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"I think I've lived long enough to see competitive Counter-Strike as we know it, kill itself." Summary of Richard Lewis' stream (Long)

I want to preface that the contents of this post is for informational purposes. I do not condone or approve of any harassments or witch-hunting or the attacking of anybody.
 
Richard Lewis recently did a stream talking about the terrible state of CS esports and I thought it was an important stream anyone who cares about the CS community should listen to.
Vod Link here: https://www.twitch.tv/videos/830415547
I realize it is 3 hours long so I took it upon myself to create a list of interesting points from the stream so you don't have to listen to the whole thing, although I still encourage you to do so if you can.
I know this post is still long but probably easier to digest, especially in parts.
Here is a link to my raw notes if you for some reason want to read through this which includes some omitted stuff. It's in chronological order of things said in the stream and has some time stamps. https://pastebin.com/6QWTLr8T

Intro

CSPPA - Counter-Strike Professional Players' Association

"Who does this union really fucking serve?"

ESIC - Esports Integrity Commission

"They have been put in an impossible position."

Stream Sniping

"They're all at it in the online era, they're all at it, they're all cheating, they're all using exploits, probably that see through smoke bug got used a bunch of times"

Match Fixing

"How many years have we let our scene be fucking pillaged by these greedy cunts?" "We just let it happen."

North America

"Everyone in NA has left we've lost a continents worth of support during this pandemic and Valve haven't said a fucking word."

Talent

"TO's have treated CS talent like absolute human garbage for years now."

Valve

"Anything that Riot does, is better than Valve's inaction"

Closing Statements

"We've peaked. If we want to sustain and exist, now is the time to figure it out. No esports lasts as long as this, we've already done 8 years. We've already broke the records. We have got to figure out a way to coexist and drive the negative forces out and we need to do it as a collective and we're not doing that."

submitted by Tharnite to GlobalOffensive [link] [comments]

I'm bored in heaven (part 1)

Today marks 828,928 years since my death,and to be honest,I wish I could have gotten out of here. At the beginning heaven was the best thing I could've had,I got to meet my dad again and most of the rest of my deceased family.During that time I learned that they were proud of me and my accomplishments but were sad to see me die only in my 50's from a stupid car crash.Death was good back then and I thought all my trobles were gone now.Now sure,I missed my wife and my kids but I knew that in a few years they're gonna join me and we would be all happy together.
During that time I had explored every single part of this world.every city,every town,every forest,every river,everything,I even saw three doing it in the ally in some random town in Haifa,IL,not like they could've seen me or anything.And this whole trip took me only 52 years.And when I finished my wife and one of my kids had already joined me.
After another 87 years finnaly my last child had joined me,but not all of them got into heaven,my 2nd child,John,was always a bad kid,I bailed him 4 times for assault and vandalising,to be honest,I wasn't suprised when he was charge for sexual assault by his girlfriend,if you could even call her that.Last I heard he was still suffering in those pits of hell like never before.
Its been 139 years,6 months and 3 days since I died,and I started getting bored.I decided that why not just have the best time of my godamn life,so I decided to just go to every casino there's on heaven.The best part? You always win when you wanna win.I dont remember how long I have been there,but lets just say about 3 months,or 3 years if you'd like.
And then what?,I thought for a moment,I love my wife and all but I miss on so much,my options are endless and to be honest,I think she thinks the same way.So I went ahead and decided to do every sexual fantasy I could have thinked of.All the colors,all the positions,all porn stars and models,all the everything.By the time I finished I saw my great,great,great,great,great grandson joinning his anncestors.so id say about 30 years went by,at least I wont have to worry about any basterds any time soon,or really any time.
So it about 160 years since I died and the world really looks like,well like shit.Everything looks so bleak and deppressing that Im suprised no one challenge the goverments about this,but then again no one really noticed the diffrence anymore when they're all in thier VR.
I decided you know what,I loved watch friends and I haven't really seen anything on TV since my wild ride.So I decided to watch all the episodes,and then watch all the episodes of that 80's show,then siendfield,then breaking bad,then everyshow that existed on earth,and then every Movie ever created.35 years well spent.At least I learned all the langueges that existed.
So now its been 195 years,I dont think even someone with my family name is still alive,because when I was watching some Israeli comedy show the world has gone into shit.At least the nukes gave us some fresh,warm faces back into heaven.But yea,there's almost nobody on earth anymore,and even if he's a decendent of me,it wont matter anyway since he might as well be the decendent of that billy mcroy next door.But at least humanity is still around,in Mars and Titan there are colonies of human civilazation.They all act like there's no way they will go down like earth did,but to be honest,they will destroy themself because that's what humans do,the Martian and Titanic colonies didn't stop humanity from extiction,it just delayed them.Soon they will fight there as well and it will all get destroyed for good.Unless of course they learn to create colonies outside the solar system.
I then decided to play every video game that existed back on earth,and since its all gone there will be a limited time frame to finish them all.I decided to go one by one and not to stop until I finished them all.It took my 3,240 years to master every single game out there,It was too easy,all games on heaven are too easy.It took me 3 hours just to die in dark souls.But to be honest most of them took no more than 30 minutes to complete,but hey,at least Im what my decendents use to call:"a true gamer".by far the longest thing I have ever done.Good thing the consept of time doesn't exist when playing video games because by the time I had finished all of them my prediction was right.the Martian colonies and the Titanic colonies had went to war with each other reasulting in the death of every single human being on both planets.
And the funniest thing? They fought over who should be considered the true succsesors of earth,even thou there are still about 60,000 humans living on planet earth,practicly in stone age,unaweare of what happening our there,unable fo understand what lived before them.One day I talked to one human from earth who just recently died,I think his name was Hunjak Mwtostabsa,and when he learned about all the history and all the wars that were in space he cried because he couldn't have compreheanded why there was so much violence out there,and for what? Some title? Glory that was worth nothing?
Its been 3235 years since I died,Im sure even the memories of the greatest of the humans that ever lived are forgotten,if not forgotten then memorized only as legends.I realized that there's so much information out there that I never learned,so much sience,so much literature,so much history,ans by god how much history,I mean Now that the people who had lived during all the great events of humanity are infront of you,why shouldn't you just go ahead and ask them any and all questions that you may have for them,of course they don't want to talk about it anymore since every single history nerd that ever lived asked those people all the questions,but I could still read the books past historians have written about them in person.
So I decided to read every book and learn every subject thats out there,even if I wont remember any of this,I'd still be satesfied.It took 400,164 years to read and learn everything.Saved some time back there by already knowing every aingle language out there.And by the time I had finished Humanity had rebuild and destroyed itself again.Now they starting to set up martian colonies again and had figured out how to travel to intersteller space,again,and had descovered past colonies thousands of light years away.and those colonies will destroy themselfs again and the whole process will repeat until not a single human will exist on this cursed universe.
I got bored again,I decided that you know what,I always talk about how space is so big and valuable,but I had never saw up close most of it.And so I decided to travel to every planet,every star,every solar system,every galaxy,every thing that there is out there.It took,suprisingly,only a month.I guess time really flew out there.But now I feel like there is no more point for my life,or death if yoy wanna be specific,to exist.
I had tasted every taste,I had smelled every smell,I had learned every subject,I had fuck every fantasy,I had seen every thing,I had heared every sound.
I don't know what to do anymore,I can't just die again,I can't just stop it all,every single second I spend here feels like I am a year in hell.I wanna just die already.
submitted by jonyprepperisrael to creepypasta [link] [comments]

