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Posts from Inferno tactics.

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In reply to Alex_R
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19 years ago
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Alex_R;78507
I already described the struggle against the Conflux in the thread "who is stronger: Tower, Necromancer, or Conflux," and I'll add that the bonus from the Celestial is only effective for the first week and a half, maybe two weeks – after that, you can consider that she has no special abilities at all. And you can't defeat everyone with just ranged attacks.
Give me a link to your post; I couldn't find anything substantial from you about tactics against the Conflux.
In reply to Geksorin
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19 years ago
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Geksorin;78523
Let me have a link to your post; I couldn't find anything substantial from you about tactics against Conflux.

Here it is: /topic/at/70071/
It’s in the thread “Necromancer vs. Conflux,” but I told you about a different thread:o
In reply to Alex_R
19 years ago
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I'll return to the topic of Inferno. I haven't read the entire thread – I was feeling lazy. But I have a special tactic for Inferno. I developed it a long time ago, and I don't know if it's good or bad. It's more of a twisted strategy. However, I've won several times using it in offline games. By the way, you didn't consider that Inferno has Hell Gates, and as the number of Inferno Castles increases, the possibilities increase significantly. Tactic: The goal for the first week is to buy Hell Gates and a Pit. This doesn't cost many resources, only money, so it's quite possible. Then, as quickly as possible, upgrade the units with whips. Also, don't neglect Cerberuses, Imps, and Gogs. Because, as many will agree with me, Imps are not a good unit, and they are constantly being defeated. Gogs are also a poor ranger, and Cerberuses are good, but we'll ignore them. Essentially, by attacking neutral monsters, we kill them, and from their corpses, we raise Demons. One summon at a time. The first plus is that we happily get rid of some units, while they attract all the enemies and still fight. The second is that we collect the 4th-level Demon increase from the Castle. A Demon is, of course, weak, but like skeletons in large numbers, it's an unstoppable force. In the end, the number of heroes merges into one, who travels with weak units and whip-wielders, raises skeletons, and clears out neutral territories. The second (main) hero travels with a huge number of Demons, as well as two of Inferno's best units – Devils and Ifrits, so there are no problems with Castles and archers. Another plus is that any other Castle can also easily become a supplier of "meat" for Demons. The first four levels can easily be turned into Demons... The rest are pointless. If Diplomacy is available, that's even better (from my observations, Diplomacy is very often available for Inferno). And now, a little arithmetic: (what's better) 1) 9 Imps – 1 Demon (1 hp remaining) 2) 3 Gogs – 1 Demon (4 hp remaining) 3) 2 Cerberuses – 1 Demon (15 hp remaining) To get one Demon, you need one whip-wielder. Two weeks of buying Gogs turns into 10 Demons with 10 whip-wielders. Everything is great, but it seems very difficult to implement in reality... In fact, with experience, it's very easy. This tactic doesn't slow down the expansion of borders or development. If you're not lazy, try it; I'll be interested to know what you get... In principle, we could even organize a championship in collecting Demons... And also, IMHO, a rating of the fourth-level unit: 1) Vampire 2) Mage 3) Knight 4) Ogre 5) Medusa 6) DEMON 7) Pegasus 8) Fire Elemental 9) Basilisk
In reply to <))Dimitrius((>
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19 years ago
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a couple of questions for <))Dimitrius((>^
1) Was the arithmetic calculated based on the HP of the monsters, or was it verified in practice?
2) Is it necessary to replace Cerberuses with demons? Usually, after devils and efreets, people buy Cerberuses, and then all sorts of demons, scourges, etc.

P.S. The suggestion is really interesting! Of course, it's not suitable for online games or other serious games, but it's cool for fun or for specific tournaments!!!
In reply to Alex_R
19 years ago
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1) The arithmetic calculates exactly the HP, and this has been proven in practice. Flagellants summon as many demons from a dead figure as possible, based on the HP that the figure had. However, they cannot summon more demons than there were creatures in the figure; therefore, there is no point in killing units beyond level 5.
2) Are you speaking as a Cerberus? Actually, you are partially right, but the whole beauty of it is that between quantity and quality—I choose quantity. It's no longer important who is stronger, a Cerberus or a Demon; what matters is that you bet on Demons. By the way, it is very convenient to simply develop a tactic for one type of unit.

