| Thread: Heroes 6 campaigns: Inferno walkthrough and questions [ This thread is pages long: 1 2 3 4 5 (6) ] |
seingeist

  
 
Promising
Adventuring Hero
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posted January 31, 2012 08:16 PM |
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I did not have the same experience with Namtaru (Normal difficulty).
I didn't track the weeks, but I played Inferno 2 extremely aggressively and efficiently (capturing at least one town or fort every week), taking very few overall troop casualties, and I did not have enough troops when I got to Namtaru.
I had to go to a previous save and arbitrarily wait for a few weeks to build up troops.
If you're killing her on the first turn, I suspect that you're playing the map for WAY TOO LONG.
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seingeist

  
 
Promising
Adventuring Hero
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posted February 01, 2012 05:21 PM |
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Just blitzed through the 3rd Inferno level with one hilariously cheap creeping setup.
Champion unit + Intimidation + Pressed Attack = hilarity.
I literally conquered over half of the map in the first few weeks with nothing but 2 pit fiends (I used Tactics to bench the other units).
Intimidation is a ridiculously powerful ability. No enemy unit can attack or retaliate against a higher tier for 5 turns, which is easily long enough for a high-level might hero's attack to decimate almost any stack.
Most of these battles had my hero losing badly in the quick combat, so I'd click to play it manually and suffer no casualties.
If you face an enemy hero (without Champion), the only modification required is a casting of Regeneration to heal the enemy hero's attacks on your Champion while you pummel his helpless Cores/Elites.
The hero and the 2 starting Pit Fiends alone could take out stacks of Maulers 200+, Dreamweavers 60+, etc.
I'm just sharing this in case anyone happens to be unaware of the Intimidation ability. It shines the most when creeping Cores, because you can also use your Elites with impunity.
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Lexxan

    
      
Honorable
Undefeatable Hero
Token Reality TV Fanatic™
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posted February 03, 2012 05:07 PM |
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I tried to play the Inferno Campaign with a Tears Magic Kiril, but I quit on it. Losing up to 80 Dogs in a STANDARD battle, with Regeneration and Life Drain, where I'd otherwise could have NO LOSSES with any other faction isn't fun. Gettting attacked from all sides by two dog-killers isn't fun either.
This campaign SUCKS. Kiril's story is really interesting on paper, but playing the campaign is so frustrating. I just lost 84 dogs in ONE fricking battle and had no ways to recuperate them. Second map was the same thing. The enemy just zaps the Cerberi with Direct Damaging spells, killing around 20 each battle. Even Regeneration, Reinforcements and Life Drain don't work.
It's horrid.
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Coincidence? I think not!!!
~ The often overlooked pinnacle
of Awesome ~
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seingeist

  
 
Promising
Adventuring Hero
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posted February 03, 2012 05:51 PM |
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quote: I tried to play the Inferno Campaign with a Tears Magic Kiril, but I quit on it. Losing up to 80 Dogs in a STANDARD battle, with Regeneration and Life Drain, where I'd otherwise could have NO LOSSES with any other faction isn't fun. Gettting attacked from all sides by two dog-killers isn't fun either.
This campaign SUCKS. Kiril's story is really interesting on paper, but playing the campaign is so frustrating. I just lost 84 dogs in ONE fricking battle and had no ways to recuperate them. Second map was the same thing. The enemy just zaps the Cerberi with Direct Damaging spells, killing around 20 each battle. Even Regeneration, Reinforcements and Life Drain don't work.
It's horrid.
What difficulty were you playing on?
I played a Tears Might Kiril on Normal and it wasn't too bad. First map was the hardest.
I babied the hell out of the dogs though, because they would go down easily. I also manually replayed certain battles many times until getting the ideal result (like reloading quicksaves until one stack of enemies splits into two, or vice-versa).
Going Might instead of Magic might make all the difference. Rush, Flawless Assault, Pressed Attack, etc. are all really key.
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hobo2

 
  
Known Hero
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posted February 04, 2012 06:42 AM |
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I did Kiril as Might/Blood because I incorrectly thought it would make a big difference with Life Drain (which it doesn't). I actually ended up getting most of my mileage out of Tears abilities and Magic even so, which is just pathetic.
There are a couple of things you need to do on the first scenario. The first is that you need to get Mass Regeneration really early even if you are might and blood, and the second thing you need to do is to split your Lilim into multiple stacks. At first this is so that you can rack up luck events faster and get more gating in, but later in the first scenario it will be so that you can keep the last enemy stack in an Enthrall Loop and cast Regeneration over and over again. With three Lilim stacks, you can lay down Enthrall once per turn.
Since I ended up doing this repeatedly as a Blood/Might hero, I can only imagine that it would be easier as Tears/Magic. More mana and more regenerated hit points per turn could only make the strategy easier.
The second scenario requires you to figure out a technique to fight Undead, because that is a literal majority of your opposition on that map. And that's a pain because they are immune to Enthrall. But you can still leave skeleton stacks alive while you wait for Regeneration to bring your losses back.
The third and fourth scenarios are extremely easy even if you messed up and went Blood.
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Lexxan

