Click Here!


PC GAMES
  News
  Reviews
  Previews
  Movies/Media
  Downloads
  Hints/Codes
  GameGuides.com
  Special Features
  Beta Center
  Release Calendar
  Forums
  Top Games

PC GENRES
  Action
  Adventure
  Driving
  Puzzle
  Role-Playing
  Simulation
  Sports
  Strategy


SWITCH TO:
  VIDEO GAMES
  GAMESPOT LIVE
  GAMEBUYER
  HARDWARE


SUBSCRIBE TO:
  PC Newsletter
  HW Newsletter


ELITE SERVICES
  Join GameSpot

SEE ALSO
  GameFAQs
  Gamespy Arcade
  Netflix

INFORMATION
  Help
  Contact Us
  International

Units

 
units
  Chapter Introduction
Castle Units
Dungeon Units
Fortress Units
Inferno Units
Necropolis Units
Rampart Units
Stronghold Units
Tower Units
   
A Unit Guide

Inferno Units

The inferno, like the fortress, suffers from some poor units. However, this town has powerful magic to compensate for the lack of super units. The inferno has a weakness in ranged units, with only the gog able to attack from a distance. The first-level imp is pathetic, as is the fourth-level demon. Most other units are only average, at best. This town's creatures also tend to be slow in movement until the later levels. The advantage to inferno creatures is that they are all fairly cheap.

 
   
 
   

Imp/Familiar
Attack: 2/4
Defense: 3/4
Hit Points: 4/4
Damage: 1-2/1-2
Speed: 5/7
Movement: ground
Cost: 50/60
Special Abilities: None/Spell point channeling

The imp is the weakest first-level troop, and even in numbers it is pathetic. You will however, want to upgrade them to familiars (but only after all other essential upgrades are made), the reason being that familiars will drain spell points from enemy spellcasters and deposit them in your pool. Anytime a spell is cast by the enemy, whether it targets your familiars or not, you will channel 20 percent of the spell points to your pool. This occurs for every familiar stack in your army. So if you have two stacks of familiars, you will gain four total spell points when the enemy casts a lightning bolt. Imps and familiars are cheap so you can buy lots of them, but never think that they are effective troops.

 
   
 
   

Gog/Magog
Attack: 6/7
Defense: 4/4
Hit Points: 13/13
Damage: 2-4/2-4
Shots: 12/24
Speed: 4/6
Movement: ground
Cost: 125/175
Special Abilities: None/Area effect damage

The gog is actually a decent ranged unit. Of course, it has to be, because this is the only ranged unit the inferno town has. The gog has a good mix of attack and damage, but it is slow. The magog is faster and a little stronger, and gains the ability to damage units in a wide area. This sounds like a boon, but can be a hindrance. Because the magog is still slower than your other inferno units, it will attack last, but by the time its attack comes around, your own troops might already be in the line of fire. This effectively neutralizes the magog once your own creatures have engaged the enemy. However, you probably still want to upgrade the magog for the speed. The strategy to employ with magogs is to draw the enemies into a clump before attacking. Usually, you want to wait when it is your turn till the enemy does this, and then unload on him.

Inferno units, continued
 
 

 
 
GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.


GameSpot Back to Introduction GameGuides.com