the file system check program found 3 links
72       between the Sail temporary file and its link file.
73

CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES

75       When players do something of global interest, such as moving or firing,
76       the driver must coordinate the action with the other ships in the game.
77       For  example,  if  a  player  wants  to move in a certain direction, he
78       writes a message into the temporary file requesting the driver to  move
79       his  ship.   Each ``turn,'' the driver reads all the messages sent from
80       the players and decides what happened.  It then writes  back  into  the
81       temporary file new values of variables, etc.
82
83       The  most  noticeable  effect this communication has on the game is the
84       delay in moving.  Suppose a player types a move for his ship  and  hits
85       return.  What happens then?  The player process saves up messages to be
86       written to the temporary file in a buffer.  Every 7 seconds or so,  the
87       player  process  gets exclusive access to the temporary file and writes
88       out its buffer to the file.  The driver, running  asynchronously,  must
89       read  in  the  movement command, process it, and write out the results.
90       This takes two exclusive accesses to the temporary file.  Finally, when
91       the  player  process  gets around to doing another 7 second update, the
92       results of the move are displayed on the screen.  Hence, every movement
93       requires four exclusive accesses to the temporary file (anywhere from 7
94       to 21 seconds depending upon asynchrony) before  the  player  sees  the
95       results of his moves.
96
97       In  practice,  the  delays  are  not  as annoying as they would appear.
98       There is room for "pipelining"  in  the  movement.   After  the  player
99       writes out a first movement message, a second movement command can then
100       be issued.  The first message will be in the temporary file waiting for
101       the  driver,  and  the  second will be in the file buffer waiting to be
102       written to the file.  Thus, by always typing moves a turn ahead of  the
103       time, the player can sail around quite quickly.
104
105       If  the  player  types  several  movement commands between two 7 second
106       updates, only the last movement command  typed  will  be  seen  by  the
107       driver.   Movement  commands  within  the  same update "overwrite" each
108       other, in a sense.
109

THE HISTORY OF SAIL

111       I wrote the first version of Sail on a PDP-11/70 in the fall  of  1980.
112       Needless  to say, the code was horrendous, not portable in any sense of
113       the word, and didn't work.  The program was not very  modular  and  had
114       fseeks()  and  fwrites()  every  few lines.  After a tremendous rewrite
115       from the top down, I got the first working version up by  1981.   There
116       were  several  annoying  bugs  concerning firing broadsides and finding
117       angles.  Sail uses no floating point, by the way, so the direction rou‐
118       tines are rather tricky.  Ed Wang rewrote my angle() routine in 1981 to
119       be more correct (although it still  doesn't  work  perfectly),  and  he
120       added  code to let a player select which ship he wanted at the start of
121       the game (instead of the first one available).
122
123       Captain Happy (Craig Leres) is responsible for making Sail portable for
124       the  first  time.  This was no easy task, by the way.  Constants like 2
125       and 10 were very frequent in the code.  I also became famous for  using
126       "Riggle  Memorial Structures" in Sail.  Many of my structure references
127       are so long that they run off the line printer page.  Here is an  exam‐
128       ple, if you promise not to laugh.
129
130             specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
131
132
133       Sail  received  its  fourth and most thorough rewrite in the summer and
134       fall of 1983.  Ed Wang rewrote and modularized the code  (a  monumental
135       feat)  almost  from scratch.  Although he introduced many new bugs, the
136       final result was very much cleaner and (?)  faster.   He  added  window
137       movement commands and find ship commands.
138