Sloppy: Big Mama Gumball Machine and Captain Jack

There have numerous times in which I am amazed by what you, Dear Reader, finds funny about my normal life. My brain is a chaotic mess of constantly firing neurons, but I vividly recollect each story I have posted. I don't exactly put a great deal of time or effort into my stories. I simply let my fingers do the work. I find that I am more passionate about my military-related stories. There is a sentimental value that I hold very dear. By no means am I saying the other stories are not precious, but I am surprised when I read, "This is my favorite Sloppy story." Especially when I view the story as a "normal" day in the life of Sloppy.
I recently wrote "Sloppy: Learning to be Sloppy Circa 1998." There was an inquiry about the gumball machine in the comments. There were also a considerable amount of Direct Messages (DMs) demanding additional information related to the gumball machine. Again, I was very surprised because I viewed that story as nothing more than simple miscreant mischief. I suppose it was more of a "coming-of-age-story." I didn't understand the significance when I was younger. I didn't know these were the very first steps of my Fuckery career.
The scavenger hunts were everything but typical. They were truly epic events that were held on a weekly basis. The hunt lists were never the same, and the winning team was responsible for making the new list. We, of course, had our staple items such as: Garden Gnomes, Big Wheels, Wheel Chairs, and Road Kill. There was approximately twenty items that continually made the weekly list. Each item had an associated point value. Then there were the coupe de grace items. These items would typically change form week-to-week, were extremely difficult to acquire, but had an immense point value that almost certainly guaranteed victory. The gumball machine was one of them.
The Big Mama Giant Gumball Machine was one of the coupe de grace items. It was a mammoth prize that stood at six feet and seven inches tall (2 meters) and weighed 130 pounds (60 kg) empty. Midnight acquisitions was in order, and this particular Big Mama was definitely big, and anything but empty. I don't know gross weight of a fully stocked Big Mama, but I can tell you exactly how many Super Highly Intelligent Teenage Scoundrels (SHITS) it took to secure it. Six! It took every ounce of strength six SHITS had to load this monstrous prize.
Dear Reader, I know. I know what it's like to be let down, and I am about to let you down. "Borrowing" the Big Mama was actually quite easy. There is no real story regarding the acquisition. We simply backed a pickup truck to main entrance of Walmart, and loaded it up. We wobble-rolled the base of the machine out the main door, rested it on the bollards, and gently tipped it into the back of a truck. Then we drove off into the night with our spoils. Not a single soul questioned us, or looked twice.
We were SHITS Dear Reader, not fucking idiots. We had purchased cheap blue collared shirts, and khaki shorts from Walmart the day prior. The SHITS felt it was appropriate to give a little coinage to Walmart considering Walmart was about to be down exactly one gumball machine. It was also important of look uniformed. I know the suspense is killing you Dear Reader. Yes! We were the victors that particular week. People don't bother you if you a convincing in your duties. We were mentally there to remove a gumball machine, and our actions were clearly congruent. There was one minor problem though. How in the fuck do you return a gumball machine of that size without getting caught? Simply, you don't. It was one of the very few things we had acquired that was not returned.
Sunday Before Work (0430)
Sloppy Dad: Sloppy. SLOPPY!
OP: (Groggy) Yeah?
Sloppy Dad: WAKE UP. Get dressed, and then met me in the garage.
Sloppy puts shorts on and walks to garage.
Sloppy Dad: (Pointing) What the fuck, is THAT?
OP Brain: The old man is losing it!
OP: Looks like a gumball machine.
Sloppy Dad: (Not Happy) Well no fucking shit. I can see that. How did it get here?
OP: We put it here!
Sloppy Dad: (More Irritated) We?
OP: Yeah. The SHITS NAMES.
Sloppy Dad: Do you want to explain HOW you got it?
OP: I can but...
Sloppy Dad: I don't even want to know. You're grounded.
OP: (Sad Voice) Okay. I will take it somewhere else.
Sloppy Dad: No. No you wont. I am trying to quit smoking. I can use the gum.
There is still a Big Mama Giant Gumball Machine in my parents garage. It was out of gumballs around year five, and my father said it was the best piggy bank he has ever owned. I don't know what he did with the $1,500 in quarters though. I am happy the old man finally figured out how to refill it without breaking it too. We failed to ask Walmart for the keys when we acquired it, but I assume that would have been the demise of our endeavor.
"Wow. Sloppy, you finally did it. You finally wrote a story that absolutely bored me to death." I hear you dear reader, and I apologize. How about I rub some wasabi paste on your wrinkle-grommet and spice it up? I think we need to talk about Captain Jack. "Who the fuck is Captain Jack?" Dear Reader, I will explain. Captain Jack was the unattainable coupe de grace item. It was Mission Impossible and my team was on a three week skid, and we needed a "W" in the win column.
There was an old steamboat in the harbor of town, and Captain Jack was at the helm. My team of SHITS had hit brick wall-after-brick wall that night. The hunt clock was dwindling down, and we needed to throw an Hail Marry. It was our only chance, and we decided to attain the unattainable! We parked in the large parking lot. One SHITS remained on lookout, and three SHITS started our Mission Impossible.
Captain Jack was at the top, and getting to the top was one continuous circle walkway with exits at each deck of the ship. Captain Jack was on the third deck, and we had finally arrived with our bag of tools. Keep in mind, we were not sponsored by the Central Intelligence Agency (CIA) or MI6, and our bag of tools lacked sophistication. We had a hacksaw, two screw drivers, and a baseball bat. It certainly lacked sophistication, but these tools had faithfully served us in the past.
We admired Captain Jack for a couple seconds before we started to work. He had one hand on the helm, and one hand extended skywards semi-grasping a chain that dangled from the ceiling. Captain Jack had a grin on his face and he was begging for a ride in something a bit faster than a steamship. I immediately began to saw his left leg, and it was tedious. Captain Jack was wooden, and the hacksaw blade was not made for wood. It was like trying to cut a ribeye steak with a dildo.
Jamie: Dude. We need to hurry up. We only have an two hours left, and this is taking forever.
OP: I am going as fast as I can.
Jamie: Can we unscrew the legs?
OP: No. They're fucking bolted in.
Jeremy: Dude, we really need to hurry.
Twenty Minutes Later
OP: Got it.
Jamie: Yes. (Talking to Jeremy) We're good to go man.
OP: NO. We still have one leg.
Jamie: Fuck that!
CRACK-CRACK-CRACK
Jamie lacked patience. The "CRACK" was thunderous. Jamie pulled out the multi-tool, and started to hit home runs with a fucking baseball bat. The hits were deafening loud, but surprisingly didn't draw any attention to our quest. Dear Reader, have you ever failed to fully think something out? Ever develop a plan, and fail to calculate a couple factors? Captain Jack was about was one swing away from tumbling, and we had a catastrophic miscalculation.
Jeremy: (Looking at Sweaty Jamie) Dude. One more swing and we got this fucker.
Swing
CRACK
Captain Jack falling in slow motion!
HOOOOOOOOOONNNNNNNNNKKKKKKKK!
The ship was built in the 1930s. How many of you actually expected the horn to work? We certainly didn't. The ship bellowed a thunderous HONK, and our covert mission immediately transitioned into overt chaos. I believe this is a perfect time to explain that this ship is immediately adjacent to a casino, and there is always a law enforcement presence. The gig was up, and we were more fucked than Chasey Lain.
Jeremy 2 (Lookout): (Hysterically Laughing) What the fuck was that?
Jeremy: The fucking horn. Jamie hit his legs, and he feel into the fucking horn. We still good?
Jeremy 2: (More Laughing) Good? (More Laughing) NO. You are not good. The cops are coming now.
Jeremy: (Looking at Sloppy and Jamie) We are fucked. The cops are coming.
OP Brain: FUCK. FUCK. FUCK.
The cops were about to board the steamboat. The odd stairwell played to our benefit though. There was no immediate access to our location. We could visual see the bouncing flashlights making their way to our demise. It was a fucking gut punch. I knew my father would not handle this well, and I was absolutely petrified with the images I envisioned. Having a belt surgically removed from my ass cheeks was not an option. It was a perfect "What Would Sloppy Do" moment, and I knew I would get an irrationally rational response in a timely fashion.
Jamie: (Eyes Welling Up) We're fucked.
Cops: (Screaming from Second Level) YOU BOYS STAY RIGHT WHERE YOU ARE AT.
OP: Fuck This. Give me Captain Jack
Jamie: For what?
OP: Just fucking give him too me.
Splash!
Captain Jack had just perform the best fucking belly-flop a wooden mannequin was capable of performing. It now looked like a dead body was floating in the harbor. The body didn't sink to the bottom, but I lacked the skills of Dexter. Then again, floating could be a good thing!?!
Jamie: What the fuck did you do that for?
OP: I am fucking jumping. They don't have jurisdiction across the river. JEREMY. JEREMY!
Jeremy: (Puzzled) What?
OP: Tell Jeremy to pick us up at LOCATION.
Jeremy: How the fuck are we going...
I assume he was going to finish with "get there" but I was too busy falling three stories into the river. It was time for them to either shit, or get off the pot. The cops were nearly approaching the entrance to the third floor. Jeremy and Jamie were already brothers and had bunk beds, but I doubted they had to desire to share bunks in jail.
SPLASH-SPLASH
They had decided to shit. The cops were puzzled. "Where do you think you're going?" was echoed from the third floor.
OP: Grab Captain Jack and doggy paddle.
Captain Jack was a perfect flotation device. We looked like three beavers with critically underdeveloped beaver brains just kicking our way outside of the harbor. It took no more than five minutes to evade the cops outside the harbor, and the fast moving current got us to our destination in approximately twenty minutes.
Jeremy 2: (Baffled. FUCKING BAFFLED) HOLY SHIT. HOLY FUCKING SHIT. HOW IN THE FUCK?
OP: We jumped. Now get down here and help us with this fucker.
We were sopping wet and wreaked of river, and minus a right foot, we had all of Captain Jack. Our ride to the drop-off location was glorious, and the defeated look on the faces of our opponent SHITS was gratifying. It was an epic evening, and an epic prize.
Sloppy Dad: Sloppy. SLOPPY.
OP: (Groggy) Yeah?
Sloppy Dad: GARAGE. NOW
In Garage
Sloppy Dad: WHAT THE FUCK IS THAT?
OP: Captain Jack. Just something we borrowed last night!
Sloppy Dad: You better un-fucking-borrow it. TONIGHT.
OP: You don't want to keep it?
Sloppy Dad: If you plan on leaving the house this summer, this will be returned tonight. There is wood glue in the cabinet. We will be discussing this after you get off work, and you and the SHITS will un-fuck this TONIGHT.
My apologies for the lack of flair in the story. It's Monday, and it really feels like a Monday. We did return Captain Black. "It takes a village." I was just as scared of the other fathers as the SHITS were scared of mine. They knew his background, and Sloppy Dad was already a certified Fuck-Fuck master. There are just some animals you don't poke with a fucking stick, and Sloppy Dad is one of those animals. Captain Jack was returned, and we were all collectively punished. Our Travel Baseball team was good, and there were sizable crowds at each games. Has your dad ever showed up to your baseball game in a beautiful floral summer dress to cheer you and your friends on? My dad did, and so did the fathers of the other SHITS. Embarrassment was our punishment, and it fucking worked.
Sorry! I don't have pictures, and I don't think I would share them if I did. It would still be embarrassing for me, and I don't have time for that. I am just trying to hunt myself a laugh today. I think I will post another story today if I have time. I reminded myself of something during this story. It was a "Stand by Me" moment when we stumbled upon a dead humanoid, and the sheer Fuckery. I happen to think it is a pretty funny tale, but I will let you decide.
Cheers.
submitted by SloppyEyeScream to FuckeryUniveristy [link] [comments]

Why the Legion is Doomed to be Destroyed in a Total War with the NCR.

