SAIL(6)
SAIL(6)



NNAAMMEE
       sail - multi-user wooden ships and iron men

SSYYNNOOPPSSIISS
       ssaaiill [ --ss [ --ll ] ] [ --xx ] [ --bb ]
       [ nnuumm ]

DDEESSCCRRIIPPTTIIOONN
       _S_a_i_l is a computer version of Avalon Hill's
       game of fighting sail orig‐ inally developed by
       S. Craig Taylor.

       Players of _S_a_i_l take command of an old fashioned
       Man of War  and  fight other  players or the computer.
       They may re-enact one of the many his‐ torical sea
       battles recorded in the game, or they  can  choose  a
       fic‐ tional battle.

       As a sea captain in the _S_a_i_l 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.'

       The flags are:

       --ss     Print the names and ships of the top ten
       sailors.

       --ll     Show the login name.  Only effective
       with --ss.

       --xx     Play the first available ship instead of
       prompting for a choice.

       --bb     No bells.

IIMMPPLLEEMMEENNTTAATTIIOONN
       _S_a_i_l  is  really  two programs in one.  Each
       player starts up a process which runs his own ship.
       In addition, a _d_r_i_v_e_r process is  forked
       (by the  first  player)  to  run the computer ships
       and take care of global bookkeeping.

       Because the _d_r_i_v_e_r must calculate moves
       for each ship it controls,  the more ships the computer
       is playing, the slower the game will appear.

       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.

       To implement a multi-user game in Version 7 UNIX,
       which was the operat‐ ing system _S_a_i_l 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, _S_a_i_l 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,
       _S_a_i_l uses a technique stolen from an old game
       called  "pubcaves" by Jeff Cohen.  Processes do a busy
       wait in the loop

                  for (n = 0; link(sync_file, sync_lock)
                  0  n  30; n++)
                                           sleep(2);

       until  they  are  able  to  create  a link to a file
       named "/tmp/#sail‐ lock.??".  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 tem‐ porary file.

       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 _S_a_i_l temporary file and its link file.

CCOONNSSEEQQUUEENNCCEESS OOFF
SSEEPPAARRAATTEE PPLLAAYYEERR AANNDD
DDRRIIVVEERR PPRROOCCEESSSSEESS
       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.

       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.

       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.

       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.

TTHHEE HHIISSTTOORRYY OOFF SSAAIILL
       I wrote the first version of _S_a_i_l 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.  _S_a_i_l uses no floating
       point, by the way, so the direction rou‐ tines 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).

       Captain Happy (Craig Leres) is responsible for making
       _S_a_i_l 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 _S_a_i_l_.
       Many of my structure references are so long that they
       run off the line printer page.  Here is an  exam‐ ple,
       if you promise not to laugh.

             specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts


       _S_a_i_l  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.

HHIISSTTOORRIICCAALL IINNFFOO
       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 com‐ pared to a
       68 gun broadside of  24  or  32  pounders.   The  guns
       bear approximately like so:

              \
               b----------------
           ---0
               \
                \
                 \     up to a range of ten (for round shot)
                  \
                   \
                    \

       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.

                               b
                              00   ----  Stern rake!
                                a

       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.

       The period of history covered in _S_a_i_l 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.

       Fighting ships came in several sizes classed by
       armament.   The  main‐ stays  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.

       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.

       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.

       Next  came the "eyes of the fleet."  Frigates came in
       many sizes mount‐ ing 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.

       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.

SSAAIILL PPAARRTTIICCUULLAARRSS
       Ships  in _S_a_i_l are represented by two
       characters.  One character repre‐ sents 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".

       Ships can set normal sails, called Battle Sails, or
       bend on extra  can‐ vas  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".

       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".

       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.

       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 "","'", "(", ,")", "*", 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".
       The "s4" captured by a Frog becomes the "f*".

       The ultimate example is, of course, an exploding Brit
       captured  by  an American: "#".

MMOOVVEEMMEENNTT
       Movement is the most confusing part of _S_a_i_l
       to many.  Ships can head in 8 directions:

                                        0      0      0
               b       b       b0      b       b
               b       0b      b 0        0
               0

       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 possi‐ ble.