HISTORICAL INFO

140       Old  Square  Riggers  were very maneuverable ships capable of intricate
141       sailing.  Their only disadvantage was an inability to sail  very  close
142       to  the wind.  The design of a wooden ship allowed only for the guns to
143       bear to the left and right sides.  A few guns of small aspect  (usually
144       6  or  9 pounders) could point forward, but their effect was small com‐
145       pared to a 68 gun broadside of  24  or  32  pounders.   The  guns  bear
146       approximately like so:
147
148              \
149               b----------------
150           ---0
151               \
152                \
153                 \     up to a range of ten (for round shot)
154                  \
155                   \
156                    \
157
158       An  interesting phenomenon occurred when a broadside was fired down the
159       length of an enemy ship.  The shot tended to bounce along the deck  and
160       did  several  times  more  damage.   This phenomenon was called a rake.
161       Because the bows of a ship are very strong and present a smaller target
162       than  the stern, a stern rake (firing from the stern to the bow) causes
163       more damage than a bow rake.
164
165                               b
166                              00   ----  Stern rake!
167                                a
168
169       Most ships were equipped with carronades, which were very large,  close
170       range  cannons.   American  ships  from the revolution until the War of
171       1812 were almost entirely armed with carronades.
172
173       The period of history covered in Sail is approximately from the  1770's
174       until  the  end of Napoleonic France in 1815.  There are many excellent
175       books about the age of sail.  My favorite author is  Captain  Frederick
176       Marryat.  More contemporary authors include C.S. Forester and Alexander
177       Kent.
178
179       Fighting ships came in several sizes classed by  armament.   The  main‐
180       stays  of  any  fleet  were its "Ships of the Line", or "Line of Battle
181       Ships".  They were so named because  these  ships  fought  together  in
182       great lines.  They were close enough for mutual support, yet every ship
183       could fire both its broadsides.  We get the modern words "ocean liner,"
184       or  "liner," and "battleship" from "ship of the line."  The most common
185       size was the 74 gun two decked ship of the line.   The  two  gun  decks
186       usually mounted 18 and 24 pounder guns.
187
188       The  pride  of  the  fleet were the first rates.  These were huge three
189       decked ships of the line mounting 80 to 136  guns.   The  guns  in  the
190       three tiers were usually 18, 24, and 32 pounders in that order from top
191       to bottom.
192
193       Various other ships came next.  They were almost all "razees," or ships
194       of  the line with one deck sawed off.  They mounted 40-64 guns and were
195       a poor cross between a frigate and a line of battle ship.  They neither
196       had the speed of the former nor the firepower of the latter.
197
198       Next  came the "eyes of the fleet."  Frigates came in many sizes mount‐
199       ing anywhere from 32 to 44 guns.  They were very handy  vessels.   They
200       could  outsail anything bigger and outshoot anything smaller.  Frigates
201       didn't fight in lines of battle as the much bigger 74's did.   Instead,
202       they  harassed  the enemy's rear or captured crippled ships.  They were
203       much more useful in missions away from the fleet, such as  cutting  out
204       expeditions or boat actions.  They could hit hard and get away fast.
205
206       Lastly,  there  were  the  corvettes,  sloops,  and  brigs.  These were
207       smaller ships mounting typically fewer than 20 guns.   A  corvette  was
208       only  slightly smaller than a frigate, so one might have up to 30 guns.
209       Sloops were used for carrying dispatches  or  passengers.   Brigs  were
210       something you built for land-locked lakes.
211

SAIL PARTICULARS

213       Ships  in Sail are represented by two characters.  One character repre‐
214       sents the bow of the ship, and the other represents the  stern.   Ships
215       have  nationalities  and  numbers.   The first ship of a nationality is
216       number 0, the second number 1, etc.  Therefore, the first British  ship
217       in a game would be printed as "b0".  The second Brit would be "b1", and
218       the fifth Don would be "s4".
219
220       Ships can set normal sails, called Battle Sails, or bend on extra  can‐
221       vas  called  Full  Sails.   A ship under full sail is a beautiful sight
222       indeed, and it can move much faster than a  ship  under  Battle  Sails.
223       The  only  trouble is, with full sails set, there is so much tension on
224       sail and rigging that a well aimed round shot can  burst  a  sail  into
225       ribbons  where  it would only cause a little hole in a loose sail.  For
226       this reason, rigging damage is doubled on a ship with full  sails  set.
227       Don't  let  that  discourage you from using full sails.  I like to keep
228       them up right into the heat of battle.  A ship with full sails set  has
229       a  capital  letter  for its nationality.  E.g., a Frog, "f0", with full
230       sails set would be printed as "F0".
231
232       When a ship is battered into  a  listing  hulk,  the  last  man  aboard
233       "strikes  the  colors."   This ceremony is the ship's formal surrender.
234       The nationality character of a surrendered  ship  is  printed  as  "!".
235       E.g., the Frog of our last example would soon be "!0".
236
237       A  ship has a random chance of catching fire or sinking when it reaches
238       the stage of listing hulk.  A sinking ship has a "~"  printed  for  its
239       nationality, and a ship on fire and about to explode has a "#" printed.
240
241       Captured ships become the nationality of the prize crew.  Therefore, if
242       an American ship captures a British ship, the British ship will have an
243       "a"  printed  for  its  nationality.   In  addition, the ship number is
244       changed to "","'", "(", ,")", "*", or "+" depending upon  the  original
245       number,  be it 0,1,2,3,4, or 5.  E.g., the "b0" captured by an American
246       becomes the "a".  The "s4" captured by a Frog becomes the "f*".
247
248       The ultimate example is, of course, an exploding Brit  captured  by  an
249       American: "#".
250

