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- .\" @(#)sail.6 8.3 (Berkeley) 6/1/94
- .\"
- .TH SAIL 6 "June 1, 1994"
- .UC 4
- .SH NAME
- sail \- multi-user wooden ships and iron men
- .SH SYNOPSIS
- .B sail
- [
- .B \-s
- [
- .B \-l
- ] ] [
- .B \-x
- ] [
- .B \-b
- ] [
- .B num
- ]
- .br
- .fi
- .SH DESCRIPTION
- .I Sail
- is a computer version of Avalon Hill's game of fighting sail
- originally developed by S. Craig Taylor.
- .PP
- Players of
- .I Sail
- take command of an old fashioned Man of War and fight other
- players or the computer.
- They may re-enact one of the many
- historical sea battles recorded in the game, or they can choose
- a fictional battle.
- .PP
- As a sea captain in the
- .I Sail
- Navy, the player has complete control over the workings of his ship.
- He must order every maneuver, change the set of his sails, and judge the
- right moment to let loose the terrible destruction of his broadsides.
- In addition to fighting the enemy, he must harness the powers of the wind
- and sea to make them work for him.
- The outcome of many battles during the
- age of sail was decided by the ability of one captain to hold the `weather
- gage.'
- .PP
- The flags are:
- .TP
- .B \-s
- Print the names and ships of the top ten sailors.
- .TP
- .B \-l
- Show the login name.
- Only effective with \fB-s\fP.
- .TP
- .B \-x
- Play the first available ship instead of prompting for a choice.
- .TP
- .B \-b
- No bells.
- .SH IMPLEMENTATION
- .I Sail
- is really two programs in one.
- Each player starts up a process which runs his own ship.
- In addition, a
- .I driver
- process is forked (by the first player) to run the computer ships
- and take care of global bookkeeping.
- .PP
- Because the
- .I driver
- must calculate moves for each ship it controls, the
- more ships the computer is playing, the slower the game will appear.
- .PP
- If a player joins a game in progress, he will synchronize
- with the other players (a rather slow process for everyone), and
- then he may play along with the rest.
- .PP
- To implement a multi-user game in Version 7 UNIX, which was the operating
- system
- .I Sail
- was first written under, the communicating processes must use a common
- temporary file as a place to read and write messages.
- In addition, a locking mechanism must be provided to ensure exclusive
- access to the shared file.
- For example,
- .I Sail
- uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
- corresponding file names for the other scenarios.
- To provide exclusive
- access to the temporary file,
- .I Sail
- uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
- Processes do a busy wait in the loop
- .br
- .sp
- .ce 2
- for (n = 0; link(sync_file, sync_lock) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 30; n++)
- sleep(2);
- .br
- .sp
- until they are able to create a link to a file named "/tmp/#saillock.??".
- The "??" correspond to the scenario number of the game.
- Since UNIX
- guarantees that a link will point to only one file, the process that succeeds
- in linking will have exclusive access to the temporary file.
- .PP
- Whether or not this really works is open to speculation.
- When ucbmiro was rebooted after a crash, the file system check program
- found 3 links between the
- .I Sail
- temporary file and its link file.
- .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
- When players do something of global interest, such as moving or firing,
- the driver must coordinate the action with the other ships in the game.
- For example, if a player wants to move in a certain direction, he writes a
- message into the temporary file requesting the driver to move his ship.
- Each ``turn,'' the driver reads all the messages sent from the players and
- decides what happened.
- It then writes back into the temporary file new values of variables, etc.
- .PP
- The most noticeable effect this communication has on the game is the
- delay in moving.
- Suppose a player types a move for his ship and hits return.
- What happens then?
- The player process saves up messages to
- be written to the temporary file in a buffer.
- Every 7 seconds or so, the player process gets exclusive access to
- the temporary file and writes out its buffer to the file.
- The driver, running asynchronously, must
- read in the movement command, process it, and write out the results.
- This takes two exclusive accesses to the temporary file.
- Finally, when the player process gets around to doing another 7 second
- update, the results of the move are displayed on the screen.
- Hence, every movement requires four
- exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
- depending upon asynchrony) before the player sees the results of his moves.
- .PP
- In practice, the delays are not as annoying as they would appear.
- There is room for "pipelining" in the movement.
- After the player writes out
- a first movement message, a second movement command can then be issued.
