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Table of Contents

  1. Based HoMM3
  2. Devilishly difficult
  3. Starting bonus
  4. Map
    1. Summary
    2. Towns
    3. Turtle power
    4. Hill Fort
    5. Might vs Magic
    6. Dragon Queen
    7. Level 7 creature recruitment
  5. Resources
  6. Strategy
    1. Victory condition
    2. Bad starts
    3. Might vs Magic
    4. Keymaster closed
    5. Homecoming comparison
      1. No blitz like home
      2. Sea unites, land divides
  7. Operations
    1. Circle the volcano.
    2. Prairie blitz
    3. Demon farming well
  8. Date
    1. run 3
      1. m1
      2. m2
      3. Summary
  9. Competitors
    1. Meridian
      1. w1
      2. Summary
      3. Comparison
    2. MasterKD
    3. Conclusion
  10. Further reading

Based HoMM3

Heroes of Might and Magic 3 (HoMM3) is a classic beloved game, over 20 years old yet still with active multiplayer and modding scenes. It is arguably the best turn-based strategy videogame of all time, largely due to its beautiful art and mythic resonance.

Inferno is one of the eight original factions. Its theme is Hell and volcanoes. Its art is saturnine and semitic. Its central mechanic is human sacrifice of allies to summon demons.

A coincidental resemblance. Jews don't actually conduct mass human sacrifices of their nominal Greatest Allies by stabbing them with poisoned jabs, right? cough

The countless Jewish expulsions happened for no reason whatsoever. To suggest they practice human sacrifice is blood libel.

Loving the "Jews" because you love the Bible is like loving South American 'immigrants" because you love the Constitution. It is a wilful denial of the self-evident via naive sophistry.

But why would they…

Oh come on, that's…

Obligatory caveat: Not All Jews Are Like That. One of the sources repeatedly linked above, Henry Makow, is a Jew. My mother regaled me with stories of the Holocaust from her relatives, some of them true. She took the jab and had a fall recently. I am done holding back.

Jews aren't unique in their reptilian heritage. Sub-Saharans show a much stronger influence; see Credo Mutwa. The three human macro-races (Caucasian, Mongoloid and Negroid) are avian, insectoid and reptilian hybrids, respectively.

We called them gods, once. Humans have evolved far too much ethnic diversity in too short a time to be explained by natural evolutionary processes. In fact, we are about to find out where the gods went.

Step 1 of apocalypse management is thinning the herd.

As the Aztecs knew, there are spiritual and military benefits to summoning demons via mass human sacrifice, which I will now demonstrate (in HoMM3).

TakenUsernameA wrote:

Instructions unclear, the demon I summoned made my people gay

SideEffectsMayIncludeSodomyErectileDysfunctionAndEternalDamnationContactYourLocalRabbiForDetails

Devilishly difficult

As part of my plan to introduce based gamers to Emacs Org-Mode, I am writing next-generation walkthroughs for the HoMM3 campaigns. "Devils and Dungeons" is the second campaign, and "A Devilish Plan" is the introductory scenario for Inferno. My scenario walkthrough has a 94% ratio on r/Heroes3.

In my controversial walkthrough of Long Live the Queen, I found the AI was losing too quickly to fully demonstrate my unorthodox strategies. Therefore I resolved to increase the difficulty beyond Impossible in the next campaign, Dungeons and Devils. I did this by choosing the worst starting bonus option (there are three).

The starting bonus makes a huge difference, so I didn't set a speed record this time. There would be no point in doing so, since Meridian already dominated the AI on week 1, skipping the map with the overpowered strength of the best starting bonus option.

To my knowledge, no one has won this scenario on Impossible using the Slayer scroll bonus. Thus my win is unprecedented.

The extra difficulty was exactly what I needed. It forced me to master demon farming, a counterintuitive mechanic for one accustomed to Castle and Rampart.

Later scenarios in a campaign obscure the early game mechanics with the overwhelming strength of leveled heroes. Therefore Devilish Plan is the best map to learn how to play Inferno.

Here's my 6.5h gameplay video, with Inferno soundtrack and no commentary, on YouTube. Below are my notes.

Starting bonus

There are three options, as always:

  1. 100 imps help win adjacent fights, and are easily upgraded.
  2. Armor of Wonder: +1x4 is less useful initially due to lack of mage guild and strong local creep.
  3. Slayer scroll is garbage since dragon kills happen after AI is defeated.

The roadless prairie is the player's main defense against the AI, who might get a dragon from its two Refugee Camps any week. So the Slayer scroll is theoretically useful as insurance, sort of like the overpriced two-year warranty on electronics that cashiers always try to upsell you.

In practice, the AI won't do a level-7 creature rush because it has too many nearby targets. The player will have time to build up enough troops to handle the odd level-7 creature. Thus the 100 imps' faster start is better.