MOVEMENT

252       Movement is the most confusing part of Sail to many.  Ships can head in
253       8 directions:
254
255                                        0      0      0
256               b       b       b0      b       b       b       0b      b
257               0        0                                             0
258
259       The stern of a ship moves when it turns.  The bow  remains  stationary.
260       Ships  can  always  turn,  regardless  of  the  wind  (unless  they are
261       becalmed).  All ships drift when they lose headway.  If a ship  doesn't
262       move  forward  at all for two turns, it will begin to drift.  If a ship
263       has begun to drift, then it must move forward before it  turns,  if  it
264       plans to do more than make a right or left turn, which is always possi‐
265       ble.
266
267       Movement commands to Sail are a string of forward moves and turns.   An
268       example  is  "l3".   It  will turn a ship left and then move it ahead 3
269       spaces.  In the drawing above, the "b0" made 7 successive  left  turns.
270       When Sail prompts you for a move, it prints three characters of import.
271       E.g.,
272            move (7, 4):
273       The first number is the maximum number of moves you can make, including
274       turns.   The second number is the maximum number of turns you can make.
275       Between the numbers is sometimes printed a quote "'".  If the quote  is
276       present,  it  means that your ship has been drifting, and you must move
277       ahead to regain headway before you turn (see note above).  Some of  the
278       possible moves for the example above are as follows:
279
280            move (7, 4): 7
281            move (7, 4): 1
282            move (7, 4): d      /* drift, or do nothing */
283            move (7, 4): 6r
284            move (7, 4): 5r1
285            move (7, 4): 4r1r
286            move (7, 4): l1r1r2
287            move (7, 4): 1r1r1r1
288
289       Because square riggers performed so poorly sailing into the wind, if at
290       any point in a movement command you turn into the  wind,  the  movement
291       stops there.  E.g.,
292
293            move (7, 4): l1l4
294            Movement Error;
295            Helm: l1l
296
297       Moreover,  whenever  you  make a turn, your movement allowance drops to
298       min(what's left, what you would have at the new attitude).   In  short,
299       if  you  turn closer to the wind, you most likely won't be able to sail
300       the full allowance printed in the "move" prompt.
301
302       Old sailing captains had to keep an eye constantly on the  wind.   Cap‐
303       tains  in  Sail  are no different.  A ship's ability to move depends on
304       its attitude to the wind.  The best angle possible is to have the  wind
305       off  your  quarter, that is, just off the stern.  The direction rose on
306       the side of the screen gives the possible movements for  your  ship  at
307       all  positions  to  the  wind.  Battle sail speeds are given first, and
308       full sail speeds are given in parenthesis.
309
310                            0 1(2)
311                           \|/
312                           -^-3(6)
313                           /|\
314                            | 4(7)
315                           3(6)
316
317       Pretend the bow of your ship (the "^") is pointing upward and the  wind
318       is  blowing from the bottom to the top of the page.  The numbers at the
319       bottom "3(6)" will be your speed under battle or full sails in  such  a
320       situation.   If the wind is off your quarter, then you can move "4(7)".
321       If the wind is off your beam, "3(6)".  If the wind  is  off  your  bow,
322       then you can only move "1(2)".  Facing into the wind, you can't move at
323       all.  Ships facing into the wind were said to be "in irons".
324

WINDSPEED AND DIRECTION

326       The windspeed and direction is displayed as a little  weather  vane  on
327       the side of the screen.  The number in the middle of the vane indicates
328       the wind speed, and the + to - indicates the wind direction.  The  wind
329       blows  from  the  +  sign (high pressure) to the - sign (low pressure).
330       E.g.,
331
332                           |
333                           3
334                           +
335
336       The wind speeds are 0 = becalmed,  1  =  light  breeze,  2  =  moderate
337       breeze, 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7
338       = hurricane.  If a hurricane shows up, all ships are destroyed.
339