- The first message will be in the temporary file waiting for the driver, and
- the second will be in the file buffer waiting to be written to the file.
- Thus, by always typing moves a turn ahead of the time, the player can
- sail around quite quickly.
- .PP
- If the player types several movement commands between two 7 second updates,
- only the last movement command typed will be seen by the driver.
- Movement commands within the same update "overwrite" each other, in a sense.
- .SH THE HISTORY OF SAIL
- I wrote the first version of
- .I Sail
- on a PDP\-11/70 in the fall of 1980.
- Needless to say, the code was horrendous,
- not portable in any sense of the word, and didn't work.
- The program was not
- very modular and had fseeks() and fwrites() every few lines.
- After a tremendous rewrite from the top down,
- I got the first working version up by 1981.
- There were several annoying bugs concerning firing broadsides and
- finding angles.
- .I Sail
- uses no floating point, by the way, so the direction routines are rather
- tricky.
- Ed Wang rewrote my angle() routine in 1981 to be more correct (although
- it still doesn't work perfectly), and he added code to let a player select
- which ship he wanted at the start of the game (instead of the first one
- available).
- .PP
- Captain Happy (Craig Leres) is responsible for making
- .I Sail
- portable for the first time.
- This was no easy task, by the way.
- Constants like 2 and 10 were very frequent in the code.
- I also became famous for using "Riggle Memorial Structures" in
- .I Sail.
- Many of my structure references are so long that they run off the line
- printer page.
- Here is an example, if you promise not to laugh.
- .br
- .sp
- .ce
- specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
- .br
- .sp
- .PP
- .I Sail
- received its fourth and most thorough rewrite in the summer and fall
- of 1983.
- Ed Wang rewrote and modularized the code (a monumental feat)
- almost from scratch.
- Although he introduced many new bugs, the final result was very much
- cleaner and (?) faster.
- He added window movement commands and find ship commands.
- .SH HISTORICAL INFO
- Old Square Riggers were very maneuverable ships capable of intricate
- sailing.
- Their only disadvantage was an inability to sail very close to the wind.
- The design of a wooden ship allowed only for the
- guns to bear to the left and right sides.
- A few guns of small
- aspect (usually 6 or 9 pounders) could point forward, but their
- effect was small compared to a 68 gun broadside of 24 or 32 pounders.
- The guns bear approximately like so:
- .ne 1i
- .nf
- \\
- b----------------
- ---0
- \\
- \\
- \\ up to a range of ten (for round shot)
- \\
- \\
- \\
- .fi
- An interesting phenomenon occurred when a broadside was fired
- down the length of an enemy ship.
- The shot tended to bounce along the deck and did several times more damage.
- This phenomenon was called a rake.
- Because the bows of a ship are very strong and present a smaller
- target than the stern, a stern rake (firing from the stern to the bow) causes
- more damage than a bow rake.
- .nf
- b
- 00 ---- Stern rake!
- a
- .fi
- Most ships were equipped with carronades, which were very large, close
- range cannons.
- American ships from the revolution until the War of 1812
- were almost entirely armed with carronades.
- .PP
- The period of history covered in
- .I Sail
- is approximately from the 1770's until the end of Napoleonic France in 1815.
- There are many excellent books about the age of sail.
- My favorite author is Captain Frederick Marryat.
- More contemporary authors include C.S. Forester and Alexander Kent.
- .PP
- Fighting ships came in several sizes classed by armament.
- The mainstays of
- any fleet were its "Ships of the Line", or "Line of Battle Ships".
- They were so named because these ships fought together in great lines.
- They were
- close enough for mutual support, yet every ship could fire both its broadsides.
- We get the modern words "ocean liner," or "liner," and "battleship" from
- "ship of the line."
- The most common size was the 74 gun two decked ship of the line.
- The two gun decks usually mounted 18 and 24 pounder guns.
- .PP
- The pride of the fleet were the first rates.
- These were huge three decked ships of the line mounting 80 to 136 guns.
- The guns in the three tiers
- were usually 18, 24, and 32 pounders in that order from top to bottom.
- .PP
- Various other ships came next.
- They were almost all "razees," or ships of the line with one deck sawed off.
- They mounted 40-64 guns and were
- a poor cross between a frigate and a line of battle ship.