    
      
Honorable
Undefeatable Hero
Token Reality TV Fanatic™
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posted February 04, 2012 07:14 AM |
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I actually had Mass Regeneration. However, a level 6 Warlock has really PATHETIC Mana and Magic Power. Kiril's mana cap was a dismal 120, his magic power only 6. This gave me a Mass Regeneration of 32 health per TURN. It's incredibly weak, especially for a Magic hero.
My Anastasya had just about the DOUBLE amount of health regenerated by the Mass Spell at that point.
I'll probably try again later, against with a Demonist, but I'll take Reinforcements I early instead of Pressed Attack. It'll allow me to creep without losing 1-5 hounds per battle.
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Coincidence? I think not!!!
~ The often overlooked pinnacle
of Awesome ~
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hobo2

 
  
Known Hero
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posted February 04, 2012 07:42 AM |
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quote: but I'll take Reinforcements I early instead of Pressed Attack. It'll allow me to creep without losing 1-5 hounds per battle.
Oh yeah. The Inferno campaign without Reinforcements just isn't possible. You need Reinforcements.
-Frank
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seingeist

  
 
Promising
Adventuring Hero
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posted February 04, 2012 04:17 PM |
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quote: Oh yeah. The Inferno campaign without Reinforcements just isn't possible. You need Reinforcements.
-Frank
Well, it is possible , but I won't dispute its utility for a second. It would have been extremely nice to have.
I didn't get it or use it until late in the third scenario, at which point I really didn't need it and barely used it.
Regen/Life Drain + Rush really does go a long way to help avoid creeping losses.
You will take losses against the Necro heroes in the 2nd scenario, but if you play the map extremely aggressively, taking enemy towns before they have a chance to get too large and harass you incessantly, you should make it through OK.
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Flash

 
Tavern Dweller
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posted February 14, 2012 04:34 AM |
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Playing Inferno1 offline mode on Hard (because I played all other missions on hard). It is around 10x harder than the other missions (even Stronghold missions are easy enough - esp given the rather unique missions).
I am bound to lose something every fight: esp my precious dogs which I just cannot seem to keep alive.
Enemy heroes do a good job running away when their stacks are weakened: they do so after landing on last attack on my dog stack, before I can stasis a last stack with lilims for regeneration to tick.
Because Kiril is still in the low levels mana is a major problem.
Siege is horrible. Enemy heroes often have a large stack of lilims/succubi which enjoys their volley after volley on my hounds. It is very difficult to lay siege on a town without suffering significant casualties.
Reinforcement usually buys me enough time for a single round vs enemy heroes. Even though I have all 7 slots to trigger luck, its RNG nature means there are times where I just cannot gate anything.
Still struggling to finish the mission. Not looking forward to Inferno2 with undead enemies where life drain does not work.
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Lexxan

    
      