Even if the Legion were to win the Second Battle of Hoover Dam and conquer the Mojave Wasteland, they'd merely be buying themselves a little extra time and simply stall their inevitable demise. Note that the following analysis assumes that the Legion won the Second Battle of Hoover Dam and that the Courier died in Goodsprings.
To start off this analysis, let's begin with a run-down of the respective weapons, equipment and gear of the respective ranks of the NCR and the Legion going into the Second Battle of Hoover Dam. Beginning with the NCR garrison at Hoover Dam. The NCR Trooper comprises the core of the Republic's colossal armies and is the prime component of the NCR Army. A superb combination of volunteers and conscripts whose degrees of training, motivation, combat experience and access to equipment vary across the ranks, they're some of the most disciplined, most professional soldiers in all of the Wastes.
They're outfitted with modern military-grade ballistic vests that offer excellent protection against small arms fire, shrapnel and melee weapons alongside steel helmets. The NCR Army battalion that's stationed at Hoover Dam in particular is fully comprised of battle-hardened, fully-trained volunteer veteran NCR Troopers that are armed with 5.56 × .45mm NATO Marksman Carbines, 5mm Assault Rifles, 12-gauge Riot Shotguns and .308 Sniper Rifles to supplement their standard-issued 5.56 × .45mm NATO Service Rifles.
The NCR Patrol Ranger is one of the finest, most elite warriors in both the NCR military and the Wastelands, overall. Having survived a brutal training regimen that's so ludicrously difficult that 8-out-of-10 aspiring recruits wash-out, these purely volunteer harbingers of death have little to no equals in terms of skill, fighting prowess and strength.
They're outfitted with a suit of hand-made First-Generation Combat sporting a knife sheath, a hydration pouch and spiked spurs for unarmed combat that is impervious to any and all small arms fire, shrapnel and melee attacks. They're armed with 5.56 × .45mm NATO Marksman Carbines, .308 Sniper Rifles and .44 Magnum Trail Carbines.
The NCR Heavy Trooper is not only the elite heavy shock infantry of the NCR Army, but is also the proverbial sledgehammer through which the Republic may crush its enemies and obliterate all that may threaten its values.
Having earned their distinctive armor through immense sacrifice in blood, sweat and most of their young lives, they're the absolute best-trained, best-equipped, most battle-hardened, most professional, most skilled, most fanatically-devoted warriors in the whole of the NCR Armed Forces (rivaled only by the legendary NCR Veteran Rangers). Warriors that are more than willing to fight to their absolute last breath in defense of the Republic and all that it represents.
They're outfitted with NCR Salvaged Power Armor, suits of T-45d Power Armor that were captured from the Brotherhood of Steel during the Brotherhood War that have had their joint servomotors removed and their back-mounted power cylinders replaced with custom-built energy modules and built-in air-conditioning units so that Power Armor Training wouldn't be needed to wear them.
And while they're no longer legitimate suits of Power Armor in that they're no longer powered, they're still some of the absolute best and most protective suits of armor within the Republic's entire mammoth arsenal. Completely invulnerable to all but the most powerful conventional firearms, highly-advanced energy weapons, specialized ammunition and high-powered explosives, they can truly absorb Hellish amounts of punishment. They're armed with 5.56 × .45mm NATO Light Machine Guns, 5mm Miniguns, Heavy Incinerators, Flamers and Missile Launchers (albeit rarely).
The NCR Veteran Ranger is a living, breathing legend walking amongst the ruins and ashes of the Old World, drawing inspiration and hope from soldiers and citizens of the Republic as well as fear and terror from enemies and all those who dare to oppose the NCR.
Fabled for their unmatched fighting prowess, envied for their flawlessly unequalled marksmanship technique, feared for their unrivaled warfighting skills, awe-inspiring for their unsurpassed pugilist talent and legendary for their innate mastery over hardcore survivalist skills, the NCR Veteran Rangers are the absolute finest, best-trained, most battle-hardened, most professional, most skilled, most-elite and all-around most bad-ass warriors in not only the entire history of the Republic military, but also the whole of the Western Wastes, as well.
Centurions and Praetorian Guards of Caesar's Legion, Knights and Paladins of the Brotherhood of Steel and even the Republic's very own NCR Heavy Troopers have learned to shudder in terror and fear at the mere mention of the mythical phenoms of the Wastelands that are the NCR Veteran Rangers
These fabled guardian angels of the Republic are outfitted with the equally legendary Black Armor, a hyper-advanced suit of Third-Generation Combat Armor consisting of a highly-flexible vest of incredibly-rigid high-impact armored plating with adjustable straps on both the sides and the shoulders and a built-in throat protector that's mounted on the vest.
Combined with the state-of-the-art rounded-shell ballistic helmet sporting built-in lamps and infrared/visible light projectors as well as the complimentary highly-sophisticated armored mask with built-in low-light optics, an incorporated locking mechanism that joins the mask itself with the helmet shell, ear covers with built-in membranes that confer additional protection without inhibiting the wearer's hearing and built-in air filters, the mythical Black Armor is well-deserving of its stellar reputation.
As you can see, the NCR's forces are extremely heavily-armed, well-equipped and armed to the teeth with the absolute latest in top-of-the-line, high-powered firearms and state-of-the-art, highly-sophisticated energy weapons as well as superbly well-protected with an abundance of different varieties of military-grade body armors with varying degrees of effectiveness and even Salvaged Power Armor.
Now it's time for an evaluation of the Legion's weapons and technology. The Recruit Legionary is the primary foot soldier of Caesar's army and comprises the vast majority of the Legion's ranks. Trained and conditioned from before they could walk to become the perfect warriors, Recruit Legionaries are incredibly well-conditioned and in phenomenal physical shape, owing to a savagely intense training regimen that even the NCR Rangers would envy. Despite said conditioning, however, they're still the equivalent of literal cannon fodder with little-to-no actual skill in firearms usage and maintenance.
They're outfitted with a suit of makeshift featherweight armor that consists of sports equipment with bits and pieces of scrap metal atop a cloth tunic that's all lashed together with leather straps. An armor that's so weak that it couldn't even protect its wearer against the likes of a straight razor.
They're armed primarily with a "Machete" (what's really a lawnmower blade that's lashed to a stick) and "Throwing Spears" (what's really even bigger sticks with pieces of sharpened scrap metal fastened and jabbed into the tips), though they can rarely get their hands on firearms (albeit damn near broken ones) such as .357 Magnum Revolvers, .357 Magnum Cowboy Repeaters, 9mm Pistols, 20-gauge Single Shotguns, 20-gauge Caravan Shotguns, 5.56 × .45mm NATO Varmint Rifles and 10mm Pistols.
The Prime Legionary is the centerpiece of the Legion's fighting force and the core component of any Legion formation. Having survived 5 years in Caesar's forces, a remarkable accomplishment in and of itself, Prime Legionaries are no longer mere cannon fodder but are now the main frontline fighting force of the Legion. With the accompanying improvement in weapons and equipment as well as adequate firearms skills to make the promotion that much sweeter.
They're outfitted with the exact same armor as before, only with a slight improvement in protection. It still can't protect the wearer from shit, however. They're armed with the standard-issued "Machetes" and "Throwing Spears" though they also have much better access to more advanced weapons than before.
Melee weapons, such as Machete Gladius', Power Fists and Chainsaws, and firearms (of decent quality), such as 10mm SMGs, 12-gauge Sawn-Off Shotguns .44 Magnum Revolvers and .308 Hunting Rifles are all available to them in significant quantities.
The Veteran Legionary is the oldest, most experienced, most elite warrior within the lesser ranks of the Legion and is also the precise scalpel to the blunt, destructive warhammer of the Recruit and Prime Legionaries.
Having survived a full decade in Caesar's service, a monumental achievement in its own right, Veteran Legionaries are the elite rapid reaction force of the Legion that's tasked with neutralizing particularly tough adversaries that their lesser counterparts can't defeat and typically remain in reserve until otherwise needed for tipping the scales of a pivotal battle or campaign in the Legion's favor.
As they're the oldest Legionaries (a lot of whom have been with Caesar since day 1), they're also the most experienced, most capable Legionaries who are in their absolute prime in regards to martial prowess and physical resilience. They're second only to Centurions in terms of skill and experience, which is reflected in their improved access to superior weapons and equipment. They can also use and maintain firearms with frightening levels of efficiency.
They're outfitted with the same armor as before, though with even better protection. Still couldn't protect you from anything meaningful, though. They're armed with the usual standard kit in addition to melee weapons such as Fire Axes and Power Fists as well as firearms (of mint condition and with virtually unlimited access to) such as .44 Magnum Revolvers, .308 Hunting Rifles, 5.56 × .45mm NATO Marksman Carbines and 12.7mm SMGs.
The Decanus of the Legion is the lesser officer beneath the Centurion and is responsible for tactical small-unit operations and squad-level leadership. While not too different from ordinary Legionaries in terms of skill, equipment and even appearance, they still have slightly better access to weapons hence they deserve a separate segment.
Recruit Decanii can get access to 9mm SMGs and 10mm SMGs unlike Recruit Legionaries, Prime Decanii aren't any different from Prime Legionaries and Veteran Decanii can get access to 12.7mm Pistols unlike Veteran Legionaries (not a real improvement, I know). Everything else is exactly the same.
The Centurion is the absolute apex of the Legion's strength and the top field commanders of Caesar's armies, second in authority only to Legate Lanius and Caesar himself amongst a tiny select few of other superiors.
Having survived 15-20 years of a long, arduous life of fighting in Caesar's name (a completely unimaginable phenomenon, indeed) before finally earning the treasured armor of the Centurion (which they can decorate with the trophies of their fallen enemies at their leisure), Centurions are the absolute most elite, most skilled, most battle-hardened and ultimately the most dangerous warriors in the entirety of the Legion.
To even BEGIN to qualify for Centurion status, one must have fought in and survived numerous Legion campaigns as well as slain countless opponents in battle alongside the time requirement. All to ensure that only the finest of Caesar's warriors ever reach that level of authority in his Legion.
As the oldest, most experienced warriors in Caesar's army, the Centurions comprise the old guard of Caesar's army, most of them having served their lord since the very beginning. Their status all but ensures that they're reserved for only the absolute deadliest, most lethal of assignments that even Veteran Legionaries can't handle. They're ultimately only deployed if absolutely necessary.
In order to ensure that his Centurions can both accomplish their missions without even the slightest chance of failure and protect themselves without difficulty, Caesar has granted them unlimited access to the absolute finest weapons in his Legion's arsenal and has seen to it that they have acquired the absolute sharpest firearms skills that money can buy as a corresponding reward for their reaching Centurion status.
They're outfitted with Centurion armor which, while legendary amongst the Legion, really isn't that special. It's actually just Veteran Legionary armor with some cool decorations on it at the end of day.
Pieces of T-45d Power Armor on the right arm, the sleeve from a suit of NCR Ranger Patrol Armor and the pauldrons from an Armored Vault Suit on the left arm, the boots and shin guards from a suit of First-Generation Combat Armor on the lower legs, the crotch/thigh guards from a suit of NCR Ranger Patrol Armor on the upper legs, gloves from a suit of Leather Armor on the hands and a Super Mutant Brute chestplate on the torso, to be exact.
Realistically speaking, Centurion armor would be just about useless against virtually any weapon in the NCR's arsenal. Even a single 5.56 × .45mm NATO round fired from a basic Service Rifle would most certainly do the job, flawlessly.
They're armed with basic melee weapons such as Machete Gladius' and Chainsaws as well as high-tech melee weapons such as Thermic Lances (which are actually just repurposed metalworking tools) and Super Sledges in addition to powerful firearms such as .308 Hunting Rifles, 12-gauge Hunting Shotguns, 5.56 x .45mm NATO Marksman Carbines and even .50 BMG Anti-Materiel Rifles (albeit rarely).
Now we must now examine what will inevitably be a huge problem for the Legion even if they were to win the Second Battle of Hoover Dam. The Legion, even though it does in fact have access to some top-of-the-line weapons, only has them in an extremely limited capacity and strictly reserves them for only the highest-ranking, most elite Legion forces and field commanders.
The overwhelming bulk of the Legion's troops have little-to-no real firearms and what pitifully little that they can get their hands on are in extremely piss-poor condition. Not that it would matter, considering the fact that they don't have the proper training that's necessary to actually use them, much less maintain them.
The vast majority of Caesar's troops rely almost entirely on primitive makeshift melee weapons and their own martial prowess to fight their battles, which inevitably means that the Legion has to avoid direct engagement with NCR forces, instead relying on subterfuge and guerilla warfare to combat the Republic.
And it gets even worse for the Legion when one considers that the higher that its troops advance up the totem pole, the fewer Legionaries that it finds at the higher levels. A direct consequence of the Legion's overprioritization of quality and individual skill in combat is that it inevitably results in an extremely small cadre of elite warriors and field commanders surrounded by a sea of lesser soldiers and officers.
Combined with the fact that the Legion is only 34 years-old by the events of F:NV (meaning that even if one were to ignore things like inevitable attrition all throughout the Legion's war-filled history of expansion and conquest, they still wouldn't have that many Veteran Legionaries/Decanii and Centurions) as well as the fact that attrition over the years must be taken into account (the First Battle of Hoover Dam and the Legion's invasion of Colorado alone absolutely devastated their elite ranks), it's only obvious that the Legion's elite forces are relatively puny.
Furthermore, we know for a fact that there's enough Veteran Legionaries/Decanii for them to form a few of their own exclusive Centuria (a Century is 80-men-strong, I might add), with the Red Okie Centuria being a prime example of this. This definitely suggests that the Legion has at least a couple hundred Veteran Legionaries/Decanii at its disposal. As for Centurions, it's a little known fact that they're so incredibly rare in the Legion that they're actually explicitly ordered to not enter combat until absolutely necessary (i.e self-defense or if they're ordered into battle by a superior).
This, along with the fact that they're never really seen in any meaningful numbers in-game until the Second Battle of Hoover Dam, strongly suggests that there might only be at most several dozen Centurions in the whole of the Legion (there definitely wouldn't be over 100 of them). Either way, however, the Legion's elite forces are so pathetically tiny that they couldn't possibly justify the Legion having any meaningful amount of high-end weaponry.
The NCR, on other hand, doesn't have these problems as 1. the NCR prioritizes protection and firepower above all else for their forces and 2. even their most basic troops have exclusive access to essentially unlimited supplies of all manner of firearms and explosives as well as highly superb protection in the form of military-grade body armor.
Meaning that the NCR not only has a hopelessly insurmountable edge in firepower, technology and protection over the Legion, but that soldiers of the NCR also have a far higher life expectancy than their Legion counterparts, as well. All but ensuring that the NCR has a vastly higher volume of surviving battle-hardened combat veterans relative to the Legion that enables for the Republic to easily distribute extremely invaluable, ultimately irreplaceable combat experience and lessons learned in battle across the entirety of their military to a far greater extent than the Legion.