- They neither had the speed of the former nor the firepower of the latter.
- .PP
- Next came the "eyes of the fleet."
- Frigates came in many sizes mounting anywhere from 32 to 44 guns.
- They were very handy vessels.
- They could outsail anything bigger and outshoot anything smaller.
- Frigates didn't fight in lines of battle as the much bigger 74's did.
- Instead, they harassed the enemy's rear or captured crippled ships.
- They were much more useful in missions away from the fleet,
- such as cutting out expeditions or boat actions.
- They could hit hard and get away fast.
- .PP
- Lastly, there were the corvettes, sloops, and brigs.
- These were smaller ships mounting typically fewer than 20 guns.
- A corvette was only slightly
- smaller than a frigate, so one might have up to 30 guns.
- Sloops were used for carrying dispatches or passengers.
- Brigs were something you built for land-locked lakes.
- .SH SAIL PARTICULARS
- Ships in
- .I Sail
- are represented by two characters.
- One character represents the bow of
- the ship, and the other represents the stern.
- Ships have nationalities and numbers.
- The first ship of a nationality is number 0, the second
- number 1, etc.
- Therefore, the first British ship in a game would be printed as "b0".
- The second Brit would be "b1", and the fifth Don would be "s4".
- .PP
- Ships can set normal sails, called Battle Sails, or bend on extra canvas
- called Full Sails.
- A ship under full sail is a beautiful sight indeed,
- and it can move much faster than a ship under Battle Sails.
- The only trouble is, with full sails set, there is so much tension on sail and
- rigging that a well aimed round shot can burst a sail into ribbons where
- it would only cause a little hole in a loose sail.
- For this reason, rigging damage is doubled on a ship with full sails set.
- Don't let that discourage you from using full sails.
- I like to keep them up right into the heat of battle.
- A ship with full sails set has a capital letter for its nationality.
- E.g., a Frog, "f0", with full sails set would be printed as "F0".
- .PP
- When a ship is battered into a listing hulk, the last man aboard "strikes
- the colors."
- This ceremony is the ship's formal surrender.
- The nationality character of a surrendered ship is printed as "!".
- E.g., the Frog of our last example would soon be "!0".
- .PP
- A ship has a random chance of catching fire or sinking when it reaches the
- stage of listing hulk.
- A sinking ship has a "~" printed for its nationality,
- and a ship on fire and about to explode has a "#" printed.
- .PP
- Captured ships become the nationality of the prize crew.
- Therefore, if
- an American ship captures a British ship, the British ship will have an
- "a" printed for its nationality.
- In addition, the ship number is changed
- to "\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number,
- be it 0,1,2,3,4, or 5.
- E.g., the "b0" captured by an American becomes the
- "a\*[Am]".
- The "s4" captured by a Frog becomes the "f*".
- .PP
- The ultimate example is, of course, an exploding Brit captured by an
- American: "#\*[Am]".
- .SH MOVEMENT
- Movement is the most confusing part of
- .I Sail
- to many.
- Ships can head in 8 directions:
- .nf
- 0 0 0
- b b b0 b b b 0b b
- 0 0 0
- .fi
- The stern of a ship moves when it turns.
- The bow remains stationary.
- Ships can always turn, regardless of the wind (unless they are becalmed).
- All ships drift when they lose headway.
- If a ship doesn't move forward at all for two turns, it will begin to drift.
- If a ship has begun to
- drift, then it must move forward before it turns, if it plans to do
- more than make a right or left turn, which is always possible.
- .PP
- Movement commands to
- .I Sail
- are a string of forward moves and turns.
- An example is "l3".
- It will turn a ship left and then move it ahead 3 spaces.
- In the drawing above, the "b0" made 7 successive left turns.
- When
- .I Sail
- prompts you for a move, it prints three characters of import.
- E.g.,
- .nf
- move (7, 4):
- .fi
- The first number is the maximum number of moves you can make, including turns.
- The second number is the maximum number of turns you can make.
- Between the numbers is sometimes printed a quote "'".
- If the quote is present, it means that your ship has been drifting, and
- you must move ahead to regain headway before you turn (see note above).
