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28 .\" @(#)sail.6 8.2 (Berkeley) 12/30/93
29 .\" $FreeBSD: src/games/sail/sail.6,v 1.5.2.1 2001/07/22 11:32:37 dd Exp $
30 .\" $DragonFly: src/games/sail/sail.6,v 1.2 2003/06/17 04:25:25 dillon Exp $
32 .TH SAIL 6 "December 30, 1993"
35 sail \- multi-user wooden ships and iron men
53 is a computer version of Avalon Hill's game of fighting sail
54 originally developed by S. Craig Taylor.
58 take command of an old fashioned Man of War and fight other
59 players or the computer. They may re-enact one of the many
60 historical sea battles recorded in the game, or they can choose
63 As a sea captain in the
65 Navy, the player has complete control over the workings of his ship.
66 He must order every maneuver, change the set of his sails, and judge the
67 right moment to let loose the terrible destruction of his broadsides.
68 In addition to fighting the enemy, he must harness the powers of the wind
69 and sea to make them work for him. The outcome of many battles during the
70 age of sail was decided by the ability of one captain to hold the `weather
76 Print the names and ships of the top ten sailors.
79 Show the login name. Only effective with \fB-s\fP.
82 Play the first available ship instead of prompting for a choice.
88 is really two programs in one. Each player starts up a process which
89 runs his own ship. In addition, a
91 process is forked (by the first player) to run the computer ships
92 and take care of global bookkeeping.
96 must calculate moves for each ship it controls, the
97 more ships the computer is playing, the slower the game will appear.
99 If a player joins a game in progress, he will synchronize
100 with the other players (a rather slow process for everyone), and
101 then he may play along with the rest.
103 To implement a multi-user game in Version 7 UNIX, which was the operating
106 was first written under, the communicating processes must use a common
107 temporary file as a place to read and write messages. In addition, a
108 locking mechanism must be provided to ensure exclusive access to the
109 shared file. For example,
111 uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
112 corresponding file names for the other scenarios. To provide exclusive
113 access to the temporary file,
115 uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
116 Processes do a busy wait in the loop
120 for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
124 until they are able to create a link to a file named "/tmp/#saillock.??".
125 The "??" correspond to the scenario number of the game. Since UNIX
126 guarantees that a link will point to only one file, the process that succeeds
127 in linking will have exclusive access to the temporary file.
129 Whether or not this really works is open to speculation. When ucbmiro
130 was rebooted after a crash, the file system check program found 3 links
133 temporary file and its link file.
134 .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
135 When players do something of global interest, such as moving or firing,
136 the driver must coordinate the action with the other ships in the game.
137 For example, if a player wants to move in a certain direction, he writes a
138 message into the temporary file requesting the driver to move his ship.
139 Each ``turn,'' the driver reads all the messages sent from the players and
140 decides what happened. It then writes back into the temporary file new
141 values of variables, etc.
143 The most noticeable effect this communication has on the game is the
144 delay in moving. Suppose a player types a move for his ship and hits
145 return. What happens then? The player process saves up messages to
146 be written to the temporary file in a buffer. Every 7 seconds or so, the
147 player process gets exclusive access to the temporary file and writes
148 out its buffer to the file. The driver, running asynchronously, must
149 read in the movement command, process it, and write out the results. This
150 takes two exclusive accesses to the temporary file. Finally, when the player
151 process gets around to doing another 7 second update, the results of the
152 move are displayed on the screen. Hence, every movement requires four
153 exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
154 depending upon asynchrony) before the player sees the results of his moves.
156 In practice, the delays are not as annoying as they would appear. There
157 is room for "pipelining" in the movement. After the player writes out
158 a first movement message, a second movement command can then be issued.
159 The first message will be in the temporary file waiting for the driver, and
160 the second will be in the file buffer waiting to be written to the file.
161 Thus, by always typing moves a turn ahead of the time, the player can
162 sail around quite quickly.
164 If the player types several movement commands between two 7 second updates,
165 only the last movement command typed will be seen by the driver. Movement
166 commands within the same update "overwrite" each other, in a sense.