Honorable
Undefeatable Hero
Token Reality TV Fanatic™
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posted February 14, 2012 05:36 AM |
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.
I redit the mission and was able to recuperate most of the losses. The key was Reinforcements I and then cast WEAKNESS on the enemy power stack (usually the Succubae). A damage reduction of 27% is pretty strong, even in the earlier levels. Regeneration works (although I didn't need/get the mass version until scenario 2).
The most tedious thing about Mission 1 is that you are attack from literally every side, and that's just.... annoying. The "Wanderlust" Dynasty trait is very usefull because of this. (it allows you to Portal to any town you own and INTERCEPT enemy heroes before they can Portal back to their capitol)
Mission 2 was fairly fun, and not too challenging in spite of facing Necro. (Reinforcements on dogs + Mass Regeneration usually nets zero losses). The most annoying thing about the map actually was the Holy Inquisition (Red Player) at the beginning of the map, whose Clerics zap your dogs before you can reinforce them. 
Mission 3 is laughably easy. Kiril + 2 Pit Fiends you get at the start were enough for me to creep the nearest surroundings and take the South-western and Eastern Towns. Just cast STONESKIN on Pit Fiends in round one (or Fireshield/Weakness when facing Dreamwalkers or Mizu Kami), then Life Drain, then Heroism.
After taking the town in the east, I crept further with 11 Pit Fiends and took the underground town, and the two towns in the south that are only accessible through the underground passage ways.
The most fun I had though was with the Arena near the valley where you'll meet Yumi's ghost.
I creeped and won it just using Kiril + Pit Fiends. I did it with 25 of them in my army, but I think 20 will suffice as well.
That's how I did it:
- There are about 300 Dreamwalkers and 250 Jaguar Warriors and Centaurs to defeat.
- My Kiril is a Demonist, so my gated stacks absorb damage from their mother stack.
- Since my Kiril is a magic Hero, the Pit Fiends will do more damage than they would with a Might hero. Don't try this with a might hero!
- Kiril had the following abilities that helped him win the battle: Life Drain, Heroism, Regeneration, Time Stasis, Weakness, Petrification, Meditation and Fire Shield. Inner Fire, Disruption and Burning Determination aren't required, but still nifty spells that you can cast if you have nothing to do for one round.
Like the battle with Azkaal, you need to outmaneuver the most dangerous stack: in this case, the dreamwalkers. There are about 300 of them and if they get a lucky strike, they will kill about 10 Fiends in one blow. Even worse, Stoneskin doesn't work on them. (Magic Attack). After they first hit you, avoid them as long as possible.
Cast Stoneskin and then Life Drain and then either Weaken the Dreamwalkers (a 47% reduction to their massive attack is a great asset) or put them in a Time Stasis. Then Heroism, followed by Regeneration. Repeat the cycle untill the end.
Don't attack with the Fiends, instead just move them to an area where they'll be Melee attacked by one stack or Defend.
If you attack, attack the Jaguar Warriors only. The Centaurs will always outmaneuver you and the Dreamwalkers can kill you with a mere three blows. Blade of Hatred doesn't work on Jags meaning they will attack you and, half of the time, you'll be able to retaliate. A lucky Retaliation should allow you to drain enough life to ressurrect between 5-8 Pit Fiends.
If you get good Morale however, attack the Dreamwalkers (if Weakness is still in effect). Blade of Hatred will make them Frenzied AND, with your second turn you can teleport away from them, making them skip their turn altogether.
Gate as soon as you can. The Gated Stack won't be big, but will absorb 30-45% of the Damage your Fiends will suffer. That is on TOP of Stoneskin/Fire Shield. (Stoneskin is capped at 90%, but with Linked Gating Damage reduction from Jags/Cents is just about 94%!) Do bear in mind to keep Heroisming your Mother Fiends and Regenerate your Gated ones so you can replenish them if Linked Gating kills the latter.
The Jags and Centaurs should fall relatively easy. After they are killed (which should be around round 5), chance the cycle of your Heroic abilities. Cast Weakness (which is stronger than Fireshield), then Life Drain, then Heroism, and in your free turns, attack the Dreamwalkers with Heroic Strike to break Blade of Hatred!
This last bit is important because attacks inspired by the Blade of Hatred cannot be retaliated upon. In order to achieve wrathful retaliation (which does more damage than the Pit Fiends regular attack), break Blade of Hatred with Heroic strikes or Summoned Elementals. (although in the latter case the Dreamwalkers will simply attack the Elementals instead).
Rinse and repeat, and you should win the battle with no losses (not like that matters, but still).
Dammit, I wish I took screenshots of it in retrospect. It was a really fun battle.
Oh well, a similar tactic can be used to defeat the Orc Stalker that is plaguing you the entire mission. However, you cannot defeat him with 25 Pit Fiends (you'll be massacred by his 500+ Dreamwalkers and 1900+ Maulers), but 50-60 should do the trick (I did it with 75 myself and won fairly easily).
While Kiril is frolicking around how his Pit Fiends, I let Xana take the remainder of the Demon Army and clear the other end of the map, killing off the Forgotten Tribe and the Temple Guaridans in the west and collect the Tear of Asha. Xana lacks Tactics I and her spellbook is quite weak (No regeneration, no life drain, no stoneskin and a boatload of Fire spells, most of which doing direct damage X__X), but I feel having her have the main army is a good way to level her up appropriately, giving her stats a well-needed boost as she carries over to the last mission. She ended up right dab in the middle between level 21 and 22 (she started at level 14). Not bad imo.
While the mission itself is really easy, I actually had a lot of fun, mostly because creeping with just one stack isn't something I hadn't done before (and also because I like easy missions, lol). Up to Mission Four! 
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Coincidence? I think not!!!
~ The often overlooked pinnacle
of Awesome ~
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Mike80D

