trusty (6) sail.6.gz

Provided by: bsdgames_2.17-21_amd64 bug

NAME

       sail - multi-user wooden ships and iron men

SYNOPSIS

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

DESCRIPTION

       Sail  is  a  computer  version  of  Avalon  Hill's game of fighting sail originally developed by S. Craig
       Taylor.

       Players of 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.

       As a sea captain in the 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.'

       The flags are:

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

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

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

       -b     No bells.

IMPLEMENTATION

       Sail is really two programs in one.  Each player starts up  a  process  which  runs  his  own  ship.   In
       addition,  a  driver  process  is forked (by the first player) to run the computer ships and take care of
       global bookkeeping.

       Because the driver 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 operating system 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, 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,  Sail  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/#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.

       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 Sail temporary file and its link file.

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.

       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.

THE HISTORY OF SAIL

       I wrote the first version of 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.  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).

       Captain Happy (Craig Leres) is responsible for making 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 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.

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

       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.

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:

              \
               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 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.

       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.

       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 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.

       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.

SAIL PARTICULARS

       Ships  in  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".

       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".

       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: "#".

MOVEMENT

       Movement is the most confusing part of Sail 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 possible.

       Movement  commands  to 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 Sail 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.  Captains in 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.

                            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".

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.,

                           |
                           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.

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.

       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.

BOARDING

       Boarding was a very costly venture in terms of human life.  Boarding parties may be  formed  in  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.

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

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.

       In 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.

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.

       The types of shot and their advantages are:

ROUND

       Range of 10.  Good for hull or rigging hits.

DOUBLE

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

CHAIN

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

GRAPE

       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 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.

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
       Pellew vs. The Droits de L'Homme takes advantage of this peculiar circumstance.

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.

PECULIARITIES OF COMPUTER SHIPS

       Computer ships in 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 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.

HOW TO PLAY

       Commands are given to Sail by typing a single character.  You will then be prompted for further input.  A
       brief summary of the commands follows.

COMMAND SUMMARY

           '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

SCENARIOS

       Here is a summary of the scenarios in Sail:

Ranger vs. Drake:

       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)

The Battle of Flamborough Head:

       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)

Arbuthnot and Des Touches:

       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)

Suffren and Hughes:

       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)

Nymphe vs. Cleopatre:

       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)

Mars vs. Hercule:

       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)

Ambuscade vs. Baionnaise:

       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)

Constellation vs. Insurgent:

       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)

Constellation vs. Vengeance:

       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)

The Battle of Lissa:

       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)

Constitution vs. Guerriere:

       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)

United States vs. Macedonian:

       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)

Constitution vs. Java:

       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)

Chesapeake vs. Shannon:

       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)

The Battle of Lake Erie:

       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)

Wasp vs. Reindeer:

       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)

Constitution vs. Cyane and Levant:

       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)

Pellew vs. Droits de L'Homme:

       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)

Algeciras:

       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)

Lake Champlain:

       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)

Last Voyage of the USS President:

       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)

Hornblower and the Natividad:

       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)

Curse of the Flying Dutchman:

       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)

The South Pacific:

       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)

Hornblower and the battle of Rosas bay:

       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)

Cape Horn:

       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)

New Orleans:

       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)

Botany Bay:

       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)

Voyage to the Bottom of the Sea:

       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)

Frigate Action:

       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)

The Battle of Midway:

       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)

Star Trek:

       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)

CONCLUSION

       Sail has been a group effort.

AUTHOR

       Dave Riggle

CO-AUTHOR

       Ed Wang

REFITTING

       Craig Leres

CONSULTANTS

       Chris Guthrie
       Captain Happy
       Horatio Nelson
            and many valiant others...

REFERENCES

       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

BUGS

       Probably a few, and please report them to "riggle@ernie.berkeley.edu" and "edward@ucbarpa.berkeley.edu"