- Some of the possible moves for the example above are as follows:
- .nf
- move (7, 4): 7
- move (7, 4): 1
- move (7, 4): d /* drift, or do nothing */
- move (7, 4): 6r
- move (7, 4): 5r1
- move (7, 4): 4r1r
- move (7, 4): l1r1r2
- move (7, 4): 1r1r1r1
- .fi
- Because square riggers performed so poorly sailing into the wind, if at
- any point in a movement command you turn into the wind, the movement stops
- there.
- E.g.,
- .ne 1i
- .nf
- move (7, 4): l1l4
- Movement Error;
- Helm: l1l
- .fi
- Moreover, whenever you make a turn, your movement allowance drops to
- min(what's left, what you would have at the new attitude).
- In short, if you turn closer to the wind, you most likely won't be able
- to sail the full allowance printed in the "move" prompt.
- .PP
- Old sailing captains had to keep an eye constantly on the wind.
- Captains in
- .I Sail
- are no different.
- A ship's ability to move depends on its attitude to the wind.
- The best angle possible is to have the wind off your quarter, that is,
- just off the stern.
- The direction rose on the side of the screen gives the
- possible movements for your ship at all positions to the wind.
- Battle
- sail speeds are given first, and full sail speeds are given in parenthesis.
- .nf
- 0 1(2)
- \\|/
- -^-3(6)
- /|\\
- | 4(7)
- 3(6)
- .fi
- Pretend the bow of your ship (the "^") is pointing upward and the wind is
- blowing from the bottom to the top of the page.
- The numbers at the bottom "3(6)" will be your speed under battle or full
- sails in such a situation.
- If the wind is off your quarter, then you can move "4(7)".
- If the wind is off your beam, "3(6)".
- If the wind is off your bow, then you can only move "1(2)".
- Facing into the wind, you can't move at all.
- Ships facing into the wind were said to be "in irons".
- .SH WINDSPEED AND DIRECTION
- The windspeed and direction is displayed as a little weather vane on the
- side of the screen.
- The number in the middle of the vane indicates the wind
- speed, and the + to - indicates the wind direction.
- The wind blows from the + sign (high pressure) to the - sign (low pressure).
- E.g.,
- .nf
- |
- 3
- +
- .fi
- .PP
- The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
- 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
- If a hurricane shows up, all ships are destroyed.
- .SH GRAPPLING AND FOULING
- If two ships collide, they run the risk of becoming tangled together.
- This is called "fouling."
- Fouled ships are stuck together, and neither can move.
- They can unfoul each other if they want to.
- Boarding parties can only be
- sent across to ships when the antagonists are either fouled or grappled.
- .PP
- Ships can grapple each other by throwing grapnels into the rigging of
- the other.
- .PP
- The number of fouls and grapples you have are displayed on the upper
- right of the screen.
- .SH BOARDING
- Boarding was a very costly venture in terms of human life.
- Boarding parties may be formed in
- .I Sail
- to either board an enemy ship or to defend your own ship against attack.
- Men organized as Defensive Boarding Parties fight twice as hard to save
- their ship as men left unorganized.
- .PP
- The boarding strength of a crew depends upon its quality and upon the
- number of men sent.
- .SH CREW QUALITY
- The British seaman was world renowned for his sailing abilities.
- American sailors, however, were actually the best seamen in the world.
- Because the
- American Navy offered twice the wages of the Royal Navy, British seamen
- who liked the sea defected to America by the thousands.
- .PP
- In
- .I Sail,
- crew quality is quantized into 5 energy levels.
- "Elite" crews can outshoot and outfight all other sailors.
- "Crack" crews are next.
- "Mundane" crews
- are average, and "Green" and "Mutinous" crews are below average.
- A good rule of thumb is that "Crack" or "Elite" crews get one extra hit
- per broadside compared to "Mundane" crews.
- Don't expect too much from
- "Green" crews.
- .pl -1
- .SH BROADSIDES
- Your two broadsides may be loaded with four kinds of shot: grape, chain,
- round, and double.
- You have guns and carronades in both the port and starboard batteries.
- Carronades only have a range of two, so you have to get in
- close to be able to fire them.
- You have the choice of firing at the hull or rigging of another ship.
- If the range of the ship is greater than 6,
- then you may only shoot at the rigging.
- .PP
- The types of shot and their advantages are:
- .SH ROUND
- Range of 10.
- Good for hull or rigging hits.
- .SH DOUBLE
- Range of 1.
- Extra good for hull or rigging hits.
