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- Since the Tower town has three ranged units, it is excellent at defending cities. The only problem is against fast and flying attackers, such as Dragons, Angels etc. If the defending hero has expert Slow, use it. If not, use expert Haste.
- A good thing is to upgrade your Workshop early, then move around the map and pick up Gremlins for free and upgrade them to Master Gremlins at your town, this way you get massive firepower very fast.
- In the middle and end game your Gremlins are usually dead, and Gargoyles are not useful anymore. It's a good tactic to replace their place with 1 Genie each. Thus you will have 1 strong pack+2x1 stack of genies that means you can cast spell 4 times each round! If the enemy kills them, good for you, because probably getting rid of a little unit number stack that casts spells compared to killing other high health point/many units stacks is a huge damage waste given high tier spell power with lots of damage and spells requiring a fixed deducted amount of mana each turn - like swatting a single Sprite instead of killing a stack of Scorpicores, you can replace first round caster Genie slots after combat easily and the Gremlins would be dead soon into combat anyway.
- Giants are not much use until you upgrade them to Titans, which are the best ranged unit in the game, have no Melee Penalty, and generally kick butt.
- This town has the highest chance to get the Blind spell in the Mage Guild.
- Cerberus are very powerful with Bless/Haste/Counterstrike.
- Pit Lord's Demon summon ability allows you to horde Demons. Attack any creature and blind it so the battle lasts as long as you want. Cast Fire Wall/Fireball/Inferno/Meteor Shower on your Imps. When they die, raise Demons, then finish the enemy.
- Efreet Sultans are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a Dracageddon combo.
- Castle Gate: A life-saver on maps where you control more than one Inferno town.
- Arch Devils are very expensive.
- Imps and Familiars are incredibly weak first level units, and have no redeeming features save their speed (the Familiars' Magic Channel ability is hardly noticable).
Barbarian Breakout (Allies)
- Invest in a Citadel early on.
- City Hall first. Castle walls and at least 3 different stacks by end of week 1.
- Barracks and Monastery on days 6 and 7.
- The frozen land to the south does some help in delaying their attacks for a day or two which help a little.
- Mighty Gorgons. Nothing higher.
- You play it with towns which are cheap and easily defensible. Your best shot might be Rampart, Fortress or Castle. I prefer Fortress because then you got no moral penalty if you combine your troops with whatever remaining in the barbarian's stronghold once you capture one.
- Don't invest too much in your town. Try to get into your enemies town instead and buy from their towns. By this, you deny them their weekly monster allowance and capitol build as well.