GRAPPLING AND FOULING

341       If two ships collide, they run the risk of becoming  tangled  together.
342       This is called "fouling."  Fouled ships are stuck together, and neither
343       can move.  They can unfoul each other if they want to.   Boarding  par‐
344       ties  can  only be sent across to ships when the antagonists are either
345       fouled or grappled.
346
347       Ships can grapple each other by throwing grapnels into the  rigging  of
348       the other.
349
350       The  number  of  fouls and grapples you have are displayed on the upper
351       right of the screen.
352

BOARDING

354       Boarding was a very costly venture in terms of  human  life.   Boarding
355       parties  may  be  formed  in  Sail  to either board an enemy ship or to
356       defend your own ship against attack.  Men organized as Defensive Board‐
357       ing  Parties fight twice as hard to save their ship as men left unorga‐
358       nized.
359
360       The boarding strength of a crew depends upon its quality and  upon  the
361       number of men sent.
362

CREW QUALITY

364       The British seaman was world renowned for his sailing abilities.  Amer‐
365       ican sailors, however, were actually the  best  seamen  in  the  world.
366       Because  the  American  Navy offered twice the wages of the Royal Navy,
367       British seamen who liked the sea defected to America by the thousands.
368
369       In Sail, crew quality is quantized into 5 energy levels.  "Elite" crews
370       can  outshoot  and outfight all other sailors.  "Crack" crews are next.
371       "Mundane" crews are average, and "Green" and "Mutinous" crews are below
372       average.  A good rule of thumb is that "Crack" or "Elite" crews get one
373       extra hit per broadside compared to "Mundane" crews.  Don't expect  too
374       much from "Green" crews.
375

BROADSIDES

377       Your  two  broadsides  may  be  loaded  with four kinds of shot: grape,
378       chain, round, and double.  You have guns and  carronades  in  both  the
379       port  and starboard batteries.  Carronades only have a range of two, so
380       you have to get in close to be able to fire them.  You have the  choice
381       of  firing at the hull or rigging of another ship.  If the range of the
382       ship is greater than 6, then you may only shoot at the rigging.
383
384       The types of shot and their advantages are:
385

ROUND

387       Range of 10.  Good for hull or rigging hits.
388

DOUBLE

390       Range of 1.  Extra good for hull or rigging  hits.   Double  takes  two
391       turns to load.
392

CHAIN

394       Range of 3.  Excellent for tearing down rigging.  Cannot damage hull or
395       guns, though.
396

GRAPE

398       Range of 1.  Sometimes devastating against enemy crews.
399
400       On the side of the screen is displayed  some  vital  information  about
401       your ship:
402
403                      Load  D! R!
404                      Hull  9
405                      Crew  4  4  2
406                      Guns  4  4
407                      Carr  2  2
408                      Rigg  5 5 5 5
409
410       "Load" shows what your port (left) and starboard (right) broadsides are
411       loaded with.  A "!" after the type of shot indicates that it is an ini‐
412       tial  broadside.  Initial broadside were loaded with care before battle
413       and before the decks ran red with blood.   As  a  consequence,  initial
414       broadsides are a little more effective than broadsides loaded later.  A
415       "*" after the type of shot indicates that the gun crews are still load‐
416       ing  it,  and you cannot fire yet.  "Hull" shows how much hull you have
417       left.  "Crew" shows your three sections of crew.   As  your  crew  dies
418       off,  your ability to fire decreases.  "Guns" and "Carr" show your port
419       and starboard guns.  As you lose guns, your ability to fire  decreases.
420       "Rigg"  shows  how much rigging you have on your 3 or 4 masts.  As rig‐
421       ging is shot away, you lose mobility.
422

EFFECTIVENESS OF FIRE

424       It is very dramatic when a ship fires its  thunderous  broadsides,  but
425       the  mere  opportunity  to fire them does not guarantee any hits.  Many
426       factors influence the destructive force of a broadside.  First of  all,
427       and the chief factor, is distance.  It is harder to hit a ship at range
428       ten than it is to hit one sloshing alongside.  Next is raking.   Raking
429       fire,  as  mentioned before, can sometimes dismast a ship at range ten.
430       Next, crew size and quality affects the damage  done  by  a  broadside.
431       The  number  of  guns  firing  also  bears  on  the point, so to speak.
432       Lastly, weather affects the accuracy of a broadside.  If the  seas  are
433       high  (5 or 6), then the lower gunports of ships of the line can't even
434       be opened to run out the guns.  This gives  frigates  and  other  flush
435       decked  vessels  an  advantage in a storm.  The scenario Pellew vs. The
436       Droits de L'Homme takes advantage of this peculiar circumstance.
437