- Double takes two turns to load.
- .SH CHAIN
- Range of 3.
- Excellent for tearing down rigging.
- Cannot damage hull or guns, though.
- .SH GRAPE
- Range of 1.
- Sometimes devastating against enemy crews.
- .PP
- On the side of the screen is displayed some vital information about your
- ship:
- .nf
- Load D! R!
- Hull 9
- Crew 4 4 2
- Guns 4 4
- Carr 2 2
- Rigg 5 5 5 5
- .fi
- "Load" shows what your port (left) and starboard (right) broadsides are
- loaded with.
- A "!" after the type of shot indicates that it is an initial broadside.
- Initial broadside were loaded with care before battle and before
- the decks ran red with blood.
- As a consequence, initial broadsides are a
- little more effective than broadsides loaded later.
- A "*" after the type of shot indicates that the gun
- crews are still loading it, and you cannot fire yet.
- "Hull" shows how much hull you have left.
- "Crew" shows your three sections of crew.
- As your crew dies off, your ability to fire decreases.
- "Guns" and "Carr" show your port and starboard guns.
- As you lose guns, your ability to fire decreases.
- "Rigg" shows how much rigging you have on your 3 or 4 masts.
- As rigging is shot away, you lose mobility.
- .SH EFFECTIVENESS OF FIRE
- It is very dramatic when a ship fires its thunderous broadsides, but the
- mere opportunity to fire them does not guarantee any hits.
- Many factors influence the destructive force of a broadside.
- First of all, and the chief factor, is distance.
- It is harder to hit a ship at range ten than it is
- to hit one sloshing alongside.
- Next is raking.
- Raking fire, as mentioned before, can sometimes dismast a ship at range ten.
- Next, crew size and quality affects the damage done by a broadside.
- The number of guns firing also bears on the point, so to speak.
- Lastly, weather affects the accuracy of a broadside.
- If the seas are high (5 or 6), then the lower gunports
- of ships of the line can't even be opened to run out the guns.
- This gives frigates and other flush decked vessels an advantage in a storm.
- The scenario
- .I Pellew vs. The Droits de L'Homme
- takes advantage of this peculiar circumstance.
- .SH REPAIRS
- Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
- two points per three turns.
- The message "Repairs Completed" will be printed if no more repairs can be made.
- .SH PECULIARITIES OF COMPUTER SHIPS
- Computer ships in
- .I Sail
- follow all the rules above with a few exceptions.
- Computer ships never repair damage.
- If they did, the players could never beat them.
- They play well enough as it is.
- As a consolation, the computer ships can fire double shot every turn.
- That fluke is a good reason to keep your distance.
- The
- .I Driver
- figures out the moves of the computer ships.
- It computes them with a typical A.I. distance
- function and a depth first search to find the maximum "score."
- It seems to work fairly well, although I'll be the first to admit it isn't
- perfect.
- .SH HOW TO PLAY
- Commands are given to
- .I Sail
- by typing a single character.
- You will then be prompted for further input.
- A brief summary of the commands follows.
- .br
- .SH COMMAND SUMMARY
- .nf
- 'f' Fire broadsides if they bear
- 'l' Reload
- 'L' Unload broadsides (to change ammo)
- 'm' Move
- 'i' Print the closest ship
- 'I' Print all ships
- 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
- 's' Send a message around the fleet
- 'b' Attempt to board an enemy ship
- 'B' Recall boarding parties
- 'c' Change set of sail
- 'r' Repair
- 'u' Attempt to unfoul
- 'g' Grapple/ungrapple
- 'v' Print version number of game
- '^L' Redraw screen
- 'Q' Quit
- 'C' Center your ship in the window
- 'U' Move window up
- 'D','N' Move window down
- 'H' Move window left
- 'J' Move window right
- 'S' Toggle window to follow your ship or stay where it is
- .fi
- .bg
- .SH SCENARIOS
- Here is a summary of the scenarios in
- .I Sail:
- .br
- .SH Ranger vs. Drake:
- .nf
- Wind from the N, blowing a fresh breeze.
- (a) Ranger 19 gun Sloop (crack crew) (7 pts)
- (b) Drake 17 gun Sloop (crack crew) (6 pts)
- .SH The Battle of Flamborough Head:
- .nf
- Wind from the S, blowing a fresh breeze.