Scores of battle-hardened NCR Troopers that distinguish themselves on the battlefield go on to enlist with the NCR Rangers upon receiving an invitation to do so (fun fact: the vast majority of NCR Ranger recruits and even NCR Rangers themselves are/were NCR Troopers who earned their new status while serving in the NCR Army), earn the coveted Salvaged Power Armor and become NCR Heavy Troopers or earn promotions to positions of authority in the NCR Army (prime examples being Colonel Cassandra Moore and Colonel James Hsu). All of the above information will have colossal long-term consequences for the Legion, at the end of the day.
With that out of the way, let's move on to the main argument itself. The most positive estimates of the Legion's total numbers and military strength would be at best 5,000-8,000 troops. Then we must take into account the fact that the Legion is going to suffer massive losses (easily numbering into the thousands) taking Hoover Dam from the NCR as the NCR garrison here is extremely well-defended, well-supplied and heavily-fortified by both an entire battalion of elite, battle-hardened NCR Troopers and God only knows how many NCR Patrol Rangers, NCR Heavy Troopers and NCR Veteran Rangers.
Combined with the fact that General Oliver's Compound is extremely well-defended with force fields, a turret system, NCR Veteran Rangers, NCR Heavy Troopers, elite NCR Troopers and an absolute labyrinth that's filled to the brim with all manner of booby traps ranging from rigged shotguns, bear traps and mines of all types to grenade bouquets and overhanging objects (and given that you see a pile of fresh Legionary and Centurion corpses at your feet whenever you enter the Compound during the "Veni, Vidi, Vici" quest it's more than safe to assume that Legion casualties will be extremely massive just securing this area alone), this only serves to bolster my claim that thousands of the Legion's troops will perish at Hoover Dam even if they were to take it.
With only a mere fraction of their original number (that 5,000-8,000 will have been massively depleted after the Second Battle of Hoover Dam), now the Legion has to set out and secure the rest of the Mojave Wasteland, which will prove to be completely impossible over time. The Legion will find next to no tribes to assimilate as they exterminate the Powder Gangers, Fiends, Vipers, Jackals and the Kings in all of their endings.
And while the Legion still has the Great Khans and the Boomers, they won't help much. The Great Khans are down to little more than a pitiful rag-tag band of holdouts after both their ass-whipping at the hands of Mr. House and their decimation at Bitter Springs by the NCR. A fact that only gets worse when we subtract the women and female children (breeding stock), the elderly, the sick and the disabled (killed off immediately) as well as mention the fact that the Frumentarius Karl does say in his journal that the Legion would have to decimate most of the tribe, anyways. Meaning that the Legion will at most get a couple paltry handful of warriors from them.
As for the Boomers (assuming that the "Volare!" quest isn't completed) will prove to be more than a huge cost than a real benefit to the Legion. The Boomers' artillery alone would kill hundreds, if not thousands, of Legionaries with the Boomers themselves, armed to the teeth with Missile Launchers, Fat Mans, Grenade Machine Guns, Grenade Launchers, Grenade Rifles, 5.56 x 45mm. Marksman Carbines and 5mm Assault Carbines in addition to Mr. Gutsy combat robots and Sentry Bots, killing hundreds and even thousands more before the Legion finally conquer them.
Also consider that the Boomers, who worship their artillery and weapons with a near religious reverence, will by no means let their weapons fall into the hands of savages. Thus we could easily see them sabotaging their artillery (how hard would it be to load an artillery shell and lob a frag grenade down the barrel, after all?; and given that the Boomers only have 3-4 artillery pieces it wouldn't take long to do) and munitions stockpiles (just a few bricks of C4 could easily destroy all of the Boomers' weapons and ammunition supplies) to keep them out of Legion hands, which only adds insult to injury.
Even worse for the Legion is that when we subtract those Boomers that died in battle (most likely all of the adult males), the women and female children, the elderly, sick and disabled the Legion will have only a handful of male children to their name (remember that the Boomers are a really puny tribe that depend entirely on their firepower to survive) which means that they will have achieved nothing despite their massive losses incurred from conquering Nellis Air Force Base.
Then we also consider the fact that the Legion doesn't enslave civilized communities or Independent Towns unless under extraordinary circumstances (as evidenced by Siri over at the Fort who hailed from an Independent Town in New Mexico and was a medical student there prior to its destruction by the Legion).
Of course, it wouldn't matter as even if they did, the entire New Vegas area is completely evacuated by the NCR in the event of a Legion victory at Hoover Dam as evidenced by Arcade Gannon's Legion ending where he's convinced to remain in Freeside (all of Freeside, North Vegas, Westside, East Vegas and the Strip, which is really just a resort for NCR tourists rather than an actual community, are evacuated with those few that don't make it out, Arcade included, being killed by the Legion).
And when we consider that Nelson was butchered, Camp Searchlight irradiated and Nipton destroyed by the Legion with Goodsprings being left alone and Primm just falling under Legion authority (no point in enslaving the town anyways considering how it's just one big retirement home alongside Goodsprings which is also evacuated by all save a few old, stubborn folks) then it's blatantly clear that the Legion will have very few civilized people left to enslave.
With an even smaller fraction of survivors thanks to their conquest of Nellis AFB (in addition to hundreds more casualties against the Mojave Chapter of the Brotherhood of Steel, the Kings and what's left of House's Securitron police force and the Chairmen) the Legion will soon realize its folly and discover that both holding the Mojave Wasteland and continuing their advance West is literally impossible.
The Legion's logistical situation and acquisition of supplies will soon prove to be an insurmountable nightmare within mere weeks of their occupation of the Mojave. The loss of Nipton, Camp Searchlight and Nelson will serve to severely hamstring the Legion's logistics with the eventual deaths of New Vegas, Primm and Goodsprings only complicating the Legion's supply lines even further.
As 99% of the Strip's revenue comes from NCR tourists and soldiers on leave and given how the Legion will most likely tear down the casinos and ban whores, booze, chems and gambling under Caesar's law, the Strip will eventually shrivel up and die due to loss of revenue. North Vegas, East Vegas, Westside, Freeside, Primm and Goodsprings, which are entirely dependent on Republic trade and commerce for survival, will eventually suffer the same fate as NCR trade and business abandon the region out of both fear and hatred for the Legion.
Especially after the Legion's successful assassination of President Kimball which will see him martyred and ensure that the NCR will cut off all ties to the fallen Mojave Wasteland. With all of the Mojave's communities and towns dying off, the Legion's supply lines will crumble and face imminent collapse within only a few months time (Hoover Dam isn't a viable supply route as while it does allow the Legion to cross the Colorado River in force it's just too far to provide adequate, long-term support) which will only serve to doom the Legion's occupation of the Mojave Wasteland.
We must also take into account that the Legion will need every last man, Denarius and resource at its disposal if it so much as hopes to hold the region and continue the advance West. Which will force Caesar to relinquish the Legion's entire empire East of the Colorado in order to do so. In Legate Lanius’ own words, the Legion's expansion campaigns in the East have been faltering badly as Caesar's obsession with Hoover Dam, New Vegas and the West has seen the Legion's full strength syphoned off towards Hoover Dam as part of Caesar's plan to overrun Hoover Dam, conquer New Vegas and eventually invade the West.
Imagine the Hell that the Legion will have trying to secure the Mojave Wasteland, which will prove to be so bad that the Legion heartlands will have to be left defenseless, lawless and chaotic just to even begin to make such an ambitious feat even remotely feasible. Some would probably argue that Caesar would surely never abandon the East just for the tiniest, southernmost tip of Nevada and just one little city but I'd advise you to reconsider.
Caesar explicitly states that while the Legion does have their own cities back East, NONE OF THEM are ANYTHING like New Vegas. Why is that such a big deal, one might ask? It's simple, really. While the Mojave Wasteland was relatively untouched by the nuclear holocaust that was the Great War, thanks to the quick and decisive actions of Robert Edwin House, New Vegas is at best a total dump and at worst an absolute shithole.
Filled to the brim with disease, essentially overrun with Raiders, bandits and common criminals of all stripes, absolutely crushed beneath the iron heel of a colossal drug-addiction crisis, bursting at the seams with abject misery and poverty and rampant with starvation, New Vegas is without a doubt little more than a massive dumpster fire.
Things are so bad in that cursed place that you actually have children chasing rats in the streets just to survive, locals constantly complaining about hunger pains and withdrawals and scum ranging from the Fiends to random little hooligan punks constantly ransacking the place.
Westside, the South Vegas ruins, East Vegas, North Vegas and Freeside are all Hellish nightmares that are almost completely hopeless causes, at the end of the day. Even if one takes into account the diamond in the rock, the New Vegas Strip, you still wouldn't find many reasons to be impressed.
What you have is a tiny wealthy resort community that still looks like a dump (though it's still a major improvement from the rest of New Vegas), has highly dilapidated infrastructure (the Tops Casino still has a giant hole on the side of the building) and is surrounded by a wall that's held together with spit, grit and a whole lotta' duct tape.
And while the Strip is safe, orderly and prosperous by the standards of the Mojave Wasteland (a very shit standard, I might add), it's ultimately a very terrible place by the standards of the rest of the post-apocalyptic world (i.e. NCR territory and lands under Legion control). If Legion cities can't even match the standards of that shithole, what does that say about Caesar's willingness to hold them? Especially in light of what he'd be gaining in return?
Furthermore, Caesar often tends to view himself as a mere barbaric king of the Gauls, with his Legion being nothing but one big nomadic tribe of savages without a true home or purpose in his eyes, which is extremely depressing. Caesar sees New Vegas as a true city, a true capital, a true home for both himself and his Legion, a true Rome that he can rule over and could preside over a true empire in. And the West as that very true empire that he so desperately relishes.
Do you honestly believe that Caesar wouldn't trade his current empire (which he clearly holds in very low esteem and almost regrets ever conquering it) for his new Rome and a stepping stone towards eventually conquering his new Roman Empire (the stepping stone being the Mojave Wasteland)? He'd trade the whole of the East for New Vegas and the Mojave Wasteland in a heartbeat and in doing so will seal the Legion's fate and imminent doom.
With the Legion having completely relinquished the East (and therefore cutting themselves off from their resource base, source of revenue/income and escape route, in the process) their supply lines and logistical network in chaos and having absolutely no source of replenishment and reinforcements for their ranks, the Legion will slowly but surely disintegrate, trapped in a permanent holding pattern in the Mojave that'll bleed them dry and drain them of all their resources.
The NCR, meanwhile, will have simply dug in at the Mojave Outpost and fortified their defenses there. They'd have most certainly brought in the 3 VB-02 Vertibirds (which are armed with Gatling Lasers, Missile Launcher racks and Mini Nuke Launchers and outfitted with heavy armor) that were conducting combat air patrols of the NCR military base just a few miles away from the Mojave Outpost.
Far from stopping there, however, Colonel Royez (who's outfitted with the Scorched Sierra Power Armor which is a fully-operational suit of heavily-modified T-45d Power Armor upgraded with onboard medical systems capable of healing any injury and an improved back-mounted power pack from a suit of T-51b Power Armor that will be capable of resisting nearly all of the Legion's weapons and armed with a Plasma Caster chock full of overcharged Microfusion Cells so incredibly strong that it can kill a lvl. 50 Courier in Power Armor with just 2-3 hits!) and his men (NCR Heavy Troopers armed to the teeth with Gatling Lasers, Plasma Casters and Tesla Cannons as well as NCR Troopers armed with Tri-Beam Laser Rifles, Multiplas Rifles, Laser Rifles and Plasma Rifles) will also redeployed there from the same military camp, as well.
Republic artillery pieces can also be deployed there to help bolster the outpost's defenses, as well. A massive network of bunkers, pillboxes and trenches all along the hill below the outpost as well as machine gun nests, sniper nests, minefields and razorwire can also be established to further enhance the impregnable defensive perimeter of the new frontline. Once all of this is done, the NCR will then proceed to flood the outpost with tens of thousands of NCR Troopers, NCR Heavy Troopers, NCR Veteran Rangers
And when coupled with the fact that the Mojave Outpost is atop a high hill, is flanked by mountain ranges on both sides (which will completely prevent the Legion from attacking its flanks and rear), is right on the border with fully-controlled Republic territory (which will make it impossibly easy to keep well-supplied and will also ensure that Republic reinforcements are plentiful and easily available) and the fact that one could see everything up to Primm and Nipton from the Mojave Outpost (that particular area is also wide-open, completely exposed and lacks any real cover which means that any Legion force of any meaningful size would be spotted from miles away day or night which in turn will prevent Legion surprise attacks), the Mojave Outpost will truly become a 100% impregnable fortress.
To make things even worse for the Legion, there's absolutely no bypassing the Mojave Outpost either as the only areas that can allow such a short cut around the Long 15 are completely and literally impassable. The Big Empty is often described as a wall to any living thing approaching it, the Divide is little more than a death trap and is completely avoided by the Legion for obvious reasons and Death Valley is so inhospitable that even the NCR, with its fleet of military cargo trucks and Vertibirds, flat out avoids that area out of habit.
Any army stupid enough to try and cross through these areas will not return alive under any circumstances. Which in turn ensures that only through the Long 15 can the Legion hope to invade the West and given that the Mojave Outpost is purely impenetrable and that the Mojave Wasteland is completely entrapped with mountains and the Colorado River, the Legion will be completely trapped in the Mojave Wasteland and will never be freed from their holding pattern there.
The NCR simply bides its time and let's the Legion wear itself out and tear itself apart trying to hold the Mojave Wasteland, occasionally fending off Legion assaults on the Mojave Outpost whilst inflicting heavy losses on the Legion, launching several limited-scale offensives here and there so as to deplete the Legion's ranks even further and deploying NCR Veteran Rangers into the Mojave Wasteland so as to ambush Legion supply caravans and patrols to worsen the Legion's logistical nightmare.
After almost a year, the Legion will finally be vulnerable, it's forces stretched absolutely thin down to their absolute breaking point, their supply lines and logistics completely exhausted and expended alongside their supplies as a whole, the Legion's ranks reduced to little more than a tiny skeleton crew, the Legion completely scattered across the entire Mojave Wasteland unable to guard it or defend it any longer and the Colorado River at its back, with absolutely no way of escaping their inevitable demise.
At this moment, the NCR finally attacks with a full-scale assault across the entirety of the Mojave, completely and utterly destroying the Legion in its entirety and killing/capturing Caesar himself as Republic forces swarm across New Vegas and wipe out his Legion all around him within mere hours, days if the Legion is lucky. And so the NCR-Legion War finally draws to a close, with the back of the Legion broken forever and ceasing to exist.
Either way the Legion is fucked with a Legion defeat at the Second Battle of Hoover Dam being a mercy killing at best for the Legion.
(Sources are down below in the comments section).
submitted by GodBlessTheNCR316 to Fallout [link] [comments]