167 .SH THE HISTORY OF SAIL
168 I wrote the first version of
170 on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
171 not portable in any sense of the word, and didn't work. The program was not
172 very modular and had fseeks() and fwrites() every few lines. After a
173 tremendous rewrite from the top down, I got the first working version up by
174 1981. There were several annoying bugs concerning firing broadsides and
177 uses no floating point, by the way, so the direction routines are rather
179 Ed Wang rewrote my angle() routine in 1981 to be more correct (although
180 it still doesn't work perfectly), and he added code to let a player select
181 which ship he wanted at the start of the game (instead of the first one
184 Captain Happy (Craig Leres) is responsible for making
186 portable for the first time. This was no easy task, by the way. Constants
187 like 2 and 10 were very frequent in the code. I also became famous for
188 using "Riggle Memorial Structures" in
190 Many of my structure references are so long that they run off the line
191 printer page. Here is an example, if you promise not to laugh.
195 specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
200 received its fourth and most thorough rewrite in the summer and fall
201 of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
202 almost from scratch. Although he introduced many new bugs, the final
203 result was very much cleaner and (?) faster. He added window movement
204 commands and find ship commands.
206 Old Square Riggers were very maneuverable ships capable of intricate
207 sailing. Their only disadvantage was an inability to sail very
208 close to the wind. The design of a wooden ship allowed only for the
209 guns to bear to the left and right sides. A few guns of small
210 aspect (usually 6 or 9 pounders) could point forward, but their
211 effect was small compared to a 68 gun broadside of 24 or 32 pounders.
212 The guns bear approximately like so:
220 \\ up to a range of ten (for round shot)
226 An interesting phenomenon occurred when a broadside was fired
227 down the length of an enemy ship. The shot tended to bounce along
228 the deck and did several times more damage. This phenomenon was called
229 a rake. Because the bows of a ship are very strong and present a smaller
230 target than the stern, a stern rake (firing from the stern to the bow) causes
231 more damage than a bow rake.
239 Most ships were equipped with carronades, which were very large, close
240 range cannons. American ships from the revolution until the War of 1812
241 were almost entirely armed with carronades.
243 The period of history covered in
245 is approximately from the 1770's until the end of Napoleonic France in 1815.
246 There are many excellent books about the age of sail. My favorite author
247 is Captain Frederick Marryat. More contemporary authors include C.S. Forester
250 Fighting ships came in several sizes classed by armament. The mainstays of
251 any fleet were its "Ships of the Line", or "Line of Battle Ships". They
252 were so named because these ships fought together in great lines. They were
253 close enough for mutual support, yet every ship could fire both its broadsides.
254 We get the modern words "ocean liner," or "liner," and "battleship" from
255 "ship of the line." The most common size was the 74 gun two decked
256 ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
258 The pride of the fleet were the first rates. These were huge three decked
259 ships of the line mounting 80 to 136 guns. The guns in the three tiers
260 were usually 18, 24, and 32 pounders in that order from top to bottom.
262 Various other ships came next. They were almost all "razees," or ships
263 of the line with one deck sawed off. They mounted 40-64 guns and were
264 a poor cross between a frigate and a line of battle ship. They neither
265 had the speed of the former nor the firepower of the latter.
267 Next came the "eyes of the fleet." Frigates came in many sizes mounting
268 anywhere from 32 to 44 guns. They were very handy vessels. They could
269 outsail anything bigger and outshoot anything smaller. Frigates didn't
270 fight in lines of battle as the much bigger 74's did. Instead, they
271 harassed the enemy's rear or captured crippled ships. They were much
272 more useful in missions away from the fleet, such as cutting out expeditions
273 or boat actions. They could hit hard and get away fast.
275 Lastly, there were the corvettes, sloops, and brigs. These were smaller
276 ships mounting typically fewer than 20 guns. A corvette was only slightly
277 smaller than a frigate, so one might have up to 30 guns. Sloops were used
278 for carrying dispatches or passengers. Brigs were something you built for
283 are represented by two characters. One character represents the bow of
284 the ship, and the other represents the stern. Ships have nationalities
285 and numbers. The first ship of a nationality is number 0, the second
286 number 1, etc. Therefore, the first British ship in a game would be
287 printed as "b0". The second Brit would be "b1", and the fifth Don
290 Ships can set normal sails, called Battle Sails, or bend on extra canvas
291 called Full Sails. A ship under full sail is a beautiful sight indeed,
292 and it can move much faster than a ship under Battle Sails. The only
293 trouble is, with full sails set, there is so much tension on sail and
294 rigging that a well aimed round shot can burst a sail into ribbons where
295 it would only cause a little hole in a loose sail. For this reason,
296 rigging damage is doubled on a ship with full sails set. Don't let
297 that discourage you from using full sails. I like to keep them up
298 right into the heat of battle. A ship
299 with full sails set has a capital letter for its nationality. E.g.,
300 a Frog, "f0", with full sails set would be printed as "F0".