PS: In the end, with such a tactic, my army contains Devils, Efreets (two powerful flying units. Fortress is not a problem), and a huge number of Demons, who have to be split into several figures.
And all my mathematical calculations are infinitely rough and inaccurate, although they reflect the essence of things.
In reply to <))Dimitrius((>
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19 years ago
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Demons are very cheap, and it's not always advantageous to exchange other units for them, and you rarely rush to build more Warlocks. I'll still stick to my opinion: (P.S. The suggestion is really interesting! Of course, it's not suitable for online games or other serious games, but it's fun for casual play or for specific tournaments!!!):smile42:
19 years ago
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With Inferno, it's great when there are a lot of Archdevils! And even better when there are a lot of Magogs!! Cerberuses are awesome too, of course :) But for some reason, it seems to me that Archdevils are stronger than green, gold, and spectral dragons. Is that true?
In reply to Naj
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19 years ago
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Naj;82949
If Inferno has a lot of Archdevils, then it's awesome! And even better if there are many Magogs!! Cerberuses are also great, of course :) But for some reason, it seems to me that Archdevils are stronger than green, gold, and spectral dragons. Is that true?
Well, green and spectral dragons definitely take a backseat, and as for the others... the answer depends on the specific situation... In general, the "no retaliation" ability is a powerful thing; it's a shame that it wasn't preserved in the fifth part.
In reply to Naj
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19 years ago
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Naj;82949
Actually, it seems to me that Archdevils are stronger than green, gold, and spectral dragons. Is that true?
In a battle of 100 vs. 100, under otherwise equal conditions, Archdevils lose only to Archangels... they win against all others. :D
In reply to Kyle
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19 years ago
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Kyle;82957
In a 100 vs 100 battle, all other things being equal, Archdevils lose only to Behemoths and Archangels... they beat everyone else.. :D
But how could he lose to Behemoths? On the first turn you retreat, and then you strike twice in a row... or hit once and then fly away... if you're lucky with the terrain, you can take them down without losses, but if not... anyway, it would be worth checking... I bet on Archdevils against Behemoths, what about you?
By the way, it seems to me that Behemoths will wipe out even the Archangels, and only Archdevils can take down Behemoths. And only Archangels can take down an Archdevil, and even then because of their first strike... That's a trio of the invincible!!! What do you think Kyle?
In reply to Alex_R
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19 years ago
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Alex_R;82960
How can it lose to Hippogryphs? On the first turn, you delay, and then you attack twice in a row... or attack once and then fly away... if you're lucky with the terrain, you can win without losses, but if not... anyway, it should be checked... I bet on Archdevils against Hippogryphs, what about you?
Okay, let's figure out how to conduct a battle...
In my opinion, it is correct to compare the strength of troops under the following conditions:
1) the same number of monsters
2) heroes with attack and defense skills set to zero
3) heroes without secondary "attack" and "defense" skills
4) heroes with the same morale (morale should be zero)
5) heroes without artifacts
6) heroes do not use magic during the battle.
I think that's all...
These are needed so that we compare the monsters themselves, and not various battle tactics...
Yes, the Devil without a mark is a very powerful weapon... but the Hippogryph has a very good ability (I think everyone knows it)... if you want, I can give you a link to where very smart people conducted a comparison... it's interesting to read..
I hope I made myself clear. By the way, what we are talking about is off-topic!
And to avoid this, a post on the topic:

In my opinion, a very good tactic for Inferno is a rush... because in the first week you can really get Ifrits, in the second week upgrade them and go to the neighbor before he builds level seven...

Sincerely.

Added 5 minutes later
Yes, I apologize... the Hippogryph loses to the Archdevil in 60% of cases... I apologize for the misleading information...
In reply to Kyle
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19 years ago
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You expressed yourself clearly and correctly (which is basically what I meant by standard conditions).
By the way, Archdevil has another ability – it reduces the luck of enemy units by 1 (I'm not entirely sure), but in any case, I insist on experimenting: I'll do this at home... it's interesting how many Behemoths it will take down in two rounds.