REPAIRS

439       Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
440       two  points  per  three turns.  The message "Repairs Completed" will be
441       printed if no more repairs can be made.
442

PECULIARITIES OF COMPUTER SHIPS

444       Computer ships in Sail follow all the rules above  with  a  few  excep‐
445       tions.   Computer  ships never repair damage.  If they did, the players
446       could never beat them.  They play well enough as it is.  As a  consola‐
447       tion,  the  computer ships can fire double shot every turn.  That fluke
448       is a good reason to keep your distance.  The  Driver  figures  out  the
449       moves of the computer ships.  It computes them with a typical A.I. dis‐
450       tance function and a depth first search to find  the  maximum  "score."
451       It  seems  to  work fairly well, although I'll be the first to admit it
452       isn't perfect.
453

HOW TO PLAY

455       Commands are given to Sail by typing a single character.  You will then
456       be  prompted  for  further input.  A brief summary of the commands fol‐
457       lows.
458

COMMAND SUMMARY

460           'f'  Fire broadsides if they bear
461           'l'  Reload
462           'L'  Unload broadsides (to change ammo)
463           'm'  Move
464           'i'  Print the closest ship
465           'I'  Print all ships
466           'F'  Find a particular ship or ships (e.g. "a?" for all Americans)
467           's'  Send a message around the fleet
468           'b'  Attempt to board an enemy ship
469           'B'  Recall boarding parties
470           'c'  Change set of sail
471           'r'  Repair
472           'u'  Attempt to unfoul
473           'g'  Grapple/ungrapple
474           'v'  Print version number of game
475          '^L'  Redraw screen
476           'Q'  Quit
477
478           'C'      Center your ship in the window
479           'U'        Move window up
480           'D','N'  Move window down
481           'H'        Move window left
482           'J'        Move window right
483           'S'      Toggle window to follow your ship or stay where it is
484
485

SCENARIOS

487       Here is a summary of the scenarios in Sail:
488
489

Ranger vs. Drake:

491       Wind from the N, blowing a fresh breeze.
492
493       (a) Ranger            19 gun Sloop (crack crew) (7 pts)
494       (b) Drake             17 gun Sloop (crack crew) (6 pts)
495

The Battle of Flamborough Head:

497       Wind from the S, blowing a fresh breeze.
498
499       This is John Paul Jones' first  famous  battle.   Aboard  the  Bonhomme
500       Richard,  he  was  able  to overcome the Serapis's greater firepower by
501       quickly boarding her.
502
503       (a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
504       (b) Serapis           44 gun Frigate (crack crew) (12 pts)
505

Arbuthnot and Des Touches:

507       Wind from the N, blowing a gale.
508
509       (b) America           64 gun Ship of the Line (crack crew) (20 pts)
510       (b) Befford           74 gun Ship of the Line (crack crew) (26 pts)
511       (b) Adamant           50 gun Ship of the Line (crack crew) (17 pts)
512       (b) London            98 gun 3 Decker SOL (crack crew) (28 pts)
513       (b) Royal Oak         74 gun Ship of the Line (crack crew) (26 pts)
514       (f) Neptune           74 gun Ship of the Line (average crew) (24 pts)
515       (f) Duc de Bourgogne  80 gun 3 Decker SOL (average crew) (27 pts)
516       (f) Conquerant        74 gun Ship of the Line (average crew) (24 pts)
517       (f) Provence          64 gun Ship of the Line (average crew) (18 pts)
518       (f) Romulus           44 gun Ship of the Line (average crew) (10 pts)
519

Suffren and Hughes:

521       Wind from the S, blowing a fresh breeze.
522
523       (b) Monmouth          74 gun Ship of the Line (average crew) (24 pts)
524       (b) Hero              74 gun Ship of the Line (crack crew) (26 pts)
525       (b) Isis              50 gun Ship of the Line (crack crew) (17 pts)
526       (b) Superb            74 gun Ship of the Line (crack crew) (27 pts)
527       (b) Burford           74 gun Ship of the Line (average crew) (24 pts)
528       (f) Flamband          50 gun Ship of the Line (average crew) (14 pts)
529       (f) Annibal           74 gun Ship of the Line (average crew) (24 pts)
530       (f) Severe            64 gun Ship of the Line (average crew) (18 pts)
531       (f) Brilliant         80 gun Ship of the Line (crack crew) (31 pts)
532       (f) Sphinx            80 gun Ship of the Line (average crew) (27 pts)
533