302 When a ship is battered into a listing hulk, the last man aboard "strikes
303 the colors." This ceremony is the ship's formal surrender. The nationality
305 of a surrendered ship is printed as "!". E.g., the Frog of our last example
308 A ship has a random chance of catching fire or sinking when it reaches the
309 stage of listing hulk. A sinking ship has a "~" printed for its nationality,
310 and a ship on fire and about to explode has a "#" printed.
312 Captured ships become the nationality of the prize crew. Therefore, if
313 an American ship captures a British ship, the British ship will have an
314 "a" printed for its nationality. In addition, the ship number is changed
315 to "&","'", "(", ,")", "*", or "+" depending upon the original number,
316 be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
317 "a&". The "s4" captured by a Frog becomes the "f*".
319 The ultimate example is, of course, an exploding Brit captured by an
322 Movement is the most confusing part of
324 to many. Ships can head in 8 directions:
332 The stern of a ship moves when it turns. The bow remains stationary.
333 Ships can always turn, regardless of the wind (unless they are becalmed).
334 All ships drift when they lose headway. If a ship doesn't move forward
335 at all for two turns, it will begin to drift. If a ship has begun to
336 drift, then it must move forward before it turns, if it plans to do
337 more than make a right or left turn, which is always possible.
341 are a string of forward moves and turns. An example is "l3". It will
342 turn a ship left and then move it ahead 3 spaces. In the drawing above,
343 the "b0" made 7 successive left turns. When
345 prompts you for a move, it prints three characters of import. E.g.,
349 The first number is the maximum number of moves you can make,
350 including turns. The second number is the maximum number of turns
351 you can make. Between the numbers is sometimes printed a quote "'".
352 If the quote is present, it means that your ship has been drifting, and
353 you must move ahead to regain headway before you turn (see note above).
354 Some of the possible moves for the example above are as follows:
359 move (7, 4): d /* drift, or do nothing */
367 Because square riggers performed so poorly sailing into the wind, if at
368 any point in a movement command you turn into the wind, the movement stops
377 Moreover, whenever you make a turn, your movement allowance drops to
378 min(what's left, what you would have at the new attitude). In short,
379 if you turn closer to the wind, you most likely won't be able to sail the
380 full allowance printed in the "move" prompt.
382 Old sailing captains had to keep an eye constantly on the wind. Captains
385 are no different. A ship's ability to move depends on its attitude to the
386 wind. The best angle possible is to have the wind off your quarter, that is,
387 just off the stern. The direction rose on the side of the screen gives the
388 possible movements for your ship at all positions to the wind. Battle
389 sail speeds are given first, and full sail speeds are given in parenthesis.
400 Pretend the bow of your ship (the "^") is pointing upward and the wind is
401 blowing from the bottom to the top of the page. The
402 numbers at the bottom "3(6)" will be your speed under battle or full
403 sails in such a situation. If the wind is off your quarter, then you
404 can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
405 off your bow, then you can only move "1(2)". Facing into the wind, you
406 can't move at all. Ships facing into the wind were said to be "in irons".
407 .SH WINDSPEED AND DIRECTION
408 The windspeed and direction is displayed as a little weather vane on the
409 side of the screen. The number in the middle of the vane indicates the wind
410 speed, and the + to - indicates the wind direction. The wind blows from
411 the + sign (high pressure) to the - sign (low pressure). E.g.,
420 The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
421 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
422 If a hurricane shows up, all ships are destroyed.
423 .SH GRAPPLING AND FOULING
424 If two ships collide, they run the risk of becoming tangled together. This
425 is called "fouling." Fouled ships are stuck together, and neither can move.