★ Quick Review of the Tanks in the Premium Footlockers + Best "Strategy" to use ★

So it seems that WG decided that a fun gamemode can't go without monetization, and they've added "Footlockers" (Read: Lootboxes) for purchase. It is extremely important to note:
You are NOT guaranteed to get your money's worth - In fact, most boxes you open are going to be a BAD VALUE.
These are NOT like the Christmas boxes where there was at minimum equal value in the box as what you paid for it. The Halloween "Footlockers" rely soley on the CHANCE of you getting a Premium tank. WarGaming has not released numbers for the chances to get a Premium tank, but based on all of the unboxing videos / posts I've seen, the chance seems to be around 1 in 25 (4%). In theory, that doesn't seem too bad, with each box also having the ability to be rerolled. However, the actual value of the contents inside is another story.
Let's start with the best "strategy" to get the absolute most out of the boxes.
(Want to read this guide with better formatting? I post all of my content to the NA Forums. This one is hyperlined here)
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Strategy:

To maximize your chance of getting the Premium tanks without ruining the potential value you'd get from them, in theory you should reroll every box that doesn't have a Premium tank once, and once only.
However, since not all of the Premiums are very good, plus there's no guarantee you'll get a Premium tank at all, you should most likely:
Keep:
**Reroll:**​
Do not reroll a box more than once. Each one contains 100 Gold, which is enough to reroll it once without losing more Gold than you "earned". This will prevent you from losing more money than you already would if you don't get Premiums, and will maximize the value you get if you do get Premiums from the boxes.
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Mini-Reviews of all of the Premium Tanks available:

We're going to quickly do a rundown of each of the Premium tanks offered, providing a 0-10 rating and a very quick description of the most notable features of the tank.
T77 Heavy: 7.5/10 [Very Good]
The T77 Heavy is in many ways like a Tier 8 version of the T57 Heavy, except it doesn't have any of the DPM. The T77's gun is unreliable with an extremely long reload. However, it has the ability to unload 1,080 damage within 4 seconds of the first shell, which is absolutely devastating at Tier 8.
The rest of the tank is mediocre all around, with unreliable armor, somewhat poor view range, and somewhat sluggish mobility. However, the mobility is enough to get it in and out of important positions, and allows the gun to work wonders. It's kind of like the Bourrasque in that regard - A very unreliable gun on a mostly underwhelming platform, that works surprisingly well because of the monstrous damage potential. Of course, this tank plays entirely differently in comparison to the Bourrasque, but it's actually a good tank to get from the boxes.
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M4A1 Revalorise: 5/10 [Average]
The tank has definitely suffered hard from powercreep, but its still a reasonably okay tank. The gun is punchy and relatively reliable, and the tank has gun depression to make it work. Everything else about the tank is forgettable, and the armor resembles French bread more than French armor.
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AMX CDA 105: 7/10 [Very Good]
Most people brush the AMX CDA off, but the gun that it has on such a mobile and stealthy platform makes it feel like a very playable version of the Strv S1.
Sure, the Strv S1's gun is even better with even more gun depression, but the Siege Mode mechanic makes it very inflexible and difficult to play on matchups where you can't just sit back and snipe.
The AMX CDA 105 on the other hand, is able to keep contributing to the battle, relocating and even being able to get up close and personal if it needs to.
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STG: 5/10 [Average]
The STG is kind of like the M4A1 Revalorise - A forgettable tank and platform, with a rather solid gun. The STG sacrifices some of the mobility of the M4 to gain armor. It sacrifices the gun depression to get a stealthy low profile. Its shell velocity is traded off for better accuracy.
It's just as average as the M4 Rev is, but offers a different playstyle for the same alpha gun, in case the M4 Rev wasn't quite your cup of tea.
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ELC Even 90: 4/10 [Poor]
If I were to rate this tank objectively, especially with the new equipment that's in the game, the ELC Even 90 offers a level of scouting potential that no other light tank at Tier 8 offers. Such a small, low profile tank, especially with the new equipment, is able to spot tanks from positions that nothing else could, while also having a gun that can hit surprisingly hard if you can get the entire magazine off.
That being said, the gun is... Abysmal. It's one of the worst guns on any Tier 8 tank in the game, and ELC Even 90 players consistently average less damage in the tank, than they would in a Tier 6 tank. The gun is truly horrific, and the tank only works because of the scouting potential, combined with small size with a 660 damage potential magazine.
A good player can make the tank work reasonably well, but as I've said in many previous ELC Even 90 reviews [hyperlinked here], the tank just doesn't have the carry potential that other Tier 8 light tanks do. You're rolling the dice each time you play it whether or not you'll get a map where the tank can work, whether you'll find good light / medium tank players on the enemy team that can counter you, and whether or not your gun will decide to hit a tank 20 meters in front of you.
You might love the tank - A lot of people do... But it's kind of like the Tog II in that regard - It's a giant rolling meme... Or I guess in this case, a tiny go-cart meme. It's not actually good... But it can be fun if you get the right scenario.
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Strv S1: 6/10 [Good]
The Strv S1 as I mentioned earlier, is a less flexible version of the AMX CDA 105, that has a better gun, better camo and better gun depression. That being said, because of the Siege Mode mechanic, in most circumstances the AMX CDA 105 will have more carry potential, and be a far more enjoyable tank to play - On top of making more credits.
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FV4202: 3/10 [Very Bad]
The FV4202 never was a particularly good tank, even when it was a Tier 10 medium, but as a Tier 8 Premium tank in 2020, it is particularly bad. The armor is pretty decent, but the mobility is on the sluggish side, and the gun is just a joke and a half. 1700 DPM for a tank with 230 alpha, and a shockingly unreliable gun (despite what the paper stats would make you believe), is not a good combination. Combine that with poor gun handling on the move, and you're not in for a pleasant experience.
The hull armor is pretty troll, but the turret is pretty easily penetrated by anything with 220mm of pen or more. Using your gun depression helps to some extent, but because the turret is so large, and has so many flat zones, even when you're completely hull-down using all 10 degrees of gun depression, the armor still doesn't hold up as well as you'd hope, and the gun will just disappoint you over and over again.
It is a bad tank, and one of the worst ones in this list.
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T-54 first prototype: 5.5/10 [Average]
The T-54 Prototype is sadly just a worse version of the T-44-100. Everything about the T-54 Prototype is significantly worse with the only exception being the armor, but even the armor is hardly much to write home about.
The turret is still the weakest part of the tank, and having the same shape and size as the T-44-100 turret, with similar armor effectiveness, it defeats the purpose of the T-54 Prototype even moreso.
The only well-armored part of the tank is the hull, but even that only works if the enemy can't shoot down on it using gun depression, and if the enemy has less than the average of 220mm of pen at Tier 8.
It's a decent enough tank, but it's just pointless compared to the T-44-100.
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Hwk 30: 6/10 [Good]
The Hwk 30 isn't particularly great, but it feels in many ways like the RU 251 at Tier 8, which is pretty nice. The gun is solid, the mobility is good and it's reasonably stealthy with great view range.
It just can't compete with the LT-432 or EBR 75, which makes it somewhat pointless to own.
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T92: 4/10 [Bad]
How quickly things have changed, huh? When this tank first came out, I would have told you it's a pretty good light tank. Powercreep has hit this tank hard, and the new equipment only makes it even less relevant than it otherwise would be.
The T92 doesn't really benefit from the new equipment nearly as much as some of the other light tanks do, since it's such a one-trick pony by comparison. It has god-Tier levels of gun handling on the move, but sacrifices a whole lot to get it. The acceleration is great, but a limited top speed really holds it back, and it would be a waste of a Turbocharger in some ways if you chose to go that route.
The tank just doesn't have anything to compete with the best Tier 8 medium tanks, which hurt it far more than other Tier 8 light tanks do. You might still have some fun tanks zipping around and snapping shells in, but just pray you don't find a Lansen C, Progetto 46, or Bourrasque on the enemy team... Because otherwise, they'll be the ones having fun snacking on you.
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IS-6: 4.5/10 [Bad]
2014 called, they want their tank back. While it's true that the IS-6 got a much-needed armor buff that actually makes the armor surprisingly decent for a Tier 8 Heavy (even if we ignore its Pref MM), the gun still is abysmal and holds it back significantly compared to most other Tier 8 heavies.
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T26E4 SuperPershing: 7/10 [Very Good]
Unlike the IS-6, the Super Pershing's armor buff and gun buff brought it right back to being a rather competitive tank. While you do still need to shoot plentiful of APCR to make the most out of it, the armor holds up really well which allows you to let the gun work.
Unlike the IS-6, the Super Pershing's gun is actually pretty good, with good gun depression, decent enough accuracy and aiming times, and reasonable enough gun handling. Combine that with really good APCR pen, and you can not only play like a heavy tank, but you can outplay heavy tanks too.
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Kanonenjagdpanzer 105: 5/10 [Average]
We can see where this is going... Of the 3 105mm Tank Destroyers on this list, the Kanonen is at the bottom of the barrel. The Kanonen may not have to deal with Siege Mode like the Strv S1 does, but it's in many ways worse than the AMX CDA 105 - Which defeats the purpose of playing such a tank. The AMX CDA 105 is a more flexible Strv S1, with many good characteristics to still allow the gun to perform really well.
The Kanonen 105 is very vulernable though with its complete lack of armor and poor gun handling on the move. This makes it much less flexible than the AMX CDA 105, and means it doesn't have the redeeming characteristics it needs to be a viable alternative to the Strv S1. Not to mention, the hp/ton is much worse on the Kanonen, which means it isn't as fast as you might hope, relying mostly on its top speed and traverse speed to get around, not so much its acceleration.
It's definitely not as bad as the Kanonen 90... But that's not saying much, considering just how bad that tank actually was.
---------------------------------------------------------------------------------------------------------------------------------------
Vk 168.01 (P): 4/10 [Bad]
Apparently we're still calling unskinned tanks a new Premium tank. I thought this was 2020, not 2016 / 2017? Anyway, the VK 168.01 P is an armored tank with a hard hitting gun, that's as slow as a brick house floating through a river of molasses. It's not going anywhere anytime soon, and if you do manage to make it to the battle, your team has probably already lost.
It's just a worse version of the VK 100.01 P, except they're charging you money for it. No thanks.
---------------------------------------------------------------------------------------------------------------------------------------
Lowe: 8.5/10 [Great]
While I no longer rate the Lowe 10/10 as I used to, it is still a really good tank that still manages to hold up really well in the current meta. The gun is punchy and reliable, the gun depression works really well with very solid turret armor, and the hull is still fairly usable so long as you can hide your lower plate.
The Lowe is a great credit grinder, with decent carry potential. It's not flashy, and it's not the most fun tank, but it works and it works well.
---------------------------------------------------------------------------------------------------------------------------------------
WZ-120-1G FT: 9/10 [Amazing]
This is one of the few tanks in the Chinese line that actually stands out as being a really good tank. The DPM is insanely good, the armor is surprisingly solid, the tank is really stealthy and low profile, it's pretty quick with an extremely fast traverse speed, and the tank even has view range to go along with it! Not to mention, when you let the gun aim, its accuracy is also pretty decent.
This tank has just about everything you'd want, except for a turret and gun depression, but its strengths far outweigh its weaknesses, and is still one of the best Tier 8 Premium tanks in the game - Especially now with the new equipment providing an Improved Rotation Mechanism. The Improved Rotation Mechanism helps tanks like this a lot, since the gun handling becomes better, aim time becomes better (with the smaller aiming circle) and an already quick-turning tank turns even faster now. It is truly an amazing piece of equipment for a truly amazing tank.
---------------------------------------------------------------------------------------------------------------------------------------
And there we go, there was a quick rundown of all of the Tier 8 Premium tanks offered in the Footlockers!
Is it worth spending the money? Probably not. It's gambling to the extreme, and unlike the Christmas event, many people will be walking away with next-to-nothing during this event.
The boxes only become worth it if you get one of the Tier 8 Premiums offered, but even then, most of the Premiums just aren't all that good. There are a few shining stars in the mix, but it's mostly a lot of mediocrity.
Unless you have a good amount of disposable income, and you don't own most of the tanks on the list, the boxes simply aren't worth it. And even then, since there's no guarantee of actually getting your money's worth (quite the opposite actually, with most of the boxes being nearly worthless), I would highly advice against buying the boxes.
And while it's true you get 3 keys from the 10 box bundle, that's only 3 battles in the WT auf E110 - It's barely anything worth paying attention to, and doesn't really add any meaningful value to the boxes. These footlockers are completely pointless unless you win a decent Tier 8 Premium tank that you didn't already have, which is a small chance and is entirely casino-style gambling, without any of the fun or experience of being in an actual casino.
submitted by ScorpianyTheGOAT to WorldofTanks [link] [comments]

