1SAIL(6) Games Manual SAIL(6)
2
3
4
6 sail - multi-user wooden ships and iron men
7
9 sail [ -s [ -l ] ] [ -x ] [ -b ] [ num ]
10
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
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
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
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
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
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
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
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
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
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
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
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
387 Range of 10. Good for hull or rigging hits.
388
390 Range of 1. Extra good for hull or rigging hits. Double takes two
391 turns to load.
392
394 Range of 3. Excellent for tearing down rigging. Cannot damage hull or
395 guns, though.
396
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
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
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
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
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
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
487 Here is a summary of the scenarios in Sail:
488
489
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
768 Sail has been a group effort.
769
770
772 Dave Riggle
773
775 Ed Wang
776
778 Craig Leres
779
781 Chris Guthrie
782 Captain Happy
783 Horatio Nelson
784 and many valiant others...
785
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
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)