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Heroes Community > Library of Enlightenment > Thread: Heroes 3 Town Rating -INFERNO-
Thread: Heroes 3 Town Rating -INFERNO- This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted September 13, 2012 10:39 AM
Edited by angelito at 10:40, 13 Sep 2012.

Get ring of life and vial of lifeblood, and you will get 1 demon out of 5 imps instead of 9..
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Better judged by 12 than carried by 6.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 13, 2012 10:43 AM

Right, sorry. Strict number limit. HP-wise is right, when sacrificing creatures with less HPs than demons, number-wise is right when sacrificing creatures with more HPs than demons (which I actually can't remember to ever having done so).

A last note on demon farming. The feature as such is very good, since you pay dearly for each "farmed" Demon, and you don't increase your total HPs with it. Instead you are merely transferring VULNERABLE and EXPENSIVE Familiar HPs into not so vulnerable Demon HPs. Best farming is done on maps with outside Imp (level 1 creature) dwellings, since those are for free.
Due to the limited supply of expendable troops (and the money to buy said expendable troops), you generally (there are exceptions depending on maps, of course) do it only once per week, when fighting against the right neutral stack. Since the demoness Marius is a demon spacialist and you will want to play her, once you start massing demons earnestly, it pays to upgrade the guys, which I remember to be a very interesting logistical task to set up. With Marius the upgraded Demons get the same speed as Pit Lords, which is rather helpful when using the Pit Lords to actually hit something.

So my farming routine would see a secondary come with new fodder early in a week and exchange basic Demons for Familiars or even Imps, bringing, if no other reinforcements, at least the upgraded Demons from last week, and taking the basic Demons to grade them up and bring them back next week. So the sacrifice stack would take the place of the basic demons, be sacrificed, then resurrected as Demons, which would then proceed to be the primary stack to sacrifice (making first attacks on tough targets) for the rest of the week, since PLs could so conveniently resurrect them back, once dead.

Having the Grail built would of course explode the small business of transforming Lots of Familiars into a Few Demons to a full Demon factory, with the difficulty to still find stacks against which to lose the ugly things.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted September 13, 2012 01:19 PM

There's no need to go for Familiars, Imps are just as good for raising demons and cost less. Additionally, there's the scenario where you have external dwellings or neutral towns of other factions in your vicinity which can supply the necessary "fodder". Dwarves in particular are perfect for demon farming as they are relatively cheap, have lots of HP (2 of them are enough for 1 Demon) and come in large quantities. Same applies to most of the other level 1-3 creatures that can be found - one way or another - around the map.
The main problem with the demon farming is getting to the Pit Lords without risk. To get them you need to invest a total of 9 Mercury (provided that you have the rest of the resources) for the 2nd level Mage Guild and the upgrade of the Hell Hole which otherwise could go for Devils. The alternative is to go for Pit Lords after you get the Devils but that could take quite a while and render the farming not-so-effective. This is not a real dilemma in a resource-rich map but otherwise one of the two usually has to be picked.

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c0ldshadow
c0ldshadow


Known Hero
666 Demons Rise from the Dead
posted September 14, 2012 05:03 AM
Edited by c0ldshadow at 05:12, 14 Sep 2012.

I generally never upgrade my imps or hell hounds since I just let them die.  hell hounds sometimes i like the way they can be retaliated against since you can use them to waste retal of enemy + when they die they are demons anyways (+ they convert well).  regarding creatures that convert to demons well, orcs and serpent flies work good too.


random thought: Inferno Grail improvements.
idea 1) if inferno town gets grail,  heroes of the grail town can cast dimension door at basic level once per day, if they have only devils in their army.  with only archdevils, 2 dimension doors per day.  mixture of both ADs and devils allows 1 dd per day.  no magic points required.  better air magic overrides so special can only "help"

idea 2) ability for grailtown armies with devils or ADs to destroy adventure map portals permanently, one per turn if it's in same radius as a basic DD would go.  if enemy hero is sitting on the other end of the portal, they die as if couldn't retreat from a battle.