- .fi
- This is John Paul Jones' first famous battle.
- Aboard the Bonhomme
- Richard, he was able to overcome the Serapis's greater firepower
- by quickly boarding her.
- .nf
- (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
- (b) Serapis 44 gun Frigate (crack crew) (12 pts)
- .SH Arbuthnot and Des Touches:
- .nf
- Wind from the N, blowing a gale.
- (b) America 64 gun Ship of the Line (crack crew) (20 pts)
- (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
- (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
- (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
- (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
- (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
- (f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts)
- (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
- (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
- (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
- .SH Suffren and Hughes:
- .nf
- Wind from the S, blowing a fresh breeze.
- (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
- (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
- (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
- (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
- (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
- (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
- (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
- (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
- (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
- (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
- .SH Nymphe vs. Cleopatre:
- .nf
- Wind from the S, blowing a fresh breeze.
- (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
- (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
- .SH Mars vs. Hercule:
- Wind from the S, blowing a fresh breeze.
- .nf
- (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
- (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
- .SH Ambuscade vs. Baionnaise:
- .nf
- Wind from the N, blowing a fresh breeze.
- (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
- (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
- .SH Constellation vs. Insurgent:
- .nf
- Wind from the S, blowing a gale.
- (a) Constellation 38 gun Corvette (elite crew) (17 pts)
- (f) Insurgent 36 gun Corvette (average crew) (11 pts)
- .SH Constellation vs. Vengeance:
- .nf
- Wind from the S, blowing a fresh breeze.
- (a) Constellation 38 gun Corvette (elite crew) (17 pts)
- (f) Vengeance 40 gun Frigate (average crew) (15 pts)
- .SH The Battle of Lissa:
- .nf
- Wind from the S, blowing a fresh breeze.
- (b) Amphion 32 gun Frigate (elite crew) (13 pts)
- (b) Active 38 gun Frigate (elite crew) (18 pts)
- (b) Volage 22 gun Frigate (elite crew) (11 pts)
- (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
- (f) Favorite 40 gun Frigate (average crew) (15 pts)
- (f) Flore 40 gun Frigate (average crew) (15 pts)
- (f) Danae 40 gun Frigate (crack crew) (17 pts)
- (f) Bellona 32 gun Frigate (green crew) (9 pts)
- (f) Corona 40 gun Frigate (green crew) (12 pts)
- (f) Carolina 32 gun Frigate (green crew) (7 pts)
- .SH Constitution vs. Guerriere:
- .nf
- Wind from the SW, blowing a gale.
- (a) Constitution 44 gun Corvette (elite crew) (24 pts)
- (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
- .SH United States vs. Macedonian:
- .nf
- Wind from the S, blowing a fresh breeze.
- (a) United States 44 gun Frigate (elite crew) (24 pts)
- (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
- .SH Constitution vs. Java:
- .nf
- Wind from the S, blowing a fresh breeze.
- (a) Constitution 44 gun Corvette (elite crew) (24 pts)
- (b) Java 38 gun Corvette (crack crew) (19 pts)
- .SH Chesapeake vs. Shannon:
- .nf
- Wind from the S, blowing a fresh breeze.
- (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
- (b) Shannon 38 gun Frigate (elite crew) (17 pts)
- .SH The Battle of Lake Erie:
- .nf
- Wind from the S, blowing a light breeze.
- (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
- (a) Niagara 20 gun Sloop (elite crew) (12 pts)
- (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
- (b) Detroit 19 gun Sloop (crack crew) (7 pts)
- (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
- .SH Wasp vs. Reindeer:
- .nf
- Wind from the S, blowing a light breeze.
- (a) Wasp 20 gun Sloop (elite crew) (12 pts)
- (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
- .SH Constitution vs. Cyane and Levant:
- .br
- Wind from the S, blowing a moderate breeze.
- (a) Constitution 44 gun Corvette (elite crew) (24 pts)
- (b) Cyane 24 gun Sloop (crack crew) (11 pts)
- (b) Levant 20 gun Sloop (crack crew) (10 pts)
- .br
- .SH Pellew vs. Droits de L'Homme:
- .nf
- Wind from the N, blowing a gale.
- (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
- (b) Amazon 36 gun Frigate (crack crew) (14 pts)
- (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
- .SH Algeciras:
- .nf
- Wind from the SW, blowing a moderate breeze.
