
Saratoga is a solo or two-person turn-based strategy wargame that is Volume I in the Great Battles of the American Revolution wargame series created by designer Mark Miklos and published by GMT Games. The game focuses on the Battle of Saratoga on September 19, 1777 which proved to be the turning point of the American Revolution.
Players can battle human opponents online or play against the game's AI. There are three scenarios that offer opportunities to explore alternate histories, including a British counterattack on the next day.
Saratoga features gameplay based on the historical wargaming boardgames of the 70's and 80's. Players maneuver markers that represent their units on a hexagonal map that mimics the gameboard and cardboard counters of traditional boardgames. Players alternate their turns with the first player being determined either by the scenario or randomly. During their turn a player will conduct maneuver for their units and then engage in combat using units with capabilities based on the historical record. Combat is resolved through die rolls modified by terrain, the ability of nearby leaders and the characteristics of the units in the combat.

Saratoga is Volume I of the enormously popular Great Battles of the American Revolution series designed by Mark Miklos and published by GMT Games.
Each side has an historically accurate order of battle that encourages the player to attempt to outdo the generals of history. Saratoga has scenarios that simulate "what-if" situations as well. What if the British had counter-attacked the next day? What if Benedict Arnold had gotten his way and been free to attack?
Combat includes modifiers for leadership, each unit's abilities and terrain to provide a realistic simulation. There is also a "press your luck" component that allows players to spend momentum to modify die rolls or in some cases to re-roll dice.
This update fixes a bug that did not cause shattered units to be captured if they were adjacent to enemy units after a combat phase and not in a stack with friendly units.
The update also fixes a bug that would sometimes allow a unit to move into a river hex.
The update has the UI skip the defensive artillery fire phase automatically if the player has no artillery units, as for the Americans in the Freeman\'s Farm scenario.
This update includes an additional fix for a bug in which Burgoyne being replaced by Hamilton would cause the game to get stuck.
Changes the order of unit rallies so that units with the highest chances of success are resolved first, in case a successful rally would increase the Army morale and improve the chances of later unit rallies.
Added ability to click on the reinforcements circle in the turn track to see which units are coming in as reinforcements.
Fixed an AI bug that would cause the AI to get stuck if von Riedesel and a British unit both wanted to advance into a hex after a successful attack.
Fixed an AI bug for the Americans in the Campaign scenario that caused them to stop advancing at all after turn 3.
AI improvement to make better choices about attacking.
This update includes a fix for a bug in which Burgoyne would sometimes not be replaced by Hamilton, particularly when Burgoyne was killed by an advance after combat.
This update also respects the option for following the opponent\'s unit movement setting when in multiplayer games.
There is now a pause when your opponent uses momentum to force a reroll, with a dialog that must be clicked to continue. Previously, it was easy to get confused and not realize a second roll had happened.
This update fixes a rare retreat bug that would sometimes allow users to go in the wrong direction even when there was a valid retreat path in the \"correct\" direction.
Some minor UI improvements, mainly when moving a unit into a hex with a lone enemy leader, you can click on the enemy leader to make it clear you want to move into that hex. Normally, clicking an enemy unit has no effect during movement, since you can\'t move into a hex with an enemy combat unit.
This update includes some user interface changes requested by users as well as several small bug fixes:
The biggest user interface change is that the camera following your opponent\'s unit moves is now optional, controlled in Settings, and off by default. Multiple users reported that the movement was distracting, so while it\'s still an option, it will be off unless you turn it on.
Fixed a bug that didn\'t report Army Morale loss when moving a pinned unit.
Fixed a bug that prevented Von Riedesel from moving through British units even when it should be possible.
Fixed an AI issue that caused some units to get stuck at hex 1124 in the Campaign scenario.
Fixed some captions errors in the Rifle Phase.
Moved the units stack marker so that it\'s less likely to be covered by other unit stacks.
This update fixes several small bugs:
Control of victory hex could be flipped by a leader or artillery
Von Riedesel might attempt to stack with British in advance after combat
Advance after combat could cause a unit to cross the Bemis line
Projected movement sometimes extended unit\'s distance too far
In multiplayer, if a player had chosen a tactics card but not confirmed it, when the other player confirmed their card it could switch the selection back to the default.
Added an Autosave option when starting a game. Games are saved at the start of each movement phase.
Added a dialog with the full Army Morale information chart.
When playing against the AI, the AI\'s moves are now highlighted and followed by the camera
Fixes a bug that didn\'t capture leaders if a combat result was R/R and a non-lead unit advanced into the hex.