regarding gogs, early in the game i let them die for demons.  but later on once my main is exploring far from castle, i like letting them build up and using them to defend the base, and at that point i upgrade to magogs and split them.  I am careful not to let them die in a stupid fight, e.g. walk away from base with them if an obvious defeat is coming

if you manage to gate several infernos then can keep moving the magogs around to defend, and be careful not to let them die if its a nasty hero coming towards base.

another thing u can do just to be annoying.. you know you are going to lose the base, but split pitlords as defenders and resurrect each other, just to be annoying and keep the arrow tower damage going
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Anil
Anil


Known Hero
posted April 19, 2016 07:27 PM

angelito said:
Quote:
...The demons ......are also weak...

Skeleton as single unit is also weak....it's the number which makes them so strong.


Yes but skeletons are above-average units. Demons are below-average units (probably worst).
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Anil
Anil


Known Hero
posted April 19, 2016 07:44 PM

Inferno is worst town.

-Very low hp. Units are too fragile,
-Pit Lord and ArchDevils are incredibly expensive.
-Terrible upgrades.
-ArchDevils dwellings is very expensive
-Castle gate is useless.
-Ammo cart is useless.

imps just plain bad
Magogs speciality are big problem for your army.
Cerberi is need bless.
Demons are cheap but weak.
Pit Lords are below-average also very expensive.
Efreets are only above-average unit for Inferno, but lack hp.
Devils are weak.
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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted April 19, 2016 08:16 PM

Anil said:
Inferno is worst town.

-Very low hp. Units are too fragile,


Easier to resurrect then.

Anil said:
-Terrible upgrades.

Pit Fiend -> Pit Lord grants Demon farming.
Efreet -> Efreet Sultan gives +5 speed.

I find the other upgrades to be mostly fine as well, but these are the ones that stand out the most in my opinion. Devils -> A Devils makes you the third fastest town when counting Conflux, so that's important too.

Anil said:
-Castle gate is useless.

Cursed ground, but it's a special situation. It may also nice for e.g. no town portal maps, because it can allow for fast transportation on a very very huge and complex map where there's no TP, DD or Fly and chaining doesn't cut it in comparison.

Quote:
imps just plain bad
Magogs speciality are big problem for your army.
Cerberi is need bless.

Demon food, but otherwise Familiars have good speed, Cerberi has a lot of power for a level 3 units. Magogs sadly have low damage, but I've seen how cleverly they can be used to stop the AI from swarming your power unit, iIRC, so creative people can perhaps use them for more efficient creeping if required.

Quote:
Efreets are only above-average unit for Inferno, but lack hp.
Devils are weak.

While in my opinion Efreets and Devils are some of the very best units for their respective level. They have low hp, but high speed and in general good stats. In my opinion I'd rather have 2 Efreet Sultans to creep with than e.g. 2 Naga Queens, despite stat by stat the Naga Queens have a much higher damage potential and tank potential.

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bloodsucker
bloodsucker


Supreme Hero
posted April 19, 2016 09:50 PM

OhforfSake said:
in my opinion Efreets and Devils are some of the very best units for their respective level. They have low hp, but high speed and in general good stats. In my opinion I'd rather have 2 Efreet Sultans to creep with than e.g. 2 Naga Queens, despite stat by stat the Naga Queens have a much higher damage potential and tank potential.

Against AI Archdevils are for sure second best level 7 unit immediatly bellow the Archangels, if you have Clone and Water Magic. If you don't and instead have Resurrection and Forcefield or Quicksand and Earth I say the best level 7 unit in the game...

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Anil
Anil


Known Hero
posted April 21, 2016 08:05 PM

I think Conflux has best binary for lvl 6 and lvl 7 units.
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zmudziak22
zmudziak22


Famous Hero
posted April 21, 2016 09:01 PM

I agree, Archdevils are excelent, even if they have weak damage and low HP.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted April 22, 2016 12:11 AM

Arch Devils are perfect with (expert) Frenzy, then their damage is'nt bad anymore.
Just need to be carefull with Frenzy, preferably have Arch Devils be the fastest unit on the battlefield and wait with them, that way they can act at the end of a round and at the start of the next, perhaps even hope for a chance at morale and luck with Frenzy.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted April 22, 2016 12:28 AM

Apparently, there is a tactic in a siege battle with arch devils.