426 They can unfoul each other if they want to. Boarding parties can only be
427 sent across to ships when the antagonists are either fouled or grappled.
429 Ships can grapple each other by throwing grapnels into the rigging of
432 The number of fouls and grapples you have are displayed on the upper
435 Boarding was a very costly venture in terms of human life. Boarding parties
438 to either board an enemy ship or to defend your own ship against attack.
439 Men organized as Defensive Boarding Parties fight twice as hard to save
440 their ship as men left unorganized.
442 The boarding strength of a crew depends upon its quality and upon the
445 The British seaman was world renowned for his sailing abilities. American
446 sailors, however, were actually the best seamen in the world. Because the
447 American Navy offered twice the wages of the Royal Navy, British seamen
448 who liked the sea defected to America by the thousands.
452 crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
453 and outfight all other sailors. "Crack" crews are next. "Mundane" crews
454 are average, and "Green" and "Mutinous" crews are below average. A good
455 rule of thumb is that "Crack" or "Elite" crews get one extra hit
456 per broadside compared to "Mundane" crews. Don't expect too much from
459 Your two broadsides may be loaded with four kinds of shot: grape, chain,
460 round, and double. You have guns and carronades in both the port and starboard
461 batteries. Carronades only have a range of two, so you have to get in
462 close to be able to fire them. You have the choice of firing at the hull
463 or rigging of another ship. If the range of the ship is greater than 6,
464 then you may only shoot at the rigging.
466 The types of shot and their advantages are:
468 Range of 10. Good for hull or rigging hits.
470 Range of 1. Extra good for hull or rigging hits.
471 Double takes two turns to load.
473 Range of 3. Excellent for tearing down rigging.
474 Cannot damage hull or guns, though.
476 Range of 1. Sometimes devastating against enemy crews.
478 On the side of the screen is displayed some vital information about your
490 "Load" shows what your port (left) and starboard (right) broadsides are
491 loaded with. A "!" after the type of shot indicates that it is an initial
492 broadside. Initial broadside were loaded with care before battle and before
493 the decks ran red with blood. As a consequence, initial broadsides are a
494 little more effective than broadsides loaded later. A "*" after the type of
495 shot indicates that the gun
496 crews are still loading it, and you cannot fire yet. "Hull" shows how much
497 hull you have left. "Crew" shows your three sections of crew. As your
498 crew dies off, your ability to fire decreases. "Guns" and "Carr" show
499 your port and starboard guns. As you lose guns, your ability to fire
500 decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
501 As rigging is shot away, you lose mobility.
502 .SH EFFECTIVENESS OF FIRE
503 It is very dramatic when a ship fires its thunderous broadsides, but the
504 mere opportunity to fire them does not guarantee any hits. Many factors
505 influence the destructive force of a broadside. First of all, and the chief
506 factor, is distance. It is harder to hit a ship at range ten than it is
507 to hit one sloshing alongside. Next is raking. Raking fire, as
509 can sometimes dismast a ship at range ten. Next, crew size and quality affects
510 the damage done by a broadside. The number of guns firing also bears on the
512 so to speak. Lastly, weather affects the accuracy of a broadside. If the
513 seas are high (5 or 6), then the lower gunports of ships of the line can't
514 even be opened to run out the guns. This gives frigates and other flush
515 decked vessels an advantage in a storm. The scenario
516 .I Pellew vs. The Droits de L'Homme
517 takes advantage of this peculiar circumstance.
519 Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
520 two points per three turns. The message "Repairs Completed" will be
521 printed if no more repairs can be made.
522 .SH PECULIARITIES OF COMPUTER SHIPS
525 follow all the rules above with a few exceptions. Computer ships never
526 repair damage. If they did, the players could never beat them. They
527 play well enough as it is. As a consolation, the computer ships can fire double
528 shot every turn. That fluke is a good reason to keep your distance. The
531 figures out the moves of the computer ships. It computes them with a typical
532 A.I. distance function and a depth first search to find the maximum "score."
533 It seems to work fairly well, although I'll be the first to admit it isn't
536 Commands are given to
538 by typing a single character. You will then be prompted for further
539 input. A brief summary of the commands follows.
