Auto-translated
Well, I'll try to add my two cents.
1) The strengths of the Inferno faction are opening portals and troop initiative. From this, we get:
a) It's not worth attacking the Elves early on, as there is nothing to counter the Hunters (they have high initiative, and it won't be possible to block them with troops or summoners).
b) In the mid-game, focus on Dogs and Horses – develop tactics and gain the ability to block archers (remember that Inferno has one of the highest initiatives in the game, meaning our high-initiative units go first and can reach the enemy on the first turn).
c) In the late game, in my opinion, Inferno can't rely on anything other than summoned creatures. With summoned creatures, you can tear through everyone (block archers, and our melee units will defeat everyone one-on-one). If there are no summoned creatures, you can only rely on enhanced gating, i.e., perks from Luck, Leadership, and (if available) Nimnus's skill (I'm not sure about the name), as well as from Phantom (achieved in two ways: either through Sorcery-Wisdom or through Summoning). So, the tactic is to summon reinforcements with all troops, and then, as the hero progresses, cast Phantom. This creates such a large number of troops that it becomes practically impossible to separate the wheat from the chaff (main troops from summoned ones). Therefore, by distracting attention and having extra troops, we can achieve victory.
And...
2) You can take someone like Daleb or Leto (or even Orson, the Necropolis with a tent – I don't remember the name, etc.) and try to rush (week 2 – maximum 3, later it becomes problematic), but this is relevant for all factions.
That's it. If I forgot something, I apologize – it's a holiday.
P.S. Try the Light skill for the Inferno faction – Mass Divine Power is great, and you only need 2 (preferably more) levels.