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Posts from Inferno faction discussion.

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In reply to Андартан
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Andartan
I don't know why people criticize the Maniacs so much; in my opinion, they are the best (or at least, on par with Succubi). I always have more of them than any other unit.
As for the dogs, they are truly disappointing.
Who is criticizing them? They are an excellent unit. For the price of 95 gold, we get 23 hit points of biomass, which is used for summoning from the gate. For this role, the Succubus is not a competitor, with its 20 hit points for 105 gold, and the dog is even worse, as we only get a meager 22 hit points for 140 gold. Also, they have the highest growth rate among all Inferno units. Therefore, Maniacs (and their upgrade) are a must-have.
In addition, they are very well suited for the role of negating counterattacks (it is enough to separate a couple (or even one) small stacks for this purpose).
By the way, it is worth noting that they also have the highest morale among all Inferno units, which kind of hints at their usefulness.

In general, for me, the golden combination for Inferno is Maniac-Succubus-Sadist.
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But the dogs are really a sad sight.
If you gather a large enough stack, they become one of the best attackers, actually. If the enemies are standing in a group and you have learned "Cleave," it works very well. But this is only used in the later stages of the game.
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Inferno never ceases to amaze. When, on the 7th day of the first week of the first mission, an enemy hero with 90 succubi, 50 dogs, and 40 imps was standing in front of my castle, I realized that I don't know anything about this faction...
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Oh, the campaign provides an excellent opportunity to experience and appreciate the demons as well! Cerberuses are truly the AI's favorite demon unit. For other factions, this unit is usually among the best, but for Inferno, they somehow made an exception. So, the main goal in the early stages of the game is to ensure the survival of the doggies. For a warrior hero, the ideal choice is Reinforcements; for a mage, it's Restoration. Then, you can take Drain. The doggies are also a brainy attacking unit. Heroism + Onslaught for the warrior, and for the mage, probably Inner Flame + Haste – this is the ideal combination to unleash the full potential of the Hellhounds. Later, as Ple-Sen noted, Cleave will be very useful. For attacking from the first turn, Tactics II will be useful for the dogs. Manics are best suited for Opening Gates. In addition, they can hit quite well and have slightly better defense than the dogs, as it seems to me. Succubi are excellent ranged attackers; they can disable an enemy unit for two turns. Although they are also very fragile. Now about the Sadists. Not a bad melee unit, yes. But their strength lies in the spikes with which they can attack in all directions. Therefore, the upgrade seems questionable, because the unupgraded ones have spike damage equal to normal damage, and the upgraded ones have a quarter of the damage! So, I don't see the point in such an upgrade. The other units have not yet been demonstrated in the campaign. But I'm already starting to like the faction; it's not weak at all. The only thing that still makes me sad is the faction ability. After all, you get a very small reinforcement, and you gain ability points incredibly slowly (only for critical hits!)
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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Hello! Unlike the Haven faction, Inferno didn't impress me at all. I don't even know why. That's why I don't really want to play as them, but I'll still complete the campaign.
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Я начинающий картостроитель.Скоро буду
выкладывать карты, когда научусь всё делать.:smile01: :smile01:
In reply to Победитель
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Winner

Now about the Sadists. They are decent melee fighters. However, their strength lies in the spikes they can use to attack in all directions. Therefore, the upgrade seems questionable, as the unupgraded version deals spike damage equal to its regular damage, while the upgraded version deals only a quarter of that damage! So, I don't see the point of such an upgrade.

There's a typo there, in my opinion, it should be 125% instead of 25% of the spike damage.
фигассе:eek:
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haven't implemented a proper luck mechanic yet; this faction is definitely the weakest.
In reply to volchok
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volchok
so far, they haven't made it properly; this faction is definitely the weakest.
Well,

Moderated: USE OF OFFENSIVE LANGUAGE in the message

хз хз
, with a well-built "Madman," a dynasty sword from the first mission of the Inferno campaign, and a tactician hero, they can still give many a run for their money. The problem is that you still need to reach the "Madman" and the tactician hero. At the beginning of the game, they definitely lose, as they are focused exclusively on attack, but the skillful use of Lilims can make life much, much easier (you disable all enemy units and focus all your forces on attacking one). And the Madmen are just a fantastic unit, my favorite creature in the game.
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Chingis
I wonder how you disable ALL enemy units?
Hmm... You can split a Succubus into several stacks.
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Umm... You can split a Succubus into several stacks :)

Edited: OFF-TOPIC in the message

Don't be surprised, his computer is a powerful force, and defeating it is invaluable :)
After the patches, demons became slightly better, but the racial ability is still quite difficult to acquire.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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I'm planning to start a campaign with the Inferno faction. I haven't played in about a month. I was waiting for patches with bug fixes and improvements.
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It still seems that the racial ability of Demons and its method of gaining benefits are two mutually exclusive things. After all, unlike morality, luck cannot be obtained without an attack or counterattack. This means that Demons need to move forward almost always, one way or another. Unless it's against an Orc, in which case you don't need to rush – it will come to you.
On the other hand, summoning reinforcements is about prolonging the battle, not intensifying it. It's about applying pressure with a huge amount of units, which, in theory, can be summoned. That is, it's more of a defensive tactic.
But defense doesn't suit the Demons.
Or maybe I just can't defend properly with them. My skills are lacking.

Moreover, summoners disappear if the main unit dies, so using the Demon's ability towards the end of the battle, as a trump card that turns the tide, also seems rather dubious.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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Zybr

Moreover, summoned creatures disappear if the main unit dies, so using a demonic ability towards the end of the battle as a trump card to turn the tide of the fight also seems rather dubious.
Everything changes if Devastators are summoned; I had a lot of trouble with one in a duel.
The Devastator draws the attacks of all adjacent units, effectively paralyzing them, while other demonic troops tear them apart from behind.
And then there are the Broodmothers, which drain mana from the enemy hero.
In reply to Zybr
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Zybr
It still seems that the racial ability of demons and the way it's used to gain an advantage are two mutually exclusive things. After all, unlike morality, luck cannot be gained without an attack/counterattack. This means that demons almost always have to move forward in some way or another. Unless it's against an Orc – they'll come to you.
On the other hand, summoning reinforcements is about prolonging the battle, not intensifying it. It's about applying pressure with a huge amount of units, which in theory can be summoned. That is, it's more of a defensive tactic.
And defense doesn't suit demons.
Or maybe I just can't defend properly with them. I'm just not good enough.

Moreover, summoners disappear if the main unit dies, so using the demon's ability towards the end of the battle, as a trump card that turns the tide, also seems rather dubious.
And whose ability is actually a trump card? It's just a small help during the battle.

In Heroes 6, units became tougher, and the battles themselves became longer, so reinforcements are quite useful, providing additional damage or at least reducing the damage taken.
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Chingis

1. Do you mean "provocative appearance"?
I have a related question. I've never been able to use the "Unstoppable Onslaught" ability of the Ravager in duels. There's always a red crossed-out circle. Is this a bug in the game, a pirated version, or am I doing something wrong?

2. Does the "Blade of Hatred" for the Lords of the Abyss work PASSIVELY? Do I need to cast it specifically? Because in duels, I often see enemy units killing each other, even though I'm not casting anything.

1. The ability has been used against me in duels several times; I don't play as demons myself. Maybe the issue is that you need to position the cursor not on the enemy, but next to them, as the Ravager uses the ability while moving past a unit.
2. The Blade of Hatred works automatically against creatures susceptible to mind control, meaning it won't work on undead, for example.

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