544 'f' Fire broadsides if they bear
546 'L' Unload broadsides (to change ammo)
548 'i' Print the closest ship
550 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
551 's' Send a message around the fleet
552 'b' Attempt to board an enemy ship
553 'B' Recall boarding parties
554 'c' Change set of sail
556 'u' Attempt to unfoul
557 'g' Grapple/ungrapple
558 'v' Print version number of game
562 'C' Center your ship in the window
564 'D','N' Move window down
566 'J' Move window right
567 'S' Toggle window to follow your ship or stay where it is
572 Here is a summary of the scenarios in
576 .SH Ranger vs. Drake:
578 Wind from the N, blowing a fresh breeze.
580 (a) Ranger 19 gun Sloop (crack crew) (7 pts)
581 (b) Drake 17 gun Sloop (crack crew) (6 pts)
582 .SH The Battle of Flamborough Head:
584 Wind from the S, blowing a fresh breeze.
587 This is John Paul Jones' first famous battle. Aboard the Bonhomme
588 Richard, he was able to overcome the Serapis's greater firepower
589 by quickly boarding her.
592 (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
593 (b) Serapis 44 gun Frigate (crack crew) (12 pts)
594 .SH Arbuthnot and Des Touches:
596 Wind from the N, blowing a gale.
598 (b) America 64 gun Ship of the Line (crack crew) (20 pts)
599 (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
600 (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
601 (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
602 (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
603 (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
604 (f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts)
605 (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
606 (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
607 (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
608 .SH Suffren and Hughes:
611 Wind from the S, blowing a fresh breeze.
613 (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
614 (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
615 (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
616 (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
617 (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
618 (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
619 (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
620 (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
621 (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
622 (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
623 .SH Nymphe vs. Cleopatre:
625 Wind from the S, blowing a fresh breeze.
627 (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
628 (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
629 .SH Mars vs. Hercule:
630 Wind from the S, blowing a fresh breeze.
632 (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
633 (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
634 .SH Ambuscade vs. Baionnaise:
636 Wind from the N, blowing a fresh breeze.
638 (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
639 (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
640 .SH Constellation vs. Insurgent:
642 Wind from the S, blowing a gale.
644 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
645 (f) Insurgent 36 gun Corvette (average crew) (11 pts)
646 .SH Constellation vs. Vengeance:
648 Wind from the S, blowing a fresh breeze.
650 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
651 (f) Vengeance 40 gun Frigate (average crew) (15 pts)
652 .SH The Battle of Lissa:
654 Wind from the S, blowing a fresh breeze.
656 (b) Amphion 32 gun Frigate (elite crew) (13 pts)
657 (b) Active 38 gun Frigate (elite crew) (18 pts)
658 (b) Volage 22 gun Frigate (elite crew) (11 pts)
659 (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
660 (f) Favorite 40 gun Frigate (average crew) (15 pts)
661 (f) Flore 40 gun Frigate (average crew) (15 pts)
662 (f) Danae 40 gun Frigate (crack crew) (17 pts)
663 (f) Bellona 32 gun Frigate (green crew) (9 pts)
664 (f) Corona 40 gun Frigate (green crew) (12 pts)
665 (f) Carolina 32 gun Frigate (green crew) (7 pts)
666 .SH Constitution vs. Guerriere:
668 Wind from the SW, blowing a gale.
670 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
671 (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
672 .SH United States vs. Macedonian:
674 Wind from the S, blowing a fresh breeze.
676 (a) United States 44 gun Frigate (elite crew) (24 pts)
677 (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
678 .SH Constitution vs. Java:
680 Wind from the S, blowing a fresh breeze.
682 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
683 (b) Java 38 gun Corvette (crack crew) (19 pts)
684 .SH Chesapeake vs. Shannon:
686 Wind from the S, blowing a fresh breeze.
688 (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
689 (b) Shannon 38 gun Frigate (elite crew) (17 pts)
690 .SH The Battle of Lake Erie:
692 Wind from the S, blowing a light breeze.
694 (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
695 (a) Niagara 20 gun Sloop (elite crew) (12 pts)
696 (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
697 (b) Detroit 19 gun Sloop (crack crew) (7 pts)
698 (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
699 .SH Wasp vs. Reindeer:
701 Wind from the S, blowing a light breeze.
703 (a) Wasp 20 gun Sloop (elite crew) (12 pts)
704 (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
705 .SH Constitution vs. Cyane and Levant:
707 Wind from the S, blowing a moderate breeze.
709 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
710 (b) Cyane 24 gun Sloop (crack crew) (11 pts)
711 (b) Levant 20 gun Sloop (crack crew) (10 pts)
713 .SH Pellew vs. Droits de L'Homme:
715 Wind from the N, blowing a gale.
717 (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
718 (b) Amazon 36 gun Frigate (crack crew) (14 pts)
719 (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
722 Wind from the SW, blowing a moderate breeze.
724 (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
725 (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
726 (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
727 (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
728 (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
729 (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
730 (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
731 (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
732 (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
733 (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
736 Wind from the N, blowing a fresh breeze.
738 (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
739 (a) Eagle 20 gun Sloop (crack crew) (11 pts)
740 (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
741 (a) Preble 7 gun Brig (crack crew) (4 pts)
742 (b) Confiance 37 gun Frigate (crack crew) (14 pts)
743 (b) Linnet 16 gun Sloop (elite crew) (10 pts)
744 (b) Chubb 11 gun Brig (crack crew) (5 pts)
745 .SH Last Voyage of the USS President:
747 Wind from the N, blowing a fresh breeze.
749 (a) President 44 gun Frigate (elite crew) (24 pts)
750 (b) Endymion 40 gun Frigate (crack crew) (17 pts)
751 (b) Pomone 44 gun Frigate (crack crew) (20 pts)
752 (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
753 .SH Hornblower and the Natividad:
755 Wind from the E, blowing a gale.
758 A scenario for you Horny fans. Remember, he sank the Natividad
759 against heavy odds and winds. Hint: don't try to board the Natividad,
760 her crew is much bigger, albeit green.
763 (b) Lydia 36 gun Frigate (elite crew) (13 pts)
764 (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
765 .SH Curse of the Flying Dutchman:
767 Wind from the S, blowing a fresh breeze.
769 Just for fun, take the Piece of cake.
771 (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
772 (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
773 .SH The South Pacific:
775 Wind from the S, blowing a strong breeze.
777 (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
778 (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
779 (s) Australian 32 gun Frigate (average crew) (9 pts)
780 (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
781 .SH Hornblower and the battle of Rosas bay:
783 Wind from the E, blowing a fresh breeze.
785 The only battle Hornblower ever lost. He was able to dismast one
786 ship and stern rake the others though. See if you can do as well.
789 (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
790 (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
791 (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
792 (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
793 (f) Napoleon 74 gun Ship of the Line (green crew) (20 pts)
796 Wind from the NE, blowing a strong breeze.
798 (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
799 (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
800 (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
801 (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
802 (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
805 Wind from the SE, blowing a fresh breeze.
807 Watch that little Cypress go!
809 (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
810 (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
811 (b) Cypress 44 gun Frigate (elite crew) (14 pts)
814 Wind from the N, blowing a fresh breeze.
816 (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
817 (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
818 (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
819 .SH Voyage to the Bottom of the Sea:
821 Wind from the NW, blowing a fresh breeze.
823 This one is dedicated to Richard Basehart and David Hedison.
825 (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
826 (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
827 (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
828 (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
831 Wind from the E, blowing a fresh breeze.
833 (a) Killdeer 40 gun Frigate (average crew) (15 pts)
834 (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
835 (s) Curlew 38 gun Frigate (crack crew) (16 pts)
836 .SH The Battle of Midway:
838 Wind from the E, blowing a moderate breeze.
840 (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
841 (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
842 (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
843 (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
844 (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
845 (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
849 Wind from the S, blowing a fresh breeze.
851 (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
852 (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
853 (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
854 (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
855 (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
856 (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
857 (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
858 (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
863 has been a group effort.
876 and many valiant others...
880 Wooden Ships & Iron Men, by Avalon Hill
881 Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
882 Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
883 The Complete Works of Captain Frederick Marryat, (about 20) especially
888 Japhet in Search of a Father
889 Snarleyyow, or The Dog Fiend
890 Frank Mildmay, or The Naval Officer
893 Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
894 "edward@ucbarpa.berkeley.edu"