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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Inferno Faction
Thread: Heroes 5 Strategy: Playing Inferno Faction This thread is 30 pages long: 1 10 ... 15 16 17 18 19 ... 20 30 · «PREV / NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 05, 2008 10:27 PM

Pit Fiends and Horned Overseers ... where do we find these guys?

Not to mention that to have 14 Pit Fiends, you would have to be in at least week 5, if I'm not mistaken (Pit Fiends require town level 12 to build, which you will reach not sooner than week 2, and to have 14 of them, you'll need another 3 weeks' growth) - pretty impressive to play until week 5, and be only level 12 with your main hero.
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What will happen now?

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shvihka
shvihka

Tavern Dweller
posted April 06, 2008 02:19 PM

OMG I'M SOOO PROUD OF YOU!!!!!111
YOU ACHIVED LV 12!!!!!1111(BOWS DOWN)
But seriousely you've should be rushing them week 2-3 before they get too many hunters and druids.

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kermit
kermit


Known Hero
Soul hunter
posted April 07, 2008 12:14 PM

What a stunning tale of bravery epicly delicious and steamingly controversal at the same time.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 07, 2008 08:23 PM

LUC STRIKES AGAIN
Apart from that in peninsula inferno stands quite good chances vs lategame factions. Just use deleb and u win.
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SoD
SoD

Tavern Dweller
posted April 10, 2008 03:40 PM

What are the best upgrades for each tier in ToE?

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted April 10, 2008 03:49 PM

Imp - Vermin for creeping, Imp for hero-battles
Demon - Horned Leaper
Hellhound - Firebreather Hound
Succubi - Seducer is slightly better, Mistress with Hellfire should work fine too
Hell Charger - Hell Stallion
Pit Fiend - Pit Spawn
Devil- Archdevil

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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted April 10, 2008 04:04 PM

That question is so much more difficult to answer. I can only say that is evident that Hellmare is better than the Nightmare. Iīve played many times against demon players and Iīve seen many things. The three-headed attack & fire breath of the Hellhound Firebreather, you can count with the fingers how many times, a human player is going to let you use that when he see that creatures . Instead, you lose 4-6 to 3-5 the damage, and I donīt know if you prefer that.

Horned Reaperīs hability is so much powerful, but they have less defence than a familiar. You have no other point to use the hability on a creature that wonīt retaliate. That reduces your posibilities. Pit Lords & Pit Spawn are used for totally different things. Cast spells and kill units of lvl. 6 & 7 vs. Magic resistance & kill units of low lvls. Youīll decide when you have to upgrade, what do you prefer.

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted April 10, 2008 04:20 PM

Quote:
The three-headed attack & fire breath of the Hellhound Firebreather, you can count with the fingers how many times, a human player is going to let you use that when he see that creatures . Instead, you lose 4-6 to 3-5 the damage, and I donīt know if you prefer that.

Point of Firebreather is to charge across battlefield in first turn and damage highest possible number of stacks. Hound in good position can "win" you battle literally in first action.
Quote:
Horned Reaperīs hability is so much powerful, but they have less defence than a familiar. You have no other point to use the hability on a creature that wonīt retaliate. That reduces your posibilities.

Horned Leapers are used for one-shots, and Horned Demon is with Zombie most useless creature ever. I wouldnīt even think about upgrading to Horned Demon. Defence doesnīt matter.
Quote:
Pit Lords & Pit Spawn are used for totally different things. Cast spells and kill units of lvl. 6 & 7 vs. Magic resistance & kill units of low lvls. Youīll decide when you have to upgrade, what do you prefer.

Only positive thing about Pit Lords is imo Vorpal Sword - their casting is pathetic, due to initiative. Spawn has higher speed and initiative, but as you said, its matter of preferencies.

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SeLu87
SeLu87


Adventuring Hero
Grudgebearer
posted April 10, 2008 04:28 PM

What you say, about firebreathers, i suppose you donīt have considered obstacles. When you see a free way to go, you should think that itīs the place that hellfires, magma dragons and champions, are going to use. I will never put there the creatures which are supposed to win the battle, playing against inferno and their mass initiative.

I prefer also Horned Leapers, but Horned Demon resistance is amazing. Playing with inferno, as you say, itīs more useful the Horned Leaper. It matchs perfect to offensive tactics, but Horned Demon has what no other inferno creature have. Resistance. Depends on the use that youīre gonna give the demons.

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted April 10, 2008 04:46 PM

Quote:
What you say, about firebreathers, i suppose you donīt have considered obstacles.

I did. Hounds can cross battlefield effortlessly, Tactics/Windstrider Boots helps.
Quote:
I prefer also Horned Leapers, but Horned Demon resistance is amazing. Playing with inferno, as you say, itīs more useful the Horned Leaper. It matchs perfect to offensive tactics, but Horned Demon has what no other inferno creature have. Resistance. Depends on the use that youīre gonna give the demons.