First, you have to disable your opponent's flying and ranged units, as well as the catapult (using spells like Frenzy). Your opponent must not have (Mass) Dispel/Cure spells.

Afterwards, it is just a simple time to let the Arch Devil wait until it is able to act. The Arch Devil attacks the last and, on the next turn, returns back in the castle. Repeat this every turn and battle is won.

Found that out on a video, myself.

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bloodsucker
bloodsucker


Supreme Hero
posted April 22, 2016 10:53 AM
Edited by bloodsucker at 15:16, 22 Apr 2016.

EnergyZ said:
Apparently, there is a tactic in a siege battle with arch devils.

OF COURSE!!! That's why I say they are the best, cause using the right tactic their no-retaliation/1 hex only/high speed combo allows human to beat 20 times his army strength.

Here, some uses by RoseCavalier in "Metataxer's Revenge" a map by BioBob:
Undead in Castle
Magogs
Enchanters and Ghost Dragons

For complete walktrough

See also Small tricks against AI  by Richard Chen.
and The Empire of the World II complete walktrough by RoseCavalier.

This one is mine. Armour of the Damned and Ring of the Magi are key artifacts, cause battle is pretty easy but lasts forever and without them you easily run out of spellpoints. Besides that it requires only Expert Earth and Slow to work and levels an hero above 25, so is a battle you do with an hero in the need to level up, not with main.

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ebonheart
ebonheart


Famous Hero
Rush the rush
posted May 03, 2016 12:26 PM

in that battle blood you should not even need any spells at all to win. Just make them path-block eachother. xD

As for Inferno, I find it to be either n1 or n2 of the towns (I do not include Necro and Flux).

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Anil
Anil


Known Hero
posted May 03, 2016 06:26 PM

Terrible weak town, lvl 1,2,4,5,7 are very weak. unnecessary upgrades (lvl 4, lvl 5)

+1 speed bonus for pit fiends. You need pay +200 more gold! Lol

Devils and Dwellings are incredibly expensive. More weak than Black and  Gold Dragons, but more expensive. Also no immunity and resistance.

I never pick this town.


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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted May 03, 2016 06:39 PM

Pit Fiends -> Pit Lords does so you can summon demons from fallen allied troops.

Devils have no spell immunity, but I'm not sure how fond I'm of spell immunity. It's very good to be immune to level 1 spells such as slow, but to be immune to resurrect makes it risky to creep with these units. Perhaps alternatively not to upg. to Black and Gold Dragons before you don't need to worry about resurrect anyway, though it's by itself also risky.

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zmudziak22
zmudziak22


Famous Hero
posted May 04, 2016 10:31 AM

But Goldies aew volnerable to Implosion, so it is better to have greens or Azures who has lvl 1-3 immunity like Reds and Greens.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted May 04, 2016 11:43 AM

Never liked Gold Dragons very much. They have good stats and speed, but no resurrection and vulnerability to Implosion is bad. Guess they really need that magic resistance or Magic Mirror. (As if anyone wanted to waste a turn casting Magic Mirror)
On the other hand Green Dragons are too weak.
Black Dragons can't be resurrected either, but are at least immune to Implosion.

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Anil
Anil


Known Hero
posted June 14, 2016 02:29 PM

I think this town is good only hit and run tactic. In normally scholarship is useless but not useless for rashka. Armageddon+efreet tactic is probably best tactic. Follow frenzy devils kamikaze+run tactic. Rashka or zydar more useful.

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Ebonheart
Ebonheart


Famous Hero
Rush the rush
posted June 14, 2016 03:16 PM
Edited by Ebonheart at 15:16, 14 Jun 2016.

Please Anil, I gave you links for how to download Jebuscross so you can practise multiplayer, however here you are still posting stuff without any experience of it.
Inferno has its weak points and it has its strong sides, but heretics are never used as mains and demoniacs are only taken if no barbarian, overlord or plainswalker shows up. And even then, there are very few demoniac candidates.

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