And regarding the rush strategy, I agree, a rush works against any faction if the opponent is focusing on income and leveling up to level 7. However, if a rush versus rush situation occurs, the advantage could be on either side. There's currently a tournament hosted by Adelaide, and you can find interesting reports about duels there. Inferno has participated in it several times...
19 years ago
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Yes, I noticed that :) They lose to the Archangels.
In reply to Naj
19 years ago
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(IMHO) Hippogryphs aren't that great of a unit...
And Archdevils are an awesome unit, because when it comes to all battles against slow units, they win in any scenario. Moreover, the enemy can't even get lucky with a double turn... because the Devils lower morale. When defending a castle, the enemy (attacking the castle) has no chance if you eliminate all flying units inside the walls, and then you can cut down as many Hippogryphs as you want with just one Archdevil.
In reply to <))Dimitrius((>
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19 years ago
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Well, let me share my opinion. Inferno is my favorite Castle. I often choose it in duels. This Castle doesn't have as many "powerful" heroes as some others, but it does have some decent ones, which is already a plus. Personally, I choose: Peer (Logistics) - probably the best hero, Nimue (Offense) - a good hero, but there's a drawback: on the third level, they might offer either Basic Navigation or Basic Scouting (which is very unpleasant :mad:), Marius (Demons) - and you can "breed" a lot of demons :-) Ignathus (Imps) - on early stages and small maps, he's simply invaluable; many Imps and +1 speed help quite a bit... Zydar is a good mage. The units here are my favorites. Archdevils :smile51: - speed and retaliatory strike, as well as -1 to the opponent's luck (not morale, as some say; morale applies to Dragons), which is a small but nice bonus, but they are unfortunately inferior to Archangels :smile36:, Behemoths :smile19:, and Titans... However, they can be used in battles against slow monsters with great success! Efreeti - the fastest level 6 creatures, fire immunity (which means the ability to use Armageddon, for example, in battles against neutrals: attack with Efreeti and cast Armageddon), and fire shield is also a great asset! Pit Lords - their speed isn't impressive, but they hit hard + they summon demons, which is very useful. Demons - they are taken not for their quality, but for their quantity. Cerberi - speed and retaliatory strike, they can be used in some places, but they often sit in the dungeon... Gog - the only ranged attackers, but unfortunately, they are weak... Imps - fast, under Ignathus's command, they look very good, especially with the Grail (because the possibility of placing a Grail hasn't been canceled...). And in general, as someone rightly pointed out, the level 1-3 units should become Demons! Magic. Inferno is dominated by fire magic! Someone already wrote that there are many useful spells in fire magic! 1) Curse - a great spell, especially nice to cast when the opponent casts Bless :-)
2) Protection from Fire - quite good, especially if followed by Armageddon :-)
3) Blindness - in addition to its natural function, expert Blindness gives a retaliatory strike and can also be used to prevent the enemy from escaping.
4) Berserk - no comments, especially good against those who don't have expert water!
5) Frenzy - a rather specific spell... but it hits hard :-)
6) Armageddon - everything is clear here, it's good with the Sphere.
7) Sacrifice - my favorite! It revives very effectively! It's simply indispensable in a difficult, equal, or final battle.
8*) Town Portal - in the version of HEROES 3 TE, Town Portal has moved to fire magic, well, that's better for us :-)
Special buildings: Town Portal - can be useful if there is no Town Portal spell or if there are many Castles.
Order of Fire - it won't be лишним (superfluous) either.
This town is also good because the creature dwellings don't require crystals, which is also a plus when playing on "King" difficulty.
It should also be noted that when playing on a random map, the town is quite unpredictable; the territory can be either very bad or very good...
So, as you can see from the description, Inferno has quite a few advantages, and it's definitely worth playing as! Good luck! I'm waiting for criticism! Sincerely, Dirty_Player.
P.S.: Sorry for the spelling!

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