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Manuals for playing Inferno

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#4
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to Rean
I initially wanted to "disagree," but then I decided that there are as many opinions as there are players. So, I fundamentally disagree with some of the points in the above treatise!

1. Hellfire. The size of the squad matters... I played as Humans, but I specifically bought a hero from Inferno... I upgraded him with Hellfire and Withering Flame... As a result, hordes of Militia and Swordsmen on the battlefield created a real massacre with this very fire...

2. "Curse is a more effective version of the Watchtower of the Rampart faction." I wouldn't be so categorical... if you have 1-2 strong stacks left in your army, and the enemy has a lot of weak units, Watchtower is much more effective...

3. "Two candidates come to mind for teleportation – Fire Demons at the beginning of the game (they have enough hit points to successfully counter any opponent on the other side of the battlefield, but they are usually too slow to be used effectively) and Cave Lords."

I agree about the Demons... but sacrificing Cave Lords by sending them to the enemy camp??? No way, thank you... the only spellcasters in the game can be used more rationally... (of course, I'm considering a battle with a computer army or a real player... you can throw the Lords at a group of neutrals)
But if you throw the mutant hounds into a group of enemies, it will be a very good meat grinder... they don't get targeted, and when they are, it's against everyone...

4. Summoning magic is clearly underestimated... Phantoms are a great thing for Inferno... The main candidates for "phantoming": Cerberuses, archers, and Cave Lords...

By the way, we also need to check if phantom Imps can drain mana. Has anyone already checked?

5. "Imps are cannon fodder for the Inferno Castle." COMPLETE NONSENSE!!!!! This is one of the most valuable units! (especially when playing against real people). They should not be used in battles with neutrals... but carefully and lovingly accumulated for the decisive battle... With one move (if enough are accumulated), they can deprive the enemy of all mana (adding it to yours), and that's already 50% of the victory, and against a mage, it's even 90%...

Cannon fodder for Inferno is the Demons...

6. "Dirty tricks. In fact, there is only one trick – using phantoms to summon additional troops."

Outdated information... Before the patches, phantoms could summon reinforcements (imagine the entire field covered with Cave Lords)). After the patch (I don't remember, 1 or 2), this loophole was closed...

Whew... I got carried away))))) Well, in principle, that's all about the main "disagreements"...

As for building the Castle (condition: the Castle is not fully built)... 2 options...
1. Normal difficulty (Warrior):
Tavern-Imp Hut-Town Hall-Devil's Tower-Guild of Mages-Hell Hound Lair-Cerberus Kennel-Fort-Magistrate-Hall of Temptation-Stronghold-Infernal Gate-Fire Stables-Sacrifice Pit-Capitol-Castle... and then according to the scheme:)

2. When playing on Hero difficulty:
Tavern-Imp Hut-Town Hall-Devil's Tower-Market-Resource Stock-Hell Hound Lair-Guild of Mages-Magistrate... then, as money and resources accumulate, we implement the first scheme...

Depending on the map, it is sometimes useful to make adjustments to these schemes:)