Improved the lines drawn to indicate rifle and defensive artillery fire.
Add a hotkey (\"U\") to hide the user interface for players who would like to explore the map with minimal clutter.
Fixed some typos in the tutorials, and fixed an issue where some hexes in the tutorials were not being highlighted.
Fixes a bug that caused units that were force to retreat during Rifle or Artillery fire phases to have 0 strength points in close combat.
Fixed an issue where using the Hide Units toggle would cause the
Better outline for colors in Tactics Cards dialog.
AI will be a bit smarter about attacking lone artillery units - it won\'t send multiple units after the same artillery piece any longer.
AI will do a better job when moving to engage an enemy. It should make better decisions about when to move, and when it does so, it should try to make sure it has an advantage.
During the Defensive Artillery Fire phase, artillery units will be moved to the top of the stacks automatically, and as you cycle through your artillery, you should see a highlighted border on the hex that contains the artillery.
If tactics cards resulted in a No Combat result, there were some scenarios that would freeze the AI. This update should remedy - if anyone encounters that sort of issue, please send me your saved game. It really helps.
Other improvements include a better path choice for the AI and for the player when they use extended movement. The game should choose a more direct path each time.
Finally, a bug fix in the AI in which it might choose a retreat path that required a step loss, even when there were other choices available.
If a combat resulted in a captured unit, with multiple morale checks afterwards, it was possible for the game to get stuck in an invalid state. I know of this happening at least twice. This update should remedy this issue. This update also includes adding Morgan\'s star to indicate that he is a demi-leader, and improvements to the AI\'s selection of tactics chits during close combat.
If a game ended due to an advance after combat (say, Burgoyne was captured), the dialog for selecting other attacker units to advance would still be displayed even though the game was over, and would prevent using the menu to exit the game. This has now been fixed so that the dialog should not be visible when the game is over.
Additionally, some UI improvements were made so that the advance after combat dialog can now be repositioned, allowing the player to examine the map before choosing which units to advance. Previously, the dialog blocked the player\'s view and could not be moved.
Hello all,
All of the Close Combat Results you might encounter.
The devlog can be found here:
Hello all,
I\'ve been remiss in linking the YouTube dev logs here on Steam, so I\'m catching up!
The devlog can be found here:
Hello all,
I\'ve been remiss in linking the YouTube dev logs here on Steam, so I\'m catching up!
The devlog can be found here:
Apologies for the delay in the release. I\'ve been doing playtesting with the boardgame designer, Mark Miklos, and we\'ve uncovered a couple of rules errors that I want to give myself plenty of time to address. I also want to take some more time on the AI opponent and develop a set of tutorials and in-game rules references so that players\' first experience with the game is as good as possible.
Hello all,
The latest devlog goes over the different ways retreats are handled in the game, including situations where a retreat is required and not possible. Let me know if you see any rules errors or have any suggestions for how to improve the game\'s user interface.
The devlog can be found here:
[dynamiclink href=\"https://youtu.be/95NuGMwdWUM\"][/dynamiclink]
In this second developer log, I\'ll go over some of the UI quality of life features for managing movement in Saratoga, as well as how the Cavalry and Indian withdrawal rules are implemented. Finally, we\'ll look at some of the quirks of zones of control in forest hexes.
Click the link below to view the video, and please let us know what you think and if you spot any errors in our implementation of the rules.
Thanks!
Weekly Developer Logs
I'll be uploading video developer logs weekly to YouTube between now and the game's release. The purpose of these videos will be to demonstrate the game's features and to get feedback from end users. I'm also using these as a way to teach the game's tester's how to use some of its more advanced features to make their work easier. The first video is up now, and it goes through the basic of using the game's "Design Mode" that allows you to setup custom situations without having to play through the entire game - you can even script the dice rolls you want to see in order to verify that the game handles different combat results correctly. Here's a link to the video:
Please take a look and let me know what you think!
Minimum Setup
- OS: Ubuntu 18.04+ (64-bit)
- Processor: Intel Core i3-2100 / AMD FX-4300Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 3.2+ Compatible GPU (Intel HD 4000 / NVIDIA GT 710 / AMD R5 230)
- Storage: 1 GB available space
Recommended Setup
- OS: Ubuntu 20.04+ (64-bit)
- Processor: Intel Core i5-6500 / AMD Ryzen 3 1200Memory: 16 GB RAM
- Graphics: NVIDIA GTX 960 / AMD Radeon R9 280
- Storage: 1 GB available space
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