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Posts from The most effective starting strategy for the Inferno faction.

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18 years ago
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Wait, even though Deleb turned the fireball into a firework display, she still retains one advantage – the skill for machines and a ballista from the start. And we know how brutally a demon's ballista hits. I'll comment on some points:
4. No, the stats remain the same.
6. I wouldn't call them cheats; it's definitely cool, but the slicing sword is also quite useful. Killing one creature of level 7 with it is very beneficial overall.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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18 years ago
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Well, it’s definitely easier to start with a ballista, but it’s still a shame that the Delebs have become weaker:(...I’ll comment on the points:D
4) I checked, the stats remain the same:...in general, Temptresses can be much more useful with the right application, and they’re really fun against neutrals.
6) If the game is fast-paced, I agree...it’s much more useful to hit stronger creatures there...in general, these two tiers are opposites...one is against low-level creatures, the other is against high-level ones.
Есть свет и тьма,
Добро и зло,
Есть сила и власть,
И много всего
Но знай ты одно,
Что все это чушь,
И лишь без любви
Не проживешь ты и дня..
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18 years ago
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After playing a few games, I've come to the conclusion that it's most difficult to start with the Dwarves without Ingvar. Inferno is also challenging, but I've managed to start successfully even without Deleb (as I've already described). Opening the gates is definitely a good thing; it can be tough only until turn 4-5, after which Cerberuses start appearing, and the hero is already leveled up. And when we get the Temptress, we can even start conquering Utopia!
However, with the Dwarves, it's difficult throughout the entire first week; only after that does the game become more manageable.
Нет, я же Гитлер.
18 years ago
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It's not certain whether Succubus will work... If they are four times weaker than the target stack, they won't be able to take control of it. It seems that the strength is calculated based on the value listed at the bottom of the creature table in the fan-made guide. However, according to the calculations, it turns out that to control 1 Twilight Dragon, you need slightly more than 1 Succubus (for 1 turn). Twilight Dragons and Phantom Dragons, as is known, cannot be controlled. For Emerald Dragons, you need 1.38 Succubi, and for Green Dragons, 0.98... Hmm... To be honest, I'm surprised by the calculations; the numbers are very modest. In this way, you can control 5 Green Dragons with 5 Succubi in 1 turn. It should be checked.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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18 years ago
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2 Major Whirlwind that is, the seductress controls level 7... this is, of course, not overpowered, but I recently played a scenario as Agrael in Tribes of the East... I had 50 seductresses control 25 archdevils in two turns, and with these same archdevils, I defeated the entire enemy army... By the way, here's a funny question... for example, I would cast the "Curse" spell on the enemy unit controlled by the seductresses... I move this unit and attack an enemy creature... the question is: will the hero attack the enemy unit if it attacks its friendly unit?:smile19:

Added 5 minutes later
and in general, I think it will attack... the hero attacks it if it performs any action other than moving.
Есть свет и тьма,
Добро и зло,
Есть сила и власть,
И много всего
Но знай ты одно,
Что все это чушь,
И лишь без любви
Не проживешь ты и дня..
In reply to TonyMontana
18 years ago
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TonyMontana;162420

[/U]and in my opinion, it will be... the hero attacks him if he performs any action other than just moving.
In my humble opinion, he won't attack them because the subordinate unit essentially takes your side (on the ATB scale, the color of its background is yours, not your opponent's). However, it's more likely to happen with a Berserker... Although, I'm not guaranteeing it, it needs to be checked because I've never encountered such a situation.

And in general, using Temptresses turns out to be really cool... With Battle Dance, Devil's Strike, and possibly the Mark of the Cursed, you can really take Utopias early.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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18 years ago
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Finally, you all understood this. Before, everyone said they were weak, but they are overpowered! You can use them to easily defeat enemies on early levels and even clear out neutral creatures. The new upgrade significantly enhances the demons and adds more variety to the tactics.
Нет, я же Гитлер.
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17 years ago
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I don't know how to deal with ranged units if the army consists of: imps, elder demons, and hellhounds – neutral creatures always want to take either imps or hellhounds. Maybe I should deploy only demons and then jump somewhere... Usually, sulfur or crystals are guarded by some archers: usually archers (Stronghold), or maybe even spearmen (Stronghold), so how do I defeat them, and sulfur is definitely needed... Please advise? Sorry for the off-topic! As for a quick start, it's clear that hellhounds and elder demons need to be upgraded as quickly as possible – this makes it difficult to build succubi and ponies, so you can only use creatures of levels 1-3 to capture mines with sulfur and crystals.