You are right - it doesnīt match offensive tactics, in another words, its useless for Inferno. Resistance is good for dwarves, but not for so intiative and attack based faction. Tactics + Firebreathers, Stallions, jumping Demons charging asap + Dark + Ballista are way to go. Turtling will reliably destroy your biggest advantages - initiative, speed and attack. Moreover, it leaves you open to Dark Magic without counter.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 11, 2008 03:45 PM
Edited by Drunk_Lord at 15:49, 11 Apr 2008.

@Anakrom
Well, magic resistnce may help, but not on horn demons. Inferno must strike fast, otherwise low defense and vulnerability to dark will destroy ur advantage. Attack will be destroyed through suffering, initiative through slow. Also inferno's creature's min. damage is very low, which makes them the perfect target for weakness.
Vs such "beings" as academy and dungeon inferno lives very hard times. Academy has numerous ways to combine dark with other strategies so an inferno player never knows what to expect.  Dungeon can rush inferno to death, and even deleb's balista won't help here. Empowered spells destroy the balista with ease The best choice might be alastor, since he begins with sorcery it provides access to counterspell. Next step should be swift mind. Well, war machines will be a nice choice. In lategame it's pain too. Hit & run, hit & run. Of course resistance arties and damage reduction arties. The shackles are the ultimate goal. Again alastor with counterspell might help. Elightenment will also help when fighting dungeon with alastor. Empathy too. Although it's unlikely u get them without some luck.
Familiars won't help. The warlock will probably kaboom them with the remaining mana and run away. The he comes with full mana vs no familiars
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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted April 11, 2008 04:26 PM

Quote:
@Anakrom
Well, magic resistnce may help, but not on horn demons. Inferno must strike fast, otherwise low defense and vulnerability to dark will destroy ur advantage. Attack will be destroyed through suffering, initiative through slow. Also inferno's creature's min. damage is very low, which makes them the perfect target for weakness.
Vs such "beings" as academy and dungeon inferno lives very hard times. Academy has numerous ways to combine dark with other strategies so an inferno player never knows what to expect.  Dungeon can rush inferno to death, and even deleb's balista won't help here. Empowered spells destroy the balista with ease The best choice might be alastor, since he begins with sorcery it provides access to counterspell. Next step should be swift mind. Well, war machines will be a nice choice. In lategame it's pain too. Hit & run, hit & run. Of course resistance arties and damage reduction arties. The shackles are the ultimate goal. Again alastor with counterspell might help. Elightenment will also help when fighting dungeon with alastor. Empathy too. Although it's unlikely u get them without some luck.
Familiars won't help. The warlock will probably kaboom them with the remaining mana and run away. The he comes with full mana vs no familiars

@Drunk_lord
When I mentioned word "Resistance", I was referring to SeLuīs statement about tanky nature of Horned Demons, not Magic Resistance, but if you were reacting on Dark Magic problem, it is sort of solution. You are right about offensive tactics, waiting ruins Inferno. Biggest vurnerable spot is Dark and Destructive. But talking about Dark, Mass Slow can be countered by Power of Speed and Weakness/Suffering are annoying, although First Aid Tent can help you key units a bit. But stil, Frenzy or Puppet are still biggest pain in @ss and there in not much to do about it. Swift Mind + Counterspell are obvious choice against Dungeon/Necropolis.
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Result matters

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 11, 2008 05:52 PM

I think Alastor is the best solution to the magic problem. If enlightenment is offered it must be taken at first occasion. Intelligence + stat booster will help much. The logs->swift mind to be the first to cast. Then war machines will be nice addition. For magic school I recommend dark magic.But if u get hands on light on a map which have nice accesibility to light spells go for it. That should do.
P.S. sorry for getting u wrong Anakrom
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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted April 11, 2008 06:37 PM

Too bad is, that for Counterspell you needed Sorcery and for Swift Mind Logistics - both are skills pretty useless while you are leveling. If you take your chance, and grab Enlightenment in beginning, you will mostly end up with these skills, which are useful, but will not aid you in creeping.
With Counterspell + Intelligence + Swift Mind, you will have to be level  10 (if you are REALLY lucky with level-ups), and your creeping will be mostly delayed, because you canīt afford any losses. But seriously, at that time, Warlock will be like level 15 and rushing to your castle and knocking at its door. You will stop his first spell, but he has Sorcery, so he will be able to cast after first block (and you canīt afford Leadership + Empathy because of needed level at least 18) - unless he was really unlucky with level-ups and Familiars will drain all his mana. Ofc this applies only for smaller maps with possibility of rushing, on larger maps your troops should be causing havoc during first turn and that spell-block is crucial (unless Warlock will wait, cast something with Matriarch, and then fry your troops, but the will hopefully cause some damage till then).
@Drunk_lord: No problem
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Result matters