- (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
- (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
- (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
- (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
- (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
- (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
- (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
- (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
- (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
- (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
- .SH Lake Champlain:
- .nf
- Wind from the N, blowing a fresh breeze.
- (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
- (a) Eagle 20 gun Sloop (crack crew) (11 pts)
- (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
- (a) Preble 7 gun Brig (crack crew) (4 pts)
- (b) Confiance 37 gun Frigate (crack crew) (14 pts)
- (b) Linnet 16 gun Sloop (elite crew) (10 pts)
- (b) Chubb 11 gun Brig (crack crew) (5 pts)
- .SH Last Voyage of the USS President:
- .nf
- Wind from the N, blowing a fresh breeze.
- (a) President 44 gun Frigate (elite crew) (24 pts)
- (b) Endymion 40 gun Frigate (crack crew) (17 pts)
- (b) Pomone 44 gun Frigate (crack crew) (20 pts)
- (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
- .SH Hornblower and the Natividad:
- .nf
- Wind from the E, blowing a gale.
- .fi
- A scenario for you Horny fans.
- Remember, he sank the Natividad against heavy odds and winds.
- Hint: don't try to board the Natividad,
- her crew is much bigger, albeit green.
- .nf
- (b) Lydia 36 gun Frigate (elite crew) (13 pts)
- (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
- .SH Curse of the Flying Dutchman:
- .nf
- Wind from the S, blowing a fresh breeze.
- Just for fun, take the Piece of cake.
- (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
- (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
- .SH The South Pacific:
- .nf
- Wind from the S, blowing a strong breeze.
- (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
- (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
- (s) Australian 32 gun Frigate (average crew) (9 pts)
- (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
- .SH Hornblower and the battle of Rosas bay:
- .nf
- Wind from the E, blowing a fresh breeze.
- .fi
- The only battle Hornblower ever lost.
- He was able to dismast one ship and stern rake the others though.
- See if you can do as well.
- .nf
- (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
- (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
- (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
- (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
- (f) Napoleon 74 gun Ship of the Line (green crew) (20 pts)
- .SH Cape Horn:
- .nf
- Wind from the NE, blowing a strong breeze.
- (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
- (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
- (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
- (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
- (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
- .SH New Orleans:
- .nf
- Wind from the SE, blowing a fresh breeze.
- Watch that little Cypress go!
- (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
- (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
- (b) Cypress 44 gun Frigate (elite crew) (14 pts)
- .SH Botany Bay:
- .nf
- Wind from the N, blowing a fresh breeze.
- (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
- (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
- (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
- .SH Voyage to the Bottom of the Sea:
- .nf
- Wind from the NW, blowing a fresh breeze.
- This one is dedicated to Richard Basehart and David Hedison.
- (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
- (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
- (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
- (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
- .SH Frigate Action:
- .nf
- Wind from the E, blowing a fresh breeze.
- (a) Killdeer 40 gun Frigate (average crew) (15 pts)
- (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
- (s) Curlew 38 gun Frigate (crack crew) (16 pts)
- .SH The Battle of Midway:
- .nf
- Wind from the E, blowing a moderate breeze.
- (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
- (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
- (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
- (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
- (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
- (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
- .SH Star Trek:
- .nf
- Wind from the S, blowing a fresh breeze.
- (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
- (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
- (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
- (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
- (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
- (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
- (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
- (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
- .SH CONCLUSION
- .I Sail
- has been a group effort.
- .SH AUTHOR
- Dave Riggle
- .SH CO-AUTHOR
- Ed Wang
- .SH REFITTING
- Craig Leres
- .SH CONSULTANTS
- .nf
- Chris Guthrie
- Captain Happy
- Horatio Nelson
- and many valiant others...
- .fi
- .SH REFERENCES
- .nf
- Wooden Ships \*[Am] Iron Men, by Avalon Hill
- Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
- Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
- The Complete Works of Captain Frederick Marryat, (about 20) especially
- .in +6n
- Mr. Midshipman Easy
- Peter Simple
- Jacob Faithful
- Japhet in Search of a Father
- Snarleyyow, or The Dog Fiend
- Frank Mildmay, or The Naval Officer
- .in -6n
- .SH BUGS
- Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
- "edward@ucbarpa.berkeley.edu"
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