Nymphe vs. Cleopatre:

535       Wind from the S, blowing a fresh breeze.
536
537       (b) Nymphe            36 gun Frigate (crack crew) (11 pts)
538       (f) Cleopatre         36 gun Frigate (average crew) (10 pts)
539

Mars vs. Hercule:

541       Wind from the S, blowing a fresh breeze.
542       (b) Mars              74 gun Ship of the Line (crack crew) (26 pts)
543       (f) Hercule           74 gun Ship of the Line (average crew) (23 pts)
544

Ambuscade vs. Baionnaise:

546       Wind from the N, blowing a fresh breeze.
547
548       (b) Ambuscade         32 gun Frigate (average crew) (9 pts)
549       (f) Baionnaise        24 gun Corvette (average crew) (9 pts)
550

Constellation vs. Insurgent:

552       Wind from the S, blowing a gale.
553
554       (a) Constellation     38 gun Corvette (elite crew) (17 pts)
555       (f) Insurgent         36 gun Corvette (average crew) (11 pts)
556

Constellation vs. Vengeance:

558       Wind from the S, blowing a fresh breeze.
559
560       (a) Constellation     38 gun Corvette (elite crew) (17 pts)
561       (f) Vengeance         40 gun Frigate (average crew) (15 pts)
562

The Battle of Lissa:

564       Wind from the S, blowing a fresh breeze.
565
566       (b) Amphion           32 gun Frigate (elite crew) (13 pts)
567       (b) Active            38 gun Frigate (elite crew) (18 pts)
568       (b) Volage            22 gun Frigate (elite crew) (11 pts)
569       (b) Cerberus          32 gun Frigate (elite crew) (13 pts)
570       (f) Favorite          40 gun Frigate (average crew) (15 pts)
571       (f) Flore             40 gun Frigate (average crew) (15 pts)
572       (f) Danae             40 gun Frigate (crack crew) (17 pts)
573       (f) Bellona           32 gun Frigate (green crew) (9 pts)
574       (f) Corona            40 gun Frigate (green crew) (12 pts)
575       (f) Carolina          32 gun Frigate (green crew) (7 pts)
576

Constitution vs. Guerriere:

578       Wind from the SW, blowing a gale.
579
580       (a) Constitution      44 gun Corvette (elite crew) (24 pts)
581       (b) Guerriere         38 gun Frigate (crack crew) (15 pts)
582

United States vs. Macedonian:

584       Wind from the S, blowing a fresh breeze.
585
586       (a) United States     44 gun Frigate (elite crew) (24 pts)
587       (b) Macedonian        38 gun Frigate (crack crew) (16 pts)
588

Constitution vs. Java:

590       Wind from the S, blowing a fresh breeze.
591
592       (a) Constitution      44 gun Corvette (elite crew) (24 pts)
593       (b) Java              38 gun Corvette (crack crew) (19 pts)
594

Chesapeake vs. Shannon:

596       Wind from the S, blowing a fresh breeze.
597
598       (a) Chesapeake        38 gun Frigate (average crew) (14 pts)
599       (b) Shannon           38 gun Frigate (elite crew) (17 pts)
600

The Battle of Lake Erie:

602       Wind from the S, blowing a light breeze.
603
604       (a) Lawrence          20 gun Sloop (crack crew) (9 pts)
605       (a) Niagara           20 gun Sloop (elite crew) (12 pts)
606       (b) Lady Prevost      13 gun Brig (crack crew) (5 pts)
607       (b) Detroit           19 gun Sloop (crack crew) (7 pts)
608       (b) Q. Charlotte      17 gun Sloop (crack crew) (6 pts)
609

Wasp vs. Reindeer:

611       Wind from the S, blowing a light breeze.
612
613       (a) Wasp              20 gun Sloop (elite crew) (12 pts)
614       (b) Reindeer          18 gun Sloop (elite crew) (9 pts)
615

Constitution vs. Cyane and Levant:

617       Wind from the S, blowing a moderate breeze.
618
619       (a) Constitution      44 gun Corvette (elite crew) (24 pts)  (b)  Cyane
620       24  gun  Sloop (crack crew) (11 pts) (b) Levant            20 gun Sloop
621       (crack crew) (10 pts)
622