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 12, 2008 11:00 AM

Yes, dungeon raise hell() upon inferno in earlygame. I think marbas is better for fast game vs dungeon. He starts with protection(rather sucky). Although if ur a bit lucky u can access luck pretty fast. Then resourcefulness(to power economy) and resistance of course. OK, u may find a resistance artie with some more luck. I'd focus on getting more familiars\vermins, succubi(I'd rather use mistress) and hounds. If u play on hard it's managable. But still u need much luck and much more planning to beat the warlock.
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blahbloke
blahbloke


Hired Hero
This kid is a mangossip
posted April 14, 2008 11:08 PM

I find that seducer is way better than mistress, unless facing undead enemy


The seducer is way better when you attacking a neutrol creature, that you loss less creature by control your enemy from attacking you.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 15, 2008 09:07 PM

Well, the purpose is to destroy the warlock as fast as possible. Not to gove him time to fire spells. So the misstress are a way better than the seducers.
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ChaosDragon
ChaosDragon


Famous Hero
posted April 16, 2008 08:08 PM
Edited by ChaosDragon at 20:17, 16 Apr 2008.

Seducer and mistress is a matter of preferences vs warlock in late game. However, i agree that mistress is better for early fight againts warlock, as you want to destroy warlocks creatures asap

But in late game, inferno easily outmatch warlock, especially its creatures, add dark magic and dungeon will sufer a humiliating defeat in a few turns (before they even trying to cast few spells).

Quote:
Only positive thing about Pit Lords is imo Vorpal Sword - their casting is pathetic, due to initiative. Spawn has higher speed and initiative, but as you said, its matter of preferencies.


Againts a faction with strong lv 6 and lv 7, i take dwarf as an example, you will love pit lord far more than pit spawn, pit lord and pit spawn offensive combat capabilities is only rivaled by a few lv 6, add demon lord atk skill, and you have the most damaging lv 6 in term of dmg even paladin with no charge can't match them.

But lv 7 is always stronger than lv 6, dwarf creatures easily tear spawn to pieces, but they fear pit lord, will you risk archdevil punch on magma dragons? nope, as it will easily pawn your archdevil via his magma shield. Pit lord can destroy magma dragons almost as easy as archdevil with no risk, add excruciating strike and mark of damned and those mighty dragons will fall very quickly.

Ofc you can go with pit spawn and have pit lord via summon pit lord, however, pit lord + summon pit lord is better, especially if you are outnumbered by the dwarf.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted April 17, 2008 04:45 PM

Quote:
Seducer and mistress is a matter of preferences vs warlock in late game. However, i agree that mistress is better for early fight againts warlock, as you want to destroy warlocks creatures asap

But in late game, inferno easily outmatch warlock, especially its creatures, add dark magic and dungeon will sufer a humiliating defeat in a few turns (before they even trying to cast few spells).


Don't count on acting before the warlock, he may have swift mind. It's very good to have swift mind too.
About the misstress I prefer them because I can strike faster and better with them.

Quote:

Quote:
Only positive thing about Pit Lords is imo Vorpal Sword - their casting is pathetic, due to initiative. Spawn has higher speed and initiative, but as you said, its matter of preferencies.


Againts a faction with strong lv 6 and lv 7, i take dwarf as an example, you will love pit lord far more than pit spawn, pit lord and pit spawn offensive combat capabilities is only rivaled by a few lv 6, add demon lord atk skill, and you have the most damaging lv 6 in term of dmg even paladin with no charge can't match them.

But lv 7 is always stronger than lv 6, dwarf creatures easily tear spawn to pieces, but they fear pit lord, will you risk archdevil punch on magma dragons? nope, as it will easily pawn your archdevil via his magma shield. Pit lord can destroy magma dragons almost as easy as archdevil with no risk, add excruciating strike and mark of damned and those mighty dragons will fall very quickly.

Ofc you can go with pit spawn and have pit lord via summon pit lord, however, pit lord + summon pit lord is better, especially if you are outnumbered by the dwarf.

Here's quite easy if u rush with deleb. U can give up deleb and play any other hero, actually I've handled fortress in midgame many times.
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LucJPatenaude
LucJPatenaude


Disgraceful
Known Hero
posted April 20, 2008 05:14 AM

I would not be surprised that levels 5 to 7's 2nd tier troops for the Inferno faction are the only good ones in mid game + a maxed out in levels of a Hero that can handle all the types of war machines with extreme ease and precision also.

That is probably the case for Drunk Lord in month 2 or 3, right? Well, at least, it would be my case in any sized map(medium/normal size and up).


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