Map

Summary

  • Middle towns can't build, but have troops to hire.
  • Hill Fort is strategic, but its guard is strong.
  • AI has immediate access to the rich roadless prairie, whereas player must clear 2+ roadblocks.
  • Observatories and wells are key.
  • AI gets 2 refugee camps but can't built Dragon Cliffs.

Towns

The redwood observatories near each Rampart town are especially important due to the large, roadless map.

The main Rampart town is weaker than the Inferno. Rampart can't build Capitol or Dragon Cliffs.

The other towns are disabled except for a couple buildings each, such as tavern, mage guild, and level 1-2 creature dwellings.

Turtle power

The main Rampart town is weaker than the main Inferno town. Therefore if Tan survives into the late game and prevents Red from killstealing the Queen, Tan wins.

Red can't kill the Queen without visiting the keymaster's tent in Tan's southeast corner. This favors turtling.

Hill Fort

The Hill Fort is strategic. If the AI denies the player access, then player can't upgrade Rampart troops, and must pay for Inferno upgrades, which is crippling. AI can sit in middle Castle and use stables to raid far. Big problem.

However, the player only needs to visit it weekly, and can visit it safely in force.

Might vs Magic

Wells are key. Mages march along the edges following the wells. Mighties fight in the middle grassland.

Mages hold the flanks; Mighties raid the middle.

Dragon Queen

I turtled with cheats and fast-forwarded to see what the AI would do. On m2w4d1 Red defeated the Dragon Queen! Moreover, this counted as victory for Red!

This means that player can open the gate guard and bait AI into taking casualties fighting the dragons, opening the way for player to killsteal or counterattack.

The queen is just a lone Gold Dragon, much easier than the battles with her retinue. An Archdevil does 33-44 damage on a Gold Dragon, with a +3 Attack hero. With Slayer, it's 45-60. The Archdevil wins, either way.

Player's minimum strategic priorities are as follows:

  1. Defend Inferno from AI.
  2. Open the gate guard to dragons.
  3. Kill dragon queen before AI.

If the war with the AI looks lost, player can still take his whole army and attempt regicide.

Level 7 creature recruitment

The main Rampart cannot build Dragon Cliffs, but Inferno can build a Forsaken Palace. Thus player has an advantage in the late game.

However, Rampart has two Refugee Camps that compensate for this. They spawn a random creatures every week, of any level.

Things I've seen:

  • lol sure enough, Theodorus shows up on m1w2d6 with a few Wyvern Monarchs and a Black Dragon. Great.
  • m1w3d4 devil spotted, great.

Resources

Resource income is more abundant than gold, assuming one uses Mages to clear creep. This encourages building high-level Mage guilds, and using the wells to capitalize.

Eventually the player reaches a Trading Post, allowing him to sell surplus resources for gold. However, it is on Red's side of the map, so leveling Inferno's mage guild first is strategic.

Inferno saves on magical resources by not upgrading creature dwellings, relying on the Hill Fort instead.

Strategy

Victory condition

The de-facto victory condition is securing both main towns.

This requires either defeating the AI's main heroes or having adequate defenses to deter them, such as a castled week's growth.

The AI does not understand the necessity of holding a main town, so it is easy to trick into garrisoning a crippled middle town until it is too late.

Bad starts

Bad luck in the early game slows tempo. Some examples:

  • Heroes are all mages, most with useless starting spells. Solution: Prioritize level 1 mage guild.
  • Southeast Rampart has a strong garrison.
  • Strong sawmill roadblocks bottleneck wood and delay prairie scouts.

Might vs Magic

In the early game, the problem with the mage guild is that Inferno heroes have such low Knowledge it's hardly worthwhile to give them level 2 spells, or even a collection of level 2 spells. They can just continue casting their level 1 spells occasionally, for minor effect. It is better to improve the army so that their casting can make a difference against the overpowered creep, which is too numerous for level 1-2 hero spell damage to make a difference. A team of Mages levels slowly while sharing an army, and Inferno usually gains Spellpower, not Wisdom.

Thus a main Might hero is much better than a Mage at the start. This is unfortunate, since Inferno's theme is burst Fire Magic damage. The map's wells look like a strategic resource, but their early relevance is greatly reduced by Mage weakness. Fortunately, Heretics start with 1 Attack and Defense. Skip the well creep until the Mage army is strong enough for demon farming.

Keymaster closed

Opening the Dragon Queen's lair requires visiting keymaster tents:

  1. red keymaster and southeast Rampart
  2. southwest Castle and green keymaster

This is a bad idea, because it gives the AI a chance to win by killing the Dragon Queen first. The keymaster tent is irrelevant to defeating the AI in a quick game. Therefore the Dragon Queen victory point should be kept sealed until the AI is defeated.

Character limit reached

If you'd like to continue reading, request a link to the original version in the comments, because rules.