Pellew vs. Droits de L'Homme:

624       Wind from the N, blowing a gale.
625
626       (b) Indefatigable     44 gun Frigate (elite crew) (14 pts)
627       (b) Amazon            36 gun Frigate (crack crew) (14 pts)
628       (f) Droits L'Hom      74 gun Ship of the Line (average crew) (24 pts)
629

Algeciras:

631       Wind from the SW, blowing a moderate breeze.
632
633       (b) Caesar            80 gun Ship of the Line (crack crew) (31 pts)
634       (b) Pompee            74 gun Ship of the Line (crack crew) (27 pts)
635       (b) Spencer           74 gun Ship of the Line (crack crew) (26 pts)
636       (b) Hannibal          98 gun 3 Decker SOL (crack crew) (28 pts)
637       (s) Real-Carlos       112 gun 3 Decker SOL (green crew) (27 pts)
638       (s) San Fernando      96 gun 3 Decker SOL (green crew) (24 pts)
639       (s) Argonauta         80 gun Ship of the Line (green crew) (23 pts)
640       (s) San Augustine     74 gun Ship of the Line (green crew) (20 pts)
641       (f) Indomptable       80 gun Ship of the Line (average crew) (27 pts)
642       (f) Desaix            74 gun Ship of the Line (average crew) (24 pts)
643

Lake Champlain:

645       Wind from the N, blowing a fresh breeze.
646
647       (a) Saratoga          26 gun Sloop (crack crew) (12 pts)
648       (a) Eagle             20 gun Sloop (crack crew) (11 pts)
649       (a) Ticonderoga       17 gun Sloop (crack crew) (9 pts)
650       (a) Preble            7 gun Brig (crack crew) (4 pts)
651       (b) Confiance         37 gun Frigate (crack crew) (14 pts)
652       (b) Linnet            16 gun Sloop (elite crew) (10 pts)
653       (b) Chubb             11 gun Brig (crack crew) (5 pts)
654

Last Voyage of the USS President:

656       Wind from the N, blowing a fresh breeze.
657
658       (a) President         44 gun Frigate (elite crew) (24 pts)
659       (b) Endymion          40 gun Frigate (crack crew) (17 pts)
660       (b) Pomone            44 gun Frigate (crack crew) (20 pts)
661       (b) Tenedos           38 gun Frigate (crack crew) (15 pts)
662

Hornblower and the Natividad:

664       Wind from the E, blowing a gale.
665
666       A scenario for you Horny fans.  Remember, he sank the Natividad against
667       heavy odds and winds.  Hint: don't try to board the Natividad, her crew
668       is much bigger, albeit green.
669
670       (b) Lydia             36 gun Frigate (elite crew) (13 pts)
671       (s) Natividad         50 gun Ship of the Line (green crew) (14 pts)
672

Curse of the Flying Dutchman:

674       Wind from the S, blowing a fresh breeze.
675
676       Just for fun, take the Piece of cake.
677
678       (s) Piece of Cake     24 gun Corvette (average crew) (9 pts)
679       (f) Flying Dutchy     120 gun 3 Decker SOL (elite crew) (43 pts)
680

The South Pacific:

682       Wind from the S, blowing a strong breeze.
683
684       (a) USS Scurvy        136 gun 3 Decker SOL (mutinous crew) (27 pts)
685       (b) HMS Tahiti        120 gun 3 Decker SOL (elite crew) (43 pts)
686       (s) Australian        32 gun Frigate (average crew) (9 pts)
687       (f) Bikini Atoll      7 gun Brig (crack crew) (4 pts)
688

Hornblower and the battle of Rosas bay:

690       Wind from the E, blowing a fresh breeze.
691
692       The only battle Hornblower ever lost.  He was able to dismast one  ship
693       and stern rake the others though.  See if you can do as well.
694
695       (b) Sutherland        74 gun Ship of the Line (crack crew) (26 pts)
696       (f) Turenne           80 gun 3 Decker SOL (average crew) (27 pts)
697       (f) Nightmare         74 gun Ship of the Line (average crew) (24 pts)
698       (f) Paris             112 gun 3 Decker SOL (green crew) (27 pts)
699       (f) Napoleon          74 gun Ship of the Line (green crew) (20 pts)
700

Cape Horn:

702       Wind from the NE, blowing a strong breeze.
703
704       (a) Concord           80 gun Ship of the Line (average crew) (27 pts)
705       (a) Berkeley          98 gun 3 Decker SOL (crack crew) (28 pts)
706       (b) Thames            120 gun 3 Decker SOL (elite crew) (43 pts)
707       (s) Madrid            112 gun 3 Decker SOL (green crew) (27 pts)
708       (f) Musket            80 gun 3 Decker SOL (average crew) (27 pts)
709

New Orleans:

711       Wind from the SE, blowing a fresh breeze.
712
713       Watch that little Cypress go!
714
715       (a) Alligator         120 gun 3 Decker SOL (elite crew) (43 pts)
716       (b) Firefly           74 gun Ship of the Line (crack crew) (27 pts)
717       (b) Cypress           44 gun Frigate (elite crew) (14 pts)
718

Botany Bay:

720       Wind from the N, blowing a fresh breeze.
721
722       (b) Shark             64 gun Ship of the Line (average crew) (18 pts)
723       (f) Coral Snake       44 gun Corvette (elite crew) (24 pts)
724       (f) Sea Lion          44 gun Frigate (elite crew) (24 pts)
725

Voyage to the Bottom of the Sea:

727       Wind from the NW, blowing a fresh breeze.
728
729       This one is dedicated to Richard Basehart and David Hedison.
730
731       (a) Seaview           120 gun 3 Decker SOL (elite crew) (43 pts)
732       (a) Flying Sub        40 gun Frigate (crack crew) (17 pts)
733       (b) Mermaid           136 gun 3 Decker SOL (mutinous crew) (27 pts)
734       (s) Giant Squid       112 gun 3 Decker SOL (green crew) (27 pts)
735

Frigate Action:

737       Wind from the E, blowing a fresh breeze.
738
739       (a) Killdeer          40 gun Frigate (average crew) (15 pts)
740       (b) Sandpiper         40 gun Frigate (average crew) (15 pts)
741       (s) Curlew            38 gun Frigate (crack crew) (16 pts)
742

The Battle of Midway:

744       Wind from the E, blowing a moderate breeze.
745
746       (a) Enterprise        80 gun Ship of the Line (crack crew) (31 pts)
747       (a) Yorktown          80 gun Ship of the Line (average crew) (27 pts)
748       (a) Hornet            74 gun Ship of the Line (average crew) (24 pts)
749       (j) Akagi             112 gun 3 Decker SOL (green crew) (27 pts)
750       (j) Kaga              96 gun 3 Decker SOL (green crew) (24 pts)
751       (j) Soryu             80 gun Ship of the Line (green crew) (23 pts)
752
753

Star Trek:

755       Wind from the S, blowing a fresh breeze.
756
757       (a) Enterprise        450 gun Ship of the Line (elite crew) (75 pts)
758       (a) Yorktown          450 gun Ship of the Line (elite crew) (75 pts)
759       (a) Reliant           450 gun Ship of the Line (elite crew) (75 pts)
760       (a) Galileo           450 gun Ship of the Line (elite crew) (75 pts)
761       (k) Kobayashi Maru    450 gun Ship of the Line (elite crew) (75 pts)
762       (k) Klingon II        450 gun Ship of the Line (elite crew) (75 pts)
763       (o) Red Orion         450 gun Ship of the Line (elite crew) (75 pts)
764       (o) Blue Orion        450 gun Ship of the Line (elite crew) (75 pts)
765
766

CONCLUSION

768       Sail has been a group effort.
769
770

AUTHOR

772       Dave Riggle
773

CO-AUTHOR

775       Ed Wang
776

REFITTING

778       Craig Leres
779

CONSULTANTS

781       Chris Guthrie
782       Captain Happy
783       Horatio Nelson
784            and many valiant others...
785

REFERENCES

787       Wooden Ships  Iron Men, by Avalon Hill
788       Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
789       Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
790       The Complete Works of Captain Frederick Marryat, (about 20) especially
791             Mr. Midshipman Easy
792             Peter Simple
793             Jacob Faithful
794             Japhet in Search of a Father
795             Snarleyyow, or The Dog Fiend
796             Frank Mildmay, or The Naval Officer
797

BUGS

799       Probably  a  few, and please report them to "riggle@ernie.berkeley.edu"
800       and "edward@ucbarpa.berkeley.edu"
801
802
803
8044th Berkeley Distribution        June 1, 1994                          SAIL(6)
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