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17 years ago
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Hmm... What's the most effective starting strategy for the Inferno faction? The answer is simple: Deleb! Do I need to explain? All other heroes reach their full potential at level 10 or higher. Note that the Inferno faction doesn't have any heroes with unique units at levels 1 or 2 (all other factions do: Haven has Elaine and Dugald, Academy has Hafiz, Stronghold has Hegesh, Fortress has Veishan, etc.). They also don't have any ranged units in the first three tiers of creatures. All of this shows that the Inferno faction was designed for long-term gameplay, and besides Deleb, no one can organize a quick start!!!
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17 years ago
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Well, I'm not sure... there are good heroes for the start, like Marbas, Grok... maybe Grol... If you're planning to take down demons early on (which everyone does), then Deleb is the best choice, although I also kept a veteran for Marbas...
Against a real player, it will be more difficult and most likely will lead to defeat. My choice is MARBAS. :smile51:

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17 years ago
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I personally like the Grog the most; you can effectively counter archers with teleport. Plus, if you're lucky, I always try to get the Tactics ability, so the dogs and horses can easily reach the archers.
Teleport is a very useful ability in general – it helps a lot at the beginning to quickly eliminate demons from under attack.
In reply to Successful
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16 years ago
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Moderated: OFF-TOPIC in the message

I'm playing as Marbas against mages; he has good magic resistance.
In the first week, there are no problems; almost everything is defeated with minimal losses.
Imps sometimes help with slow units. In the second week, there are already 50-60 demons.
Upgrade them and go destroy those archers...
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16 years ago
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..Ap3eM, what difficulty level are you playing on???..Try using a lot of upgraded Gremlins or Dryads. (With Dryads, you might be lucky, but only a couple of times), Demons are okay in the second week, I don't argue, but who are you going to use to take down the Archers of Haven (Rangers) or the Sylvan faction? The dogs and imps are taken care of, leaving the demons, which will also be few in number later on)...but there are moments where there's a lot of just plain meat, and it's easier for the demons (much easier).

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16 years ago
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My most effective start for the Inferno faction was when Deleth found a tent on the second level; after that, everything was very easy.

It's clear that you need to upgrade the Imps and Jumping Demons as quickly as possible; the next task is to get Succubi and upgrade them to Temptresses. It turns out to be quite good.

Sometimes, when attacking strong archers (e.g., Elven Archers), it's wise to deploy 7 units of 2 Imps each and summon near the archers.
The trick is that the archers will most likely just run away from the summoned Imps, while the ballista does its job. Even if the archers destroy the summoned units, there's a high probability of getting away with only minor losses. And these are deadly Elven Archers! Not every race can defeat them with minimal losses.
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16 years ago
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....If they were positioned in a group or stacks (2 or 3), it would be easier for the demons... But I disagree about the succubi; there are times when sulfur is available, and 5 Hellhounds are better than succubi, although I usually save up for the Lords, as they are still better than the Hellhounds and can also cast spells... I just don't like the new succubi with their ability; it's not very effective, and they don't shoot much. Against the Elves, and especially against the Forest faction with their luck, they shoot a lot, and a multi-week growth bonus is useless for the Psu... So, either Hellhounds (after all) or Demonesses; with Grol, they look good with their Hellfire attack; I've tested it ---> he (Grol) needs to get luck and solar luck, and then he gets a useful perk:)(my reasoning about the Demonesses may be wrong... it depends on the player!).
...Let's summarize:
1.
If the succubi were recently built, you need rare resources to upgrade them, and it's difficult for a demon to acquire them on Veteran difficulty.
2.
If they have been acquired, then there is sulfur and mercury... and the question arises: maybe it's better to build Hellhounds instead?
3.
If not Hellhounds, then upgrade the succubi and save up for the Lords....
4.
If Hellhounds, then it simplifies the elimination of some ranged units.:smile13: Especially if there is a Tactics perk... a huge initiative is enough. Then, as quickly as possible, upgrade the Hellhounds and build a special building for their growth (possibly only if there is enough sulfur)..
5.
After that, build the Lords (if you have enough money and time).
6.
Devils are, of course, powerful and have good damage... but they are very expensive:)... I think that closer to the late game, if you have a normal army, you can build them, but I don't really want to buy them; you need to upgrade the others and send them into battle... when you have 6-7 Devils, it's best to buy them and bring them over... The problem might be that a week of sickness or plague comes along, and the little devils are gone...
P.S. Hellhounds become very effective when you have 16-20 of them, which takes about 3-4 weeks. By that time, the effectiveness of the succubi (if they are not Temptresses) fades, as others are still better. (Just take some Hellhounds with Hellfire and luck + the Hellhounds are also not standing still + the jumping demons are slightly catching up or opening portals + the succubi are doing their job, and our Imps are probably dead or barely alive by this time)!!!!

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