1 year ago
5 score
Reason: Original

Table of Contents

  1. Based HoMM3
  2. Devilishly difficult
  3. Starting bonus
  4. Map
    1. Summary
    2. Towns
    3. Turtle power
    4. Hill Fort
    5. Might vs Magic
    6. Dragon Queen
    7. Level 7 creature recruitment
  5. Resources
  6. Strategy
    1. Victory condition
    2. Bad starts
    3. Might vs Magic
    4. Keymaster closed
    5. Homecoming comparison
      1. No blitz like home
      2. Sea unites, land divides
  7. Operations
    1. Circle the volcano.
    2. Prairie blitz
    3. Demon farming well
  8. Date
    1. run 3
      1. m1
      2. m2
      3. Summary
  9. Competitors
    1. Meridian
      1. w1
      2. Summary
      3. Comparison
    2. MasterKD
    3. Conclusion
  10. Further reading

Based HoMM3

Heroes of Might and Magic 3 (HoMM3) is a classic beloved game, over 20 years old yet still with active multiplayer and modding scenes. It is arguably the best turn-based strategy videogame of all time, largely due to its beautiful art and mythic resonance.

Inferno is one of the eight original factions. Its theme is Hell and volcanoes. Its art is saturnine and semitic. Its central mechanic is human sacrifice of allies to summon demons.

A coincidental resemblance. Jews don't actually conduct mass human sacrifices of their nominal Greatest Allies by stabbing them with poisoned jabs, right? cough

The countless Jewish expulsions happened for no reason whatsoever. To suggest they practice human sacrifice is blood libel.

Loving the "Jews" because you love the Bible is like loving South American 'immigrants" because you love the Constitution. It is a wilful denial of the self-evident via naive sophistry.

But why would they…

Oh come on, that's…

Obligatory caveat: Not All Jews Are Like That. One of the sources repeatedly linked above, Henry Makow, is a Jew. My mother regaled me with stories of the Holocaust from her relatives, some of them true. She took the jab and had a fall recently. I am done holding back.

Jews aren't unique in their reptilian heritage. Sub-Saharans show a much stronger influence; see Credo Mutwa. The three human macro-races (Caucasian, Mongoloid and Negroid) are avian, insectoid and reptilian hybrids, respectively.

We called them gods, once. Humans have evolved far too much ethnic diversity in too short a time to be explained by natural evolutionary processes. In fact, we are about to find out where the gods went.

Step 1 of apocalypse management is thinning the herd.

As the Aztecs knew, there are spiritual and military benefits to summoning demons via mass human sacrifice, which I will now demonstrate (in HoMM3).

TakenUsernameA wrote:

Instructions unclear, the demon I summoned made my people gay

SideEffectsMayIncludeSodomyErectileDysfunctionAndEternalDamnationContactYourLocalRabbiForDetails

Devilishly difficult

As part of my plan to introduce based gamers to Emacs Org-Mode, I am writing next-generation walkthroughs for the HoMM3 campaigns. "Devils and Dungeons" is the second campaign, and "A Devilish Plan" is the introductory scenario for Inferno. My scenario walkthrough has a 94% ratio on r/Heroes3.

In my controversial walkthrough of Long Live the Queen, I found the AI was losing too quickly to fully demonstrate my unorthodox strategies. Therefore I resolved to increase the difficulty beyond Impossible in the next campaign, Dungeons and Devils. I did this by choosing the worst starting bonus option (there are three).

The starting bonus makes a huge difference, so I didn't set a speed record this time. There would be no point in doing so, since Meridian already dominated the AI on week 1, skipping the map with the overpowered strength of the best starting bonus option.

To my knowledge, no one has won this scenario on Impossible using the Slayer scroll bonus. Thus my win is unprecedented.

The extra difficulty was exactly what I needed. It forced me to master demon farming, a counterintuitive mechanic for one accustomed to Castle and Rampart.

Later scenarios in a campaign obscure the early game mechanics with the overwhelming strength of leveled heroes. Therefore Devilish Plan is the best map to learn how to play Inferno.

Here's my 6.5h gameplay video, with Inferno soundtrack and no commentary, on YouTube. Below are my notes.

Starting bonus

There are three options, as always:

  1. 100 imps help win adjacent fights, and are easily upgraded.
  2. Armor of Wonder: +1x4 is less useful initially due to lack of mage guild and strong local creep.
  3. Slayer scroll is garbage since dragon kills happen after AI is defeated.

The roadless prairie is the player's main defense against the AI, who might get a dragon from its two Refugee Camps any week. So the Slayer scroll is theoretically useful as insurance, sort of like the overpriced two-year warranty on electronics that cashiers always try to upsell you.

In practice, the AI won't do a level-7 creature rush because it has too many nearby targets. The player will have time to build up enough troops to handle the odd level-7 creature. Thus the 100 imps' faster start is better.