 
   
Famous Hero
Map Maker
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posted February 14, 2012 06:28 AM |
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The most blatant example of how pathetic the hell hounds are: Its a far better strategy to leave them in your castle than in your army, until the final siege battle. Hell hounds are only helpful in a siege as a bullet sponge.
Map 1 didn't seem too challenging to me on hard, but Map 2 pissed me off to no end. Maps 3 and 4 were enjoyable I thought, albeit easy. I got to the end boss pretty quickly, so he was actually the hardest boss I've fought.
If you're not liking the Inferno campaign I encourage you to get to maps 3 and 4. It feels better there.
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Flash

 
Tavern Dweller
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posted February 14, 2012 07:05 AM |
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Edited by Flash at 11:08, 14 Feb 2012.
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Success! Good thing I was prepared for the boss fight. The last town was rated as Deadly and I barely won the fight if not for stoneskin+drain dogs. Who could have thought a well timed abyss worm could be the turning point of my journey...
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I tried excluding hellhounds by not placing them during tactics phase. However they are still "somewhat useful" in soaking enemy saccubi blasts (as their magic resist is better than maniacs'). Not to mention Tormentor trash can be difficult given their fireproof skin.
Made a significant progress in Inferno 1 when I got lucky with an abyssal worm that swallowed a stack of 180 enemy lilims during siege, leaving behind 30dogs and 40 maniacs which are quite easily defeated.
A question:
How does Scorching Strike work? The description says I will know in advance whether or not I am going to crit, but so far I failed to notice any indication.
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seingeist

  
 
Promising
Adventuring Hero
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posted February 15, 2012 07:28 AM |
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quote:

Success! Good thing I was prepared for the boss fight. The last town was rated as Deadly and I barely won the fight if not for stoneskin+drain dogs. Who could have thought a well timed abyss worm could be the turning point of my journey...
//
I tried excluding hellhounds by not placing them during tactics phase. However they are still "somewhat useful" in soaking enemy saccubi blasts (as their magic resist is better than maniacs'). Not to mention Tormentor trash can be difficult given their fireproof skin.
Made a significant progress in Inferno 1 when I got lucky with an abyssal worm that swallowed a stack of 180 enemy lilims during siege, leaving behind 30dogs and 40 maniacs which are quite easily defeated.
A question:
How does Scorching Strike work? The description says I will know in advance whether or not I am going to crit, but so far I failed to notice any indication.
Very nice! Love the Abyssal Worm rescue! 
I could be wrong, but I think that Scorching Strike simply shows up in the hover-over-creature damage of your Hero strike. I mean, if it might normally say 10-15 Goblins killed, it will say "15-22" instead (without any other special indication), and then you'll kill that many by virtue of a Lucky strike.
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Zilla

 
Tavern Dweller
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posted February 22, 2012 11:29 AM |
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So I'm playing the last Inferno level. I'm hardly a pro at this game but love it anyway. I have one Intimidation scroll - I suppose that means I can only use it once? I've defeated Sarah, and I'm working on building up an army before I head upstairs. Any advice from the pros on here?
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Zilla

 
Tavern Dweller
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posted February 29, 2012 03:43 PM |
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quote: So I'm playing the last Inferno level. I'm hardly a pro at this game but love it anyway. I have one Intimidation scroll - I suppose that means I can only use it once? I've defeated Sarah, and I'm working on building up an army before I head upstairs. Any advice from the pros on here?
lol - looks like this game died pretty quickly.
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Elodin

  
     
Promising
Legendary Hero
Free Thinker
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posted June 15, 2013 04:41 PM |
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Edited by Elodin at 16:44, 15 Jun 2013.
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Xana vs Azkaal
Anyone have tips for the end battle on Map 1 on hard? Xana vs Azkaal?
I've tried the battle probably 15 or so times and am throwing in the towel. I played through the map on hard and found it to be a nice map but this last bit makes me rage. It is quite ridiculous. My only thought is maybe inferno received a significant buff since the map was made but Azkaal did not get a corresponding buff. Or maybe I just suck. I'm not overly fond of such gimmicky battles.
The best I've done is get the hounds down to 320 but that is still nowhere close to winning.
I'm going to keep a save just before the last castle but I'll probably just restart the whole thing over on normal and hope for a more fair battle.
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Justice Louis Brandeis: "freedom to think as you will and to speak as you think are means indispensable to the discovery and spread of political truth."
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