       Movement commands to _S_a_i_l 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 _S_a_i_l prompts you
       for a move, it prints three characters of import.  E.g.,
            move (7, 4):
       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:

            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

       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.,

            move (7, 4): l1l4 Movement Error; Helm: l1l

       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.

       Old sailing captains had to keep an eye constantly
       on the  wind.   Cap‐ tains  in  _S_a_i_l  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.

                            0 1(2)
                           \|/ -^-3(6) /|\
                            | 4(7)
                           3(6)

       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".

WWIINNDDSSPPEEEEDD AANNDD
DDIIRREECCTTIIOONN
       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.,

                           | 3 +

       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.

GGRRAAPPPPLLIINNGG AANNDD FFOOUULLIINNGG
       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
       par‐ ties  can  only be sent across to ships when
       the antagonists are either fouled or grappled.

       Ships can grapple each other by throwing grapnels into
       the  rigging  of the other.

       The  number  of  fouls and grapples you have are
       displayed on the upper right of the screen.

BBOOAARRDDIINNGG
       Boarding was a very costly venture in terms of
       human  life.   Boarding parties  may  be  formed  in
       _S_a_i_l  to either board an enemy ship or to
       defend your own ship against attack.  Men organized
       as Defensive Board‐ ing  Parties fight twice as hard
       to save their ship as men left unorga‐ nized.

       The boarding strength of a crew depends upon its
       quality and  upon  the number of men sent.

CCRREEWW QQUUAALLIITTYY
       The British seaman was world renowned for his
       sailing abilities.  Amer‐ ican 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.

       In _S_a_i_l_, 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.

BBRROOAADDSSIIDDEESS
       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.

       The types of shot and their advantages are:

RROOUUNNDD
       Range of 10.  Good for hull or rigging hits.

DDOOUUBBLLEE
       Range of 1.  Extra good for hull or rigging  hits.
       Double  takes  two turns to load.

CCHHAAIINN
       Range of 3.  Excellent for tearing down rigging.
       Cannot damage hull or guns, though.

GGRRAAPPEE
       Range of 1.  Sometimes devastating against enemy crews.

       On the side of the screen is displayed  some  vital
       information  about your ship:

                      Load  D! R!  Hull  9 Crew  4  4  2 Guns
                      4  4 Carr  2  2 Rigg  5 5 5 5

       "Load" shows what your port (left) and starboard
       (right) broadsides are loaded with.  A "!" after
       the type of shot indicates that it is an ini‐ tial
       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 load‐ ing  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 rig‐ ging is shot away, you lose mobility.

EEFFFFEECCTTIIVVEENNEESSSS OOFF FFIIRREE
       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 _P_e_l_l_e_w _v_s_. _T_h_e
       _D_r_o_i_t_s _d_e _L_'_H_o_m_m_e takes
       advantage of this peculiar circumstance.

RREEPPAAIIRRSS
       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.

PPEECCUULLIIAARRIITTIIEESS OOFF
CCOOMMPPUUTTEERR SSHHIIPPSS
       Computer ships in _S_a_i_l follow all the rules
       above  with  a  few  excep‐ tions.   Computer  ships
       never repair damage.  If they did, the players could
       never beat them.  They play well enough as it is.
       As a  consola‐ tion,  the  computer ships can fire
       double shot every turn.  That fluke is a good reason to
       keep your distance.  The  _D_r_i_v_e_r  figures
       out  the moves of the computer ships.  It computes
       them with a typical A.I. dis‐ tance 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.

HHOOWW TTOO PPLLAAYY
       Commands are given to _S_a_i_l by typing a single
       character.  You will then be  prompted  for  further
       input.  A brief summary of the commands fol‐ lows.

CCOOMMMMAANNDD SSUUMMMMAARRYY
           '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


SSCCEENNAARRIIOOSS
       Here is a summary of the scenarios in _S_a_i_l_:


RRaannggeerr vvss.. DDrraakkee::
       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)

TThhee BBaattttllee ooff
FFllaammbboorroouugghh HHeeaadd::
       Wind from the S, blowing a fresh breeze.