Map

Summary

  • Middle towns can't build, but have troops to hire.
  • Hill Fort is strategic, but its guard is strong.
  • AI has immediate access to the rich roadless prairie, whereas player must clear 2+ roadblocks.
  • Observatories and wells are key.
  • AI gets 2 refugee camps but can't built Dragon Cliffs.

Towns

The redwood observatories near each Rampart town are especially important due to the large, roadless map.

The main Rampart town is weaker than the Inferno. Rampart can't build Capitol or Dragon Cliffs.

The other towns are disabled except for a couple buildings each, such as tavern, mage guild, and level 1-2 creature dwellings.

Turtle power

The main Rampart town is weaker than the main Inferno town. Therefore if Tan survives into the late game and prevents Red from killstealing the Queen, Tan wins.

Red can't kill the Queen without visiting the keymaster's tent in Tan's southeast corner. This favors turtling.

Hill Fort

The Hill Fort is strategic. If the AI denies the player access, then player can't upgrade Rampart troops, and must pay for Inferno upgrades, which is crippling. AI can sit in middle Castle and use stables to raid far. Big problem.

However, the player only needs to visit it weekly, and can visit it safely in force.

Might vs Magic

Wells are key. Mages march along the edges following the wells. Mighties fight in the middle grassland.

Mages hold the flanks; Mighties raid the middle.

Dragon Queen

I turtled with cheats and fast-forwarded to see what the AI would do. On m2w4d1 Red defeated the Dragon Queen! Moreover, this counted as victory for Red!

This means that player can open the gate guard and bait AI into taking casualties fighting the dragons, opening the way for player to killsteal or counterattack.

The queen is just a lone Gold Dragon, much easier than the battles with her retinue. An Archdevil does 33-44 damage on a Gold Dragon, with a +3 Attack hero. With Slayer, it's 45-60. The Archdevil wins, either way.

Player's minimum strategic priorities are as follows:

  1. Defend Inferno from AI.
  2. Open the gate guard to dragons.
  3. Kill dragon queen before AI.

If the war with the AI looks lost, player can still take his whole army and attempt regicide.

Level 7 creature recruitment

The main Rampart cannot build Dragon Cliffs, but Inferno can build a Forsaken Palace. Thus player has an advantage in the late game.

However, Rampart has two Refugee Camps that compensate for this. They spawn a random creatures every week, of any level.

Things I've seen:

  • lol sure enough, Theodorus shows up on m1w2d6 with a few Wyvern Monarchs and a Black Dragon. Great.
  • m1w3d4 devil spotted, great.

Resources

Resource income is more abundant than gold, assuming one uses Mages to clear creep. This encourages building high-level Mage guilds, and using the wells to capitalize.

Eventually the player reaches a Trading Post, allowing him to sell surplus resources for gold. However, it is on Red's side of the map, so leveling Inferno's mage guild first is strategic.

Inferno saves on magical resources by not upgrading creature dwellings, relying on the Hill Fort instead.

Strategy

Victory condition

The de-facto victory condition is securing both main towns.

This requires either defeating the AI's main heroes or having adequate defenses to deter them, such as a castled week's growth.

The AI does not understand the necessity of holding a main town, so it is easy to trick into garrisoning a crippled middle town until it is too late.

Bad starts

Bad luck in the early game slows tempo. Some examples:

  • Heroes are all mages, most with useless starting spells. Solution: Prioritize level 1 mage guild.
  • Southeast Rampart has a strong garrison.
  • Strong sawmill roadblocks bottleneck wood and delay prairie scouts.

Might vs Magic

In the early game, the problem with the mage guild is that Inferno heroes have such low Knowledge it's hardly worthwhile to give them level 2 spells, or even a collection of level 2 spells. They can just continue casting their level 1 spells occasionally, for minor effect. It is better to improve the army so that their casting can make a difference against the overpowered creep, which is too numerous for level 1-2 hero spell damage to make a difference. A team of Mages levels slowly while sharing an army, and Inferno usually gains Spellpower, not Wisdom.

Thus a main Might hero is much better than a Mage at the start. This is unfortunate, since Inferno's theme is burst Fire Magic damage. The map's wells look like a strategic resource, but their early relevance is greatly reduced by Mage weakness. Fortunately, Heretics start with 1 Attack and Defense. Skip the well creep until the Mage army is strong enough for demon farming.

Keymaster closed

Opening the Dragon Queen's lair requires visiting keymaster tents:

  1. red keymaster and southeast Rampart
  2. southwest Castle and green keymaster

This is a bad idea, because it gives the AI a chance to win by killing the Dragon Queen first. The keymaster tent is irrelevant to defeating the AI in a quick game. Therefore the Dragon Queen victory point should be kept sealed until the AI is defeated.

Character limit reached

Continue reading here

1 year ago
1 score