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submitted by freespinsbonus to u/freespinsbonus [link] [comments]

A Big List of Challenges (Problems/Goals/Complications/Encounters) for your adventure (including Social, Exploration, Stealth, Mystery, and Combat).

Hi! I have compiled a big list of challenges your players can encounter during the adventure.
If you find this list useful - please help me to improve and extend it!

Action/Adventure Challenges

  • Defeat a villain and his minions.
  • Defeat a monstecreature/horde.
  • Obtain a McGuffin (item, vehicle, money, magic artifact, spell, your lost/stolen valuables, etc)
  • Obtain Information (an ancient book, a piece of gossip, a clue, secret codes, a way to break the curse).
  • Protect/Escort /Guard a person/creature (a rich merchant, a researcher, a young prince targeted for assassination, a last of its kind monster, tax collector, witness).
  • Deliver a person (make sure they don't escape).
  • Rescue a person/creature (rescue a hostage or a kidnapped person, break them out of captivity).
  • Track, Find, Chase, and Capture/Catch a person/creature/vehicle (a criminal, a runaway, a ship, a lost pet, an escaped experiment, the infected).
  • Find and save the missing person (lost kid, caravan, courier, spy.
  • Deliver a valuable/fragile item/cargo and protect it from danger (artwork, cursed artifact, mysterious crate, a treasure map, a message).
  • Destroy the target (an object, a cursed item, enemy weapon or infrastructure, the enemy base, a piece of blackmail on someone, a source of infection, close a portal).
  • Sabotage a plan (disrupt a ritual, prevent a prophecy, undermine the invasion, stop villain from achieving their goals).
  • Capture and secure the base/location (enemy city, friendly city under siege, a building, a military target).
  • Defend a location (protect a village from monsters, a city from the enemy army, prevent enemies from passing a bridge or a tunnel, protect a crime scene, meeting site, warehouse, protect a ritual to ensure it will get completed).
  • Your town/building/ship has been captured and overtaken by enemies. Survive under siege, liberate it.
  • Robbery/Heist (rob a train or a blimp, abduct a person, commandeer a ship, steal diamonds from the casino, steal wand from the mage tower).
  • Protect many innocent people (save people from a natural disaster for example, release the prisoners/slaves).
  • Win a competition (Complications: your team is bad, the other side cheats, you can only win by cheating, the event is more deadly than it was supposed to be. You are competing for other purpose than victory, such as to keep another contestant safe, to spy on someone, or to get into the place where the event goes down, to prevent villain from winning, to prove yourself, to impress someone).
  • Prepare for the mission. Get equipment/supplies/transportation/funding.
  • Deal with the consequences of a botched/evil magic ritual.
  • Distract the enemies. Act as bait for the ambush/trap.
  • Train a novice, keep a noble person safe while they go on adventure.
  • Build or repair an object (by collecting McGuffin ingredients).
  • Perform a Ritual.
  • Law Enforcement - act as a police for a town.
  • Intercept a delivery, escort, communications.
  • Prepare and execute an ambush.
  • Act as an experimental subject for a crazy scientist/wizard (for dangerous potions).

Exploration Challenges

  • Survive/avoid environmental dangers (think of the place itself as the “villain”, it is a monster without HP that "wants" to hurt players or drain their resources, and has certain powers to accomplish that. Traps, cave-ins, lava eruptions, rock-slides, avalanche, collapsing buildings, impenetrable mist, wild animals, dangerous/poisonous flora, falling into a pit, getting lost, etc).
  • Overcome environmental obstacles (a river on your way, a closed gate, climbing a mountain, a swamp, quick sand, slipping hazard above the abyss, thin ice, wild magic area. Retrieve an item from the bottom of the lake.).
  • Travel through multiple locations to reach the target.
  • Explore the location (to learn about it, to map it, to figure out what happened here. To find bandit camps, enemy encampments, monster nest, a way through, resources).
  • Find a lost location/person/item/treasure/clues.
  • Scout for information, survey the location/region (ahead of group, enemy territory, monster infested territory, uncharted wilderness).
  • Clear location of danger (creatures, traps, haunting ghosts, curses, infestation).
  • Track something/someone, find a trail.
  • Deal with a natural disaster (storm, earthquake, flood, meteor).
  • Survival (without food/water, deal with harsh weather, diseases. Find shelter. Repair a ship or a radio. Find a way to get back home.)
  • Enter a guarded area (overcome defenses, defeat security, sneak in unseen).
  • Escape guarded location (break out of prison).
  • Use environment to your advantage (start an avalanche to block a pass, assume the most optimal position for combat).

