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War By Television: Kosovo 1999 box art

War By Television: Kosovo 1999

Players

2

Time

?-?

Age

?+

Weight

2.67

Rating

6.53

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

The game War by Television: Kosovo 1999 has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score of 7.3.

Replay value

The game War by Television: Kosovo 1999 has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played and allows players to improve their strategies over time. While the player interaction score is average, the overall replayability score is still strong.

Luck profile

The final luck score for War by Television: Kosovo 1999 is 5.67, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, and players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

Modern War #9, Jan-Feb 2014 War by Television: If The US & NATO Had Invaded Serbia is a "what-if" simulation of the fighting that might have occurred across rump-Yugoslavia in the late summer or early autumn of 1999 if the Western alliance had decided on a ground war to settle the Kosovo crisis. WbT is a two-player wargame of low-to-intermediate complexity that posits this might-have-been war lasting about a month, about the maximum time before the invaders' diminishing supplies, and their loss of the political will necessary to continue the fighting, would force a truce if victory had not already been achieved in the field. Each hexagon equals 7.5 miles (12 km.) from side to opposite side. Each game turn represents two days. The units of maneuver are mostly brigades and divisions-size groupings for the Serbians; each with about 2,000 to 5,000 men, and about 25 to 50 armored fighting vehicles in the tracked mechanized units. On the NATO side, units are divisions, corps and armies, each containing about 9,000 to 25,000 men and up to 350 or so armored fighting vehicles. The invaders' air supremacy is built into several aspects of the rules (such as the CRT) and therefore is not represented by separate aircraft unit-counters.

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Credits

Designers

1
Ty Bomba

Artists

1
Joe Youst

Publishers

1
Decision Games (I)

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