       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.

       (a) Bonhomme Rich     42 gun Corvette (crack crew)
       (11 pts) (b) Serapis           44 gun Frigate (crack
       crew) (12 pts)

AArrbbuutthhnnoott aanndd DDeess
TToouucchheess::
       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)

SSuuffffrreenn aanndd HHuugghheess::
       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)

NNyymmpphhee vvss.. CClleeooppaattrree::
       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)

MMaarrss vvss.. HHeerrccuullee::
       Wind from the S, blowing a fresh breeze.  (b) Mars
       74 gun Ship of the Line (crack crew) (26 pts) (f)
       Hercule           74 gun Ship of the Line (average crew)
       (23 pts)

AAmmbbuussccaaddee
vvss.. BBaaiioonnnnaaiissee::
       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)

CCoonnsstteellllaattiioonn
vvss.. IInnssuurrggeenntt::
       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)

CCoonnsstteellllaattiioonn
vvss.. VVeennggeeaannccee::
       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)

TThhee BBaattttllee ooff LLiissssaa::
       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)

CCoonnssttiittuuttiioonn
vvss.. GGuueerrrriieerree::
       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)

UUnniitteedd SSttaatteess
vvss.. MMaacceeddoonniiaann::
       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)

CCoonnssttiittuuttiioonn vvss.. JJaavvaa::
       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)

CChheessaappeeaakkee
vvss.. SShhaannnnoonn::
       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)

TThhee BBaattttllee ooff LLaakkee
EErriiee::
       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)

WWaasspp vvss.. RReeiinnddeeeerr::
       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)

CCoonnssttiittuuttiioonn vvss.. CCyyaannee
aanndd LLeevvaanntt::
       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)

PPeelllleeww vvss.. DDrrooiittss ddee
LL''HHoommmmee::
       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)

AAllggeecciirraass::
       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)

LLaakkee CChhaammppllaaiinn::
       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)

LLaasstt VVooyyaaggee ooff tthhee UUSSSS
PPrreessiiddeenntt::
       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)

HHoorrnnbblloowweerr aanndd tthhee
NNaattiivviiddaadd::
       Wind from the E, blowing a gale.

       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.

       (b) Lydia             36 gun Frigate (elite crew)
       (13 pts) (s) Natividad         50 gun Ship of the Line
       (green crew) (14 pts)

CCuurrssee ooff tthhee FFllyyiinngg
DDuuttcchhmmaann::
       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)

TThhee SSoouutthh PPaacciiffiicc::
       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)

HHoorrnnbblloowweerr aanndd tthhee
bbaattttllee ooff RRoossaass bbaayy::
       Wind from the E, blowing a fresh breeze.

       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.

       (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)

CCaappee HHoorrnn::
       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)

NNeeww OOrrlleeaannss::
       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)

BBoottaannyy BBaayy::
       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)

VVooyyaaggee ttoo tthhee BBoottttoomm ooff
tthhee SSeeaa::
       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)

FFrriiggaattee AAccttiioonn::
       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)

TThhee BBaattttllee ooff MMiiddwwaayy::
       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)


SSttaarr TTrreekk::
       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)


CCOONNCCLLUUSSIIOONN
       _S_a_i_l has been a group effort.


AAUUTTHHOORR
       Dave Riggle

CCOO--AAUUTTHHOORR
       Ed Wang

RREEFFIITTTTIINNGG
       Craig Leres

CCOONNSSUULLTTAANNTTSS
       Chris Guthrie Captain Happy Horatio Nelson
            and many valiant others...

RREEFFEERREENNCCEESS
       Wooden Ships  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
             Mr. Midshipman Easy Peter Simple Jacob Faithful
             Japhet in Search of a Father Snarleyyow, or The
             Dog Fiend Frank Mildmay, or The Naval Officer

BBUUGGSS
       Probably  a  few, and please report
       them to "riggle@ernie.berkeley.edu" and
       "edward@ucbarpa.berkeley.edu"



4th Berkeley Distribution        June 1, 1994
SAIL(6)