Social/Intrigue Challenges

  • Convince/Persuade a person to do/say/give you what you want.
  • Intimidate/Manipulate/Blackmail/Force someone to do what you want.
  • Befriend/Seduce someone, make allies.
  • Gain confidence or forgiveness of a person who doesn't like you.
  • Find a non-combat resolution.
  • Get caught lying/cheating/sneaking, and rectify the situation.
  • Persuade a group of people (an organization, an angry mob, snobby nobles. Persuade the army to take a route that will slow them down/lead them into an ambush, convince the bandits to raid the enemy, convince farmers to donate food).
  • Gain social status, power, political influence (prove your worth, gain respect, impress someone, get elected).
  • Change someone's social status (make them look good/bad, get them elected, overthrow a ruler).
  • Run a kingdom/village/team/organization/business, lead an army (build a new one, restore the failing one to former glory).
  • Change the society/group/organization (raise morale, lower the crime, stop witch hunts, deal with corruption).
  • Gain control over the territory (invade a country or repel the invasion).
  • Put down or incite rebellion/mutiny/conspiracy.
  • Negotiate a deal, bargain (political compromise, hostage negotiations, trade information, convince them to sign a document).
  • Resolve conflict, broker peace, unite rivaling factions, settle dispute.
  • Establish political/trade relationships .
  • Navigate a strange culture/customs (without offending anyone).
  • Cause conflict/rivalry/war, pit people/factions against each other (get enemy minions to mistrust each other).
  • Deceive a person.
  • Set someone up, shift the blame to someone else.
  • Infiltrate a group, conceal your identity (cult, bandits, enemy citadel, thieves guild).
  • Find the spy/traitomole.
  • Deal with being blackmailed, spied on, threatened, manipulated.
  • Deal with a nasty rumor or important information/secrets about yourself being out there.
  • Defend someone (or yourself) in the court.
  • Prosecute/judge someone in the court.
  • Put on a show, entertain.
  • Redeem or corrupt a person (teach someone a lesson, seduce someone to the dark/light side).
  • Recruit people to your cause.
  • Find a way to get someone to owe you a favor, find a way to repay the debt you owe to someone else.
  • Enforcement - apply pressure to a person to get them to do something or behave in a specific manner, without killing. (Calm down the rowdy gang, collect the debts).
  • Get enemy soldiers/minions to defect and switch sides.
  • Create a disinformation/propaganda campaign (feed it to the enemy spy, destroy someone's reputation, saw fear in the hearts of the enemy soldiers).
  • Perform a con.

Mystery/Investigation Challenges

  • Investigate a crime (murder, assault, theft, threats, blackmail, destruction of “x”, disappearances, corrupt law enforcer).
  • Spying/Surveillance, gather information on a person/creature/location without being noticed. (Are they up to something shady, are they who they claim to be, discover their secret techniques, how are they bypassing security, how do they create “x”, involvement in “x”, what secrets are they hiding, where are they hiding “x”, where do they keep disappearing to, enemy troops, ).
  • Search for clues and put them together to reach a conclusion.
  • Find and interview witnesses, interrogate suspects.
  • Figure out what's going on, unravel a plot.
  • Figure out what happened in this location.
  • Find evidence (proof of innocence or guilt, expose a corrupt official).
  • Find out if the person is lying or keeping secrets, and what they are.
  • Figure out someone's plot/motives.
  • Figure out who's behind the plot.
  • Do research (find and read ancient texts, talk to old wise people).

Stealth/Heist Challenges

  • Steal (or plant) an item/information (modify enemy maps, plant disinformation. Plant clues to frame a person).
  • Escape from danger (overwhelming force, ambush, pursuit of the law or criminals).
  • Hide, cover your tracks, lay low.
  • Sneak through undetected (sneak past enemy lines to deliver a message to allied forces, sneak past the bouncers into a party).
  • Assassinate stealthily (sneak into the king's chambers, lure them out, use poison, make it look like an accident).
  • Deal with getting noticed / drawing an unwanted attention.
  • Clean up evidence (yours, someone else's).
  • Exchange a real item for a fake or vice versa.
  • Return a (creature, item) before anyone notices it's missing.
  • Sabotage (device, ritual) without being noticed.
  • Smuggle (creature, person, item) into or out of a location.
  • Security Testing - breach the clients security unnoticed.
  • Frame a person/group/nation for a crime.
  • Fake someone's death.

Villain's Moves

  • Personally confront the players.
  • Send minions after the players.
  • Hire a rival team of adventurers or thugs to go after players..
  • Send an assassin.
  • Send a spy.
  • Set a bounty on their heads.
  • Set a trap.
  • Setup an ambush.
  • Take hostages.
  • Threaten an NPC players like.
  • Frame players for a crime, declare them traitors/outlaws.
  • Reveal player's secrets, crimes they have committed.
  • Bribe the authorities/police to act against players.
  • Convince authorities/police that players are evil.
  • Make the public dislike the heroes.
  • Have a "dead man switch" that will hurt people or destroy something valuable if the villain is killed.
  • Know some information valuable to the players (like where hostages are kept, where the treasure is hidden), so players can't kill them, and must negotiate.
  • Set a time-bomb. Something horrible will happen unless players do what they're told.
  • Possess/blackmail/threaten an innocent person into doing their bidding.
  • Pretend to be someone else to deceive the players.
  • Befriend players to use them and betray them later.
  • Kidnap one of the players.
  • Join forces with another enemy of the players.
  • Plant false clues, create decoy trails.
  • Frame someone else for their crimes.
  • Kill hero's mentoally.
  • Cause mistrust, disorder, confusion, infighting among players or general population.
  • Hire people to commit crimes while pretending to be someone else to create mistrust/conflict among two parties. (Example: the bandits "from another country" attacks "local merchants", Start a plague in an uneducated city and have the "foreign merchant" sell snake oil cures, "native patriot" kills a "alien anarchist, etc.)
  • Put difficult choices in front of the heroes (like forcing Batman to save one of the ferry boats, to save Harvey Dent or Rachel).
  • Take away resources from the players (steal their items).
  • Give people the wrong idea about his powers/weaknesses.
  • Push player's buttons, play on heroes' flaws, temptations, fears.
  • Develop a good public image, make friends in the government, be beloved by the public.
  • Seduce player's allies to the dark side, convince/threaten them into betraying players.

Complications

  • Do it under time pressure (before the ritual is complete, before people run out of air, before reinforcements arrive, before or during the event, in transit, while you still have the chance).
  • Do it while competing with the rival team.
  • Unrelated people are interfering with the objective.
  • Do it stealthily (don't attract attention, don't leave clues, no witnesses).
  • Do it while pretending to be someone else.
  • Do it without revealing that your client is involved.
  • Prevent collateral damage, protect the innocents who are around.
  • Avoid violence. Defeat/capture the villain/creature without it being harmed.
  • Mitigate the risk, there's a high probability of causing a lot of damage if you're not careful.
  • Two challenges conflict with each other (you must break your stealth to help someone in trouble, capture criminal or save people who are currently in danger).
  • Difficult choice. Choose lesser of two evils, choose which people to rescue. Requiring personal sacrifice, risk, compromise.
  • Opportunities that come with a difficulty, cost or have negative consequences.
  • Resolve moral dilemma (the creature is dangerous but doesn't deserve to die, you're working for a bad guy, both sides of the conflict have valid points, completing a quest will harm people/environment).
  • Do it with incomplete information.
  • Do it with limited resources or without preparation.
  • Do it without access to powers you're used to having (while sick/injured/debilitated, in an area where magic is outlawed/disabled, having lost your equipment).
  • Locals here are unhelpful/hostile to you. You have low social status.
  • You can't trust anyone.
  • Doing it is illegal, or against authorities best interests, or is threatening a powerful group.
  • There are regulations/restrictions on what you can do hindering your progress.
  • Do it while being supervised (the media is all over you, a brilliant detective is on your tail, you are under suspicion, the enemy knows you're coming, you have a spy/mole).
  • Do it despite your flaws/temptations/fears.
  • It causes conflict/infighting within the team (player characters will have opposite goals/reactions to it).
  • Do it while working together with antagonist or someone else you don't like.
  • The side you're working for turns out to be evil.
  • The villain is someone you know/like/respect.
  • The villain is a respected public figure, celebrity, is liked by people or has authority over you.
  • Bad guy has a dead man switch, if he dies the others will suffer or treasure will be lost. Bad guy is the only one who knows the valuable information.
  • The people you're helping don't want your help.
  • Vital information turns out to be wrong.
  • Deal with the betrayal.
  • Mission has been rigged to fail from the start (PCs may be used as a scapegoat).
  • Objective is stolen before the PCs arrive.
  • Objective must be undamaged.
  • The important item has been transmuted and needs to be changed back, locked in a safe and needs a code to unlock, is a mineral that needs to be refined by a specific process. A book or a message is written in a foreign language that requires a translator.
  • Only a bad/unpleasant person can provide the item/information/favor you need.
Please leave a comment and contribute to this project!
Edit:
I've had a few pretty huge epiphanies while writing this post:
  • Stories are fundamentally about problem solving. Roleplaying is fundamentally about problem solving. This is the fundamental "game loop" of RPGs - GM puts a problem in front of the players, and they find creative ways to solve it, that's what gives them fun stuff to do and feels satisfying to accomplish.
  • Adventure Ideas are fundamentally problems. They create an exciting, challenging, important goal for the players to accomplish.
  • Big problems are broken down into small challenges. But fundamentally, the big climactic adventure/campaign goals and the small challenges players encounter on their way are the same thing. Every scene the characters solve a small problem, and it drives them towards solving the big problem. That's what plot points are - players solving or failing to solve a problem, which moves them closer to or farther away from the goal. Which feels exciting/valuable/dramatic.
  • Conflict, obstacles, social/exploration/combat encounters are fundamentally just sources of problems. There probably are other sources that can generate problems.
  • It's all just nested challenges: Campaign Problem > Adventure Problem > Scene Problem. And any challenge can be used on any of these levels.
  • Therefore, the list above is a list of adventure ideas and plot points at the same time. Make any challenge very important/difficult/exciting to accomplish - and it becomes an idea for the adventure or a campaign. Make any adventure idea relatively small and simple - and it becomes a scene challenge (encounter). Put a number of smaller challenges in front of the players - and you've got your basic story structure (a list of encounters, the gameplay). Because goals and challenges are fundamentally the same, just the nested problems, they can be combined in any order to create any number of unique adventures.
  • Also, it means that you can take big story ideas from movies, TV episodes, published modules, and use them as ideas for small encounters. Shawshank Redemption, Alien, Jaws, Incredibles - they can be big campaign ideas, small adventure ideas, or just a thing characters do in a scene (escape from the prison, hide from a monster, defeat a big golem).
  • Game mechanics are also challenges. If there's an RPG system that gets players to do something awesome (GM moves in Dungeon World, Favors/Debts and Social Status mechanics from the Undying, Weak Moves from Dream Askew) - you can use those as challenges too.
  • Even a single challenge can create an unlimited number of unique stories - you just change the concrete details. McGuffins, NPCs, locations, etc.
Edit 2:
Wow, this is taking off. If you like this post, you will probably enjoy my posts on Adventure Writing Process, Adventure Template (a list of the most important questions to answer when designing an adventure), and Making Combat Awesome. If you want updates on my future posts - follow me here.
Edit 3:
Created a little "Story Generator App" that will pick the random challenges for you.
submitted by lumenwrites to DMAcademy [link] [comments]

Dev Diary 11: Welcome to Texas and Oklahoma

Dev Diary 11: Welcome to Texas and Oklahoma
Howdy there partners, and welcome to the Wasteland’s finest rodeo! Down here in Texas and good old Oklahoma, things work differently from the rest of the Wasteland. Oh yes, you see here we’re a fine folk, a refined folk, the kind of people who greet you with smiles and a face-full of buckshot if you even think about whipping out your tire iron. Yes, life here is simple, rustic, and downright apocalyptic...
The region in all its glory!

