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Ah, Inferno is pure overcoming of challenges, just like Chaos from Warhammer 40k.
I continue to search for a good strategy for the Summoner (read: Wrathophile).
For now, my opening on medium-sized maps (for two players) is as follows:
On the first day, I build a tavern and hire Malik (I disband the army and focus on economy). My main hero is an emo-mage with the "Master of Sadists" specialization (I take the earth healing spell at level 1).
Plan for the first 7 days: capture the mine - capture the wood - capture the crystal - capture the Burning Lake. Malik gathers resources.
Buildings: Tavern - Magistrate - House of Insanity - Hall of Temptation - Hall of Torture.
This way, by the beginning of the next week, we will have an influx of Insane, Succubi, and Sadists, which already provides a good core for the army.
Also, by the beginning of the next week, the main hero should be level 3, and Malik level 2 (thanks to the mine).
For the main hero, I take Heroism (and buff the Sadists with it) and Fate's Chosen, with the intention that the Sadist will be our main critical hit dealer, and therefore quickly fill the gate meter.
I give Malik the Architect skill.
And then, depending on the circumstances. In the city, we aim to upgrade the three buildings mentioned above, build the Barracks of Chaos (where we will recruit our main defense and fire resistance units), and ideally take the Market. The first city tower is not necessary; we don't need to spend resources on it: 10% to the Inferno gates is not needed, or rather, only if the enemy is putting a lot of pressure on us, and the tower for creating portals is also not very useful. Gates are not needed on medium-sized maps, because there are only 2 castles on the map - yours and the enemy's, and gates cannot be opened in the fortress zone. Well, and of course, we need to upgrade to the Town Hall for money.
We develop the hero in luck, also take mass Stone Skin, and mass Flaming Resolve will also be needed. It would be good to get a dispel spell. Also, it is worth looking at what race the enemy has and take something tasty from the opposite school.
In short, that's how it is.
Right now, I'm playing the "Feud" map. In general, for Inferno, you need to play aggressively. Because in the first week, you need to do a lot and there is no room for error (again, if you are playing an emo-mage with the intention of using racial gates, if you are playing a blood mage with an archer, it will probably be easier).
In general, about this map. The resources are conveniently located (for both players). Starting next week, as soon as Sadists appear in the army, you need to rush to the underground, because there is the only cave with gold (and there will be a fierce war for it later), and there is always not enough gold. In general, the map forces you to put a lot of pressure on the enemy. Therefore, somewhere in the middle of the 2nd week, you need a hero with a small army to capture enemy fortresses. So you need to take care of that too.