
					  SSAAIILL((66))"March 12, 1988"



NNAAMMEE
     sail - multi-user wooden ships and iron men

SSYYNNOOPPSSIISS
     ssaaiill [ --ss [ --ll ] ] [ --xx ] [ --bb ] [ nnuumm ]

DDEESSCCRRIIPPTTIIOONN
     _S_a_i_l is a computer version of Avalon Hill's game of fighting
     sail originally 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 historical sea battles recorded in the game,
     or they can choose a fictional 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 broad-
     sides.  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  de-
     cided  by  the  ability  of one captain to hold the `weather
     gage.'

     The flags are:

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

     --ll   Show the login name.  Only effective with --ss.

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

     --bb   No bells.

IIMMPPLLEEMMEENNTTAATTIIOONN
     _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 pro-
     cess  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  operating system _S_a_i_l was first written under, the com-
     municating 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

     2
     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 _S_a_i_l temporary  file
     and its link file.

CCOONNSSEEQQUUEENNCCEESS OOFF SSEEPPAARRAATTEE PPLLAAYYEERR AANNDD DDRRIIVVEERR PPRROOCCEESSSSEESS
     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 tempo-
     rary 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 ac-
     cesses to the temporary file.  Finally, when the player pro-
     cess gets around to doing another 7 second update,  the  re-
     sults 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 asyn-
     chrony) 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 sec-
     ond  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 up-
     date "overwrite" each other, in a sense.

TTHHEE HHIISSTTOORRYY OOFF SSAAIILL 
     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 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  _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
     example, 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.

HHIISSTTOORRIICCAALL IINNFFOO
     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 ap-
     proximately 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 revolu-
     tion 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  Napoleanic  France  in  1815.
     There  are  many  excellent books about the age of sail.  My
     favorite author is Captain Frederick Marryat.  More  contem-
     porary 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 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  out-
     shoot  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.

SSAAIILL PPAARRTTIICCUULLAARRSS
     Ships  in _S_a_i_l are represented by two characters.  One char-
     acter represents the bow of the ship, and the  other  repre-
     sents 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 na-
     tionality.  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 surren-
     dered 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 be-
     comes the "a&".  The "s4" captured by  a  Frog  becomes  the
     "f*".

     The  ultimate  example is, of course, an exploding Brit cap-
     tured by an American:  "#&".

MMOOVVEEMMEENNTT
     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 possible.

     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  some-
     times  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 fol-
     lows:

     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 at-
     titude).  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 _S_a_i_l are no different.  A ship's  ability
     to move depends on its attitide 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".

WWIINNDDSSPPEEEEDD AANNDD DDIIRREECCTTIIOONN
     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 = mod-
     erate breeze, 3 = fresh breeze, 4 = strong breeze, 5 = gale,
     6 = full gale, 7 = hurricane.  If a hurricane shows up,  all
     ships are destroyed.

GGRRAAPPPPLLIINNGG AANNDD FFOOUULLIINNGG
     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.

BBOOAARRDDIINNGG
     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 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.

CCRREEWW QQUUAALLIITTYY
     The British seaman was world renowned for his sailing abili-
     ties.   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 _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.

BBRROOAADDSSIIDDEESS
     Your two broadsides may be loaded with four kinds  of  shot:
     grape,  chain,  round,  and  double.  You have guns and car-
     ronades in both the  port  and  starboard  batteries.   Car-
     ronades  only  have  a  range  of two, so you have to get in
     close to be able to fire them.  You have the choice of  fir-
     ing 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:

RROOUUNNDD
     Range of 10.  Good for hull or rigging hits.

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

CCHHAAIINN
     Range of 3. Excellent for tearing down rigging.  Cannot dam-
     age hull or guns, though.

GGRRAAPPEE
     Range of 1. Sometimes devastating against enemy crews.

     On  the  side of the screen is displayed some vital informa-
     tion 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  broad-
     side  were  loaded  with  care  before battle and before the
     decks ran red with blood.  As a consequence, initial  broad-
     sides  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  star-
     board  guns.   As  you  lose  guns, your ability to fire de-
     creases.  "Rigg" shows how much rigging you have on  your  3
     or 4 masts.  As rigging is shot away, you lose mobility.

EEFFFFEECCTTIIVVEENNEESSSS OOFF FFIIRREE
     It  is very dramatic when a ship fires its thunderous broad-
     sides, but the mere opportunity to fire them does not  guar-
     antee  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.   Rak-
     ing  fire, as mentioned before, can sometimes dismast a ship
     at range ten.  Next, crew size and quality affects the  dam-
     age  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.

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

PPEECCUULLIIAARRIITTIIEESS OOFF CCOOMMPPUUTTEERR SSHHIIPPSS
     Computer ships in _S_a_i_l 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 _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.

HHOOWW TTOO PPLLAAYY
     Commands are given to _S_a_i_l by  typing  a  single  character.
     You  will  then be prompted for further input.  A brief sum-
     mary of the commands follows.

CCOOMMMMAANNDD SSUUMMMMAARRYY

     '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


SSCCEENNAARRIIOOSS
     Here is a summary of the scenarios in _S_a_i_l_:


RRaannggeerr vvss.. DDrraakkee::
     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)

TThhee BBaattttllee ooff FFllaammbboorroouugghh HHeeaadd::
     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)

AArrbbuutthhnnoott aanndd DDeess TToouucchheess::
     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 Bougogne 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)

SSuuffffrreenn aanndd HHuugghheess::

     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)

NNyymmpphhee vvss.. CClleeooppaattrree::
     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)

MMaarrss vvss.. HHeerrccuullee::
     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)

AAmmbbuussccaaddee vvss.. BBaaiioonnnnaaiissee::
     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)

CCoonnsstteellllaattiioonn vvss.. IInnssuurrggeenntt::
     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)

CCoonnsstteellllaattiioonn vvss.. VVeennggeeaannccee::
     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)

TThhee BBaattttllee ooff LLiissssaa::
     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)

CCoonnssttiittuuttiioonn vvss.. GGuueerrrriieerree::
     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)

UUnniitteedd SSttaatteess vvss.. MMaacceeddoonniiaann::
     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)

CCoonnssttiittuuttiioonn vvss.. JJaavvaa::
     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)

CChheessaappeeaakkee vvss.. SShhaannnnoonn::
     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)

TThhee BBaattttllee ooff LLaakkee EErriiee::
     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)

WWaasspp vvss.. RReeiinnddeeeerr::
     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)

CCoonnssttiittuuttiioonn vvss.. CCyyaannee aanndd LLeevvaanntt::
     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)

PPeelllleeww vvss.. DDrrooiittss ddee LL''HHoommmmee::
     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)

AAllggeecciirraass::
     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)

LLaakkee CChhaammppllaaiinn::
     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)

LLaasstt VVooyyaaggee ooff tthhee UUSSSS PPrreessiiddeenntt::
     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)

HHoorrnnbblloowweerr aanndd tthhee NNaattiivviiddaadd::
     Wind from the E, blowing a gale.

     A scenario for you Horny fans.  Remember, he  sank  the  Na-
     tividad  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)

CCuurrssee ooff tthhee FFllyyiinngg DDuuttcchhmmaann::
     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)

TThhee SSoouutthh PPaacciiffiicc::
     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)

HHoorrnnbblloowweerr aanndd tthhee bbaattttllee ooff RRoossaass bbaayy::
     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) Napolean 74 gun Ship of the Line (green crew) (20 pts)

CCaappee HHoorrnn::
     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)

NNeeww OOrrlleeaannss::
     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)

BBoottaannyy BBaayy::
     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)

VVooyyaaggee ttoo tthhee BBoottttoomm ooff tthhee SSeeaa::
     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)

FFrriiggaattee AAccttiioonn::
     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)

TThhee BBaattttllee ooff MMiiddwwaayy::
     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)


SSttaarr TTrreekk::
     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)


CCOONNCCLLUUSSIIOONN

     _S_a_i_l has been a group effort.


AAUUTTHHOORR
     Dave Riggle

CCOO--AAUUTTHHOORR
     Ed Wang

RREEFFIITTTTIINNGG
     Craig Leres

CCOONNSSUULLTTAANNTTSS
     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

BBUUGGSS
     Probably  a  few,  and   please   report   them   to   "rig-
     gle@ernie.berkeley.edu" and "edward@ucbarpa.berkeley.edu"