That’s right Wastelanders, it’s time for another exciting dev diary! Today, we’re focusing on just some of the map changes and additions brought to you by the team. In the coming weeks and months, we’ll reveal more about the factions you see before you, more of our other map changes, and give you some tasty insight into the way things work past the Legion’s border.To begin with though, why don’t we delve deep into the twisted guts of the map itself, and pull back the veil on this beautiful view you’d love to call home.
Aren't provinces beautiful?
Every map expansion begins here, the province map. For this update, a big focus for me was returning to my roots when it came to province design. More small, organic provinces, built up into many states that a great number of nations can occupy. The new playable region brought forth in 3.0 feels as dense and lively as the West Coast, without having nearly as many provinces dotted along its shoreline.
There’s a vast variety of terrain in 3.0, from jungle, to marsh, to plains, urban, and deserts. 3.0 feels and plays like a small microcosm of the larger map, an area rich with lore from a game many people don’t even know about.Before we talk about that, though, let’s take a look at the states.
Dare you count all these states?
If you took the arduous time to count all of that before reading, let’s see if you were right! That’s 96 new states. Oh yes my friends, that’s right, your faithful friend here didn’t stutter now, did I? We’ve got 96 new states for you to control, conquer, and explore in 3.0: and they’re full of interesting characters.Why don’t we get on to that, actually?
In 3.0, we’re representing the lore of the often hated and forgotten Fallout: Brotherhood of Steel, as well as it’s cancelled sequel; Fallout: Brotherhood of Steel 2. Many of you may have never heard about these games, let alone played the first, so it’s time for a little history lesson.
After the defeat of Unity, the super mutant army of the Master fractured into many pieces. Two leaders arose from the ashes, and they led large hordes of mutants out of California to greener pastures for plunder and glory. The important one is Attis, who led his new troops to Texas, in an attempt to uncover the secrets of FEV.
A brotherhood detachment had already left to face off against the first mutant general, and with Attis’ departure, another group inside the Western Brotherhood wanted to chase them down. The Council of Elders said no, fearing another disaster like that which had happened to the first group, but ultimately a splinter faction formed.
It was led by none other than High Elder Rhombus, and he led a group of scribes and paladins to chase down the largest super mutant army in the West, forming what would later be known as the “Texas Expedition.”Settling into the heartland of Texas, this new offshoot developed themselves, recruiting from the local population. They ran them through a training course utilising hologram technology, turning them into initiates. One of these initiates became the protagonist of Fallout: Brotherhood of Steel, and went on a large journey, tracking Attis all the way to his target destination: the Secret Vault.
The Secret Vault was the holy grail for Attis, a place where the secrets of FEV were laid bare, and the secret headquarters of Vault-Tec. Built under the nose of the US, it was the control centre of all Vault-Tec infrastructure, designed to facilitate what Vault-Tec promised thousands of Americans: a safe life underground. The Vault was equipped with state of the art facilities to conduct unethical experiments, and was staffed by unique robots unlike anything the player had ever seen before, or since.
Attis would eventually turn himself into a true abomination, an amalgamation of flesh and FEV, taking after the Master’s image in a final face-off against the protagonist.
Thus ended Fallout: Brotherhood of Steel 1. We must now go more than a hundred years into the future, a mere decade before OWB starts. The Brotherhood have consolidated their power, but outside threats are pressuring their organisation. Attis Army has split into two halves, led by two mutants respectively. Shale, a die-hard mutant supremacist who wants to reform the Army, and Keats; a super mutant who wishes to create a place in which super mutants and humans live and work together in harmony, free from oppression.
But underneath the surface, a great plot is brewing. Reese, a former member of the Cyphers, a group who despise technology in all its forms, has acquired a broken GECK. This GECK has the ability to mutate anything it touches, twisting the world around it into a mockery of life itself. It is the Corrupted GECK, and Reese has big plans for it. He seeks to destroy the Texan Brotherhood, and plunge the region into chaos.
The protagonist of the cancelled Fallout: Brotherhood of Steel 2 went across Texas, on the hunt for many things, but eventually Reese himself. They entered Lone Star, where they found evidence of his tampering, and scouts of the Legion. They travelled throughout Brotherhood territory, watching as the group was set upon by numerous raider gangs, all coordinated and persuaded by Reese.
They visited Austin, where the tensions between the two super mutant factions was growing. Originally, Keats would always die. You could choose between Shale or Keats, but ultimately, he was always assassinated during a speech. But we decided that was boring. Scarlet (our protagonist of choice) saved Keat’s life, becoming bros for life in the process, and Shale was exiled from Austin alongside his goons.
They then travelled, finally, to The Corpse. Within the ruins of a sunken Corpus Christi, Reese’s lair waited in the harbour, and there a final battle ensued. Everything up until now, barring Keat’s survival, is canon. Now, let’s jump into the juicy OWB fanon.
Ultimately winning the fight, Scarlet took his GECK and hauled it across Texas, travelling a great distance to a remote location, far from large and established communities. She put the GECK down in what was to be its final resting place, and became its guardian and protector. Over the decade, its influence spread, creating a beautiful but deadly blood red canopy of mutant fauna, a place the natives of Texas refer to as Eden. Any and all who enter the twisted jungle without permission wind up dead, victim to the protagonist’s legendary assassination skills.
So, there’s your juicy jet high of lore. Now, how about we get onto the region as a whole in OWB’s 2275? Many nations in Texas and Oklahoma, such as Carbon, Los, Shale's Army, Unity of Austin, Lonestar, the Texan Brotherhood, and others are all based in Fallout lore. Since we’re here, let’s go over them all in some more detail.
Pecos: a collection of settler communities from Mexico, who primarily trade with the RRG and Las Granjas. Having struggled to maintain their independence over the last few decades, recent events have continued to destabilise their peaceful towns.
Los: The Church of the Lost has recovered since the fall of the Secret Vault and the death of their old leader Blake. These survivors from Necropolis hope to live out the remainder of their days seeking nirvana within the hallowed streets of Los.
Carthage: a civilised raider nation built over the ruins of Carthage, a town built atop a gigantic and largely untapped natural gas reserve. They use flame to do everything, from powering their cities to cooking their enemies alive.
Carbon: The town of Carbon has been destroyed and rebuilt many times. Recently the town is on an upswing - yet there are some that worry that the raiders that once destroyed their small town may come back again.
The Pursuant: a vicious hunting lodge of civilised raiders who hunt the greatest monsters the wasteland has to offer, from terrifying, legendary Deathclaws, Horrifying Mirelurk Queens, and the most exclusive game of all: man. Traders must constantly be aware, as they are always on the hunt.
Unity of Austin: led by Keats, the ever charismatic super mutant politician and every man, the Unity of Austin is a staunch ally of the Brotherhood, seeking to create a Wasteland in which mutants and humans live side by side through mutual cooperation.
Houston Rockets: the remnants of NASA and Houston’s entertainment industry made a deal. One side made money off of sports, and the other side used the profits to launch rockets into orbit.
The Patrolmen: a group of “protectors” who patrol the I-10 religiously, fighting off raiders and outside threats, while exploiting the communities who exist under their thumb.
Bayou Motors: a trader nation that specialises in, produces, and sells boats and shipping equipment to most of the Gulf.
Gatormaws: a group of violent tribal communities who’ve made the Bayou their home, and make use of their extensive expertise to raid traders who sail along the Red River.
Desperados: a ghoul cartel who split off the Sinaloa after a brutal coup, they’ve taken up shop in Shreveport, demanding “protection fees” from passing traders, lest they die to “local raiders.”
Assassin City Rollergirls: a raider gang steeped in roller derby culture, they skate around the urban sprawl in atomic skates, cleaving heads and splitting Brotherhood power armour like tin cans.
Tubeheads: a cult of raiders and engineers led by the charismatic Mr. Entertainment, the Wasteland’s only late-night variety show host. Cooking segments, raider gladiatorial combat, special guest interviews, all from the pleasure of your own home: courtesy of the Tubehead’s mandatory TV and satellite installation package.
The Last Lodge: a nation of peaceful settlers, draped in masonic imagery, with an outward focus and an emphasis on community.
Scrappers Compact: an alliance of territorial but loyal junkyard settlers, who make a living out of scavenging and selling valuable scrap to the outside world.
Shale’s Army: a warband of first generation super mutants exclusively, led by Shale, one of Attis’s fiercest commanders. Their hatred for all non super mutants is readily apparent, and they make a living out of claiming the lives of their neighbours, ultimately aiming to rebuild Unity from the ground up.
The Chained Choir: a nation of former inmates; ghouls who were subjected to testing by the US army, for research into the potential psionic implementations of FEV.
The Last Patrol: a regiment of national guard who were directly exposed to a nuclear blast, and now patrol the region around their compound, fiercely protecting the rights and liberties of the communities under their charge.
The Texan Arms Association: a coalition of arms barons and factories in the northern Rio Grande who never fully assimilated. Motivated by dreams of liberty and greed, they sell weapons to anyone, and have continued to destabilise the RRG’s politics since its inception. 3.0 will see the TAA exist on game start, and their association’s bid for independence may be welcomed by some of its neighbours who see it little more than prey.
Painted Rock: a group of noble tribal warriors, unwavering combatants who test their young among jagged rocks, and prove their worth against the Wasteland’s toughest foes.
Cypher Warband: a clan of luddites who hold a deep hatred for the old world, and in particular, the Brotherhood of Steel’s core doctrines. They’ve been fierce opponents for decades, but during the events of the cancelled Brotherhood of Steel 2, they disowned their most extreme member—Reese—who left in an attempt to destroy their archenemy once and for all.
Lubbock: a settler community of ghouls and humans, attempting to work together despite their differences. Supported by the Lubbock Expedition, a military effort by Lone Star to secure the highways across Lubbock’s territory, securing their border and reaping the economic benefits of the partnership.
The Ironmongers: a group of mutants who’ve taken over former TAA factories, regularly plundering their gunsmith neighbours. Unlike many other mutants, they construct massive vehicles of brutal machinery, backed up by giant guns and the strength of iron. They’re feared by many, and their iconic “Battlewagons” bring terror and destruction in their wake.
Eden: lead by Scarlet, a protagonist from the protagonist of the cancelled game "Fallout: Brotherhood of Steel 2", who dragged Reese’s GECK from The Corpse to a remote location, to contain the spread of its taint from the outside world, and all who would covet its ruinous strength.
Lone Star: the largest trade hub in Texas, all traders pass along its roads and through the gates of its capital city. Its emphasis on sustainable partnerships, justice, and profit have made it a veritable Wasteland boomtown.
Texan Brotherhood: a brotherhood outfit who’s roots stemmed from a desire to crush Attis once and for all, in 2275 the Brotherhood look entirely different to their counterparts out west. Civilised, peaceful, just: they seek moral victories over material, a direction some among their ranks find fault with.
The First People: the combined nations of the Choctaw, Cherokee, and Chickasaw-Muscogee Coalition have banded together in an alliance, protecting one-another from outside threats and developing their communities in a Wasteland sorely lacking hope. Many of them emerged from vaults, and they rebuilt the casinos, infrastructure, and social venues that made their little corner of Oklahoma the darling it was. In 2275, beyond New Vegas, the Big Spend is the premiere destination for tourists, traders, and soldiers looking to experience the best service in the Wasteland. Live music, tasty food, refreshing drinks, and refurbished hotels continue to entice visitors year after year.
In the words of everyone’s favourite doctor, “Well, that’s all she wrote.” Our dev diary has wrapped up, and boy, what a diary it was! What did you think? Are you excited for what you’ve seen of 3.0? Got any thoughts, comments, or suggestions to share? Let us know in the comments below, or on our Discord!
Mapping is a labour of love, and I love doing it. Take care during this difficult time for all of us, and stay safe and healthy!
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