The Daemonhunters are a unit of the Imperial Inquisition, who act as its hunter-killer units. They rely heavily on their faith in the God-Emperor to battle against daemons and warp creatures that threaten all life.
The “warhammer 40,000: chaos gate – daemonhunters release date” is a new game that was released by Games Workshop. This game is set in the Warhammer 40,000 universe and it is based on the Daemonhunters faction of the Imperium.
When I first saw the bigger gameplay loop for Warhammer 40,000: Daemonhunters – Chaos Gate in February, it seemed like a promising piece of turn-based grimdark awesomeness. You lead squads of Grey Knights against Nurgle’s pestilent minions in this game’s mix of strategy and tactics, and the brutal, fast-paced fights need less hunkering down under cover than previous games in the genre.
As a result, I was ecstatic to get my hands on a work-in-progress version of the game in March, as part of a press event in which I went through three missions from the game’s campaign. If you’re unfamiliar with how Daemonhunters works as a whole, you should read the hands-off preview mentioned above, since this article focuses mostly on the game’s turn-based tactical skirmishes.
I started directly into a job involving retrieving Bloom seeds for one Inquisitor Vakir after a brief introduction training showed me the ropes. Only close-up kills enabled me to earn the valuable resource, therefore I had to face adversaries marked with a skull emblem in melee combat.
Missions normally begin with a few rounds of exploring as you get closer to your foes’ general direction. After that, you’ll surely engage them, and things will swiftly get underway.
Despite the fact that the battle took place in a rather open area, the ground was filled with rubble and sandbags, funneling forces along narrow passages while affording sufficient opportunities to employ cover to mitigate incoming damage.
I discovered numerous cultists already waiting in defensive positions after effortlessly eliminating a tiny squad of Chaos Marines whose disease powers failed to halt the Emperor’s full force.
As I moved closer to them, wiping them off one by one, an adversary shocked me by firing a constant torrent of gunfire at my Apothecary. This meant that relocating my healer during that turn, or simply staying him in the same spot until the next, would cause him to take damage.
I had to deploy one of my other Grey Knights to break the suppressor’s concentration as a swarm of new opponents rushed in from behind – thanks to steadily climbing Bloom levels – Even if you employ cover to alleviate part of the incoming damage, troops will be injured if they are assaulted from many angles.
Furthermore, because to the Grey Knights’ more aggressive approach to fighting, you’ll often put them in harm’s way. Thankfully, the power armor they wear is very durable, and adversaries seldom inflict much damage once they’ve been dismembered.
Because of the tumult of combat, I missed the initial chance to get a Bloom seed, so I ordered my knights to blow its carrier to bits from afar. I was able to call in extraction after extracting the second from its carrier, allowing me to change my attention from carefully working my approach towards my objective via several foes to just living for three more rounds.
My troops were promptly taken out of the combat as they passed – without needing to reach a certain point in the level – just as the Bloom created plague zones that would have impeded my units’ mobility if the conflict had continued.
The battle in Warhammer 40,000: Daemonhunters – Chaos Gate demands constant attention to many factors while focusing significantly on clarity. The sheer amount of buttons on the screen may be overwhelming at first, particularly if you skip the early game’s slow adaptation phase, but my main misunderstanding resulted from not realizing that the Teleport Strike ability needed me to choose a destination tile after picking my targets.
The user interface clearly reveals how many action points you have left before committing to a move, and units move on a grid. You always know how much damage your attacks do, and there’s no need to worry about hitting an adversary — if you can shoot or stab them, they’ll feel it.
Aside from the cover, Overwatch is a mainstay of turn-based tactical games like Daemonhunters, and you may stack it by assigning many Knights to protect an area, thereby creating a death corridor for opponents who dare to rush through it.
You may zoom in on opposing troops by using the middle mouse button, giving you a full overview of their stats, current mutations, and abilities. You also get an idea of the adversary kinds and Bloom effects you might anticipate before starting the task.
Each of your Knights’ four classes has unique powers that distinguish them from one another. Recruited knights may then be given distinctive appearances by altering their faces, headgear, particular components of their armor, and voices, among other aesthetic possibilities.
While I didn’t get the opportunity to experiment with upgrading class abilities during my hands-on time with the game, the tree is divided into numerous clusters that strengthen distinct talents, possibly changing a unit’s playstyle.
I had complete control over my teams, even down to the equipment and weapons they carried, and their responsibilities seemed distinct immediately away. Both the Justicar and the Interceptor had ranged and melee attacks, but the Interceptor’s Teleport Strike ability stood out, allowing him to blitz across the battlefield, attacking numerous units before relocating.
The Purgator’s massive artillery rips adversaries apart from afar, while the Apothecary employs servo skulls and his Narthecium gadget to heal and buff allied troops while simultaneously inflicting bleed – one of multiple status effects – on opponents.
The second assignment I completed included eliminating a pox plant that was located deep inside an industrial complex. This map was rather vast, with many encounters along the route to the destination. Marines can leap over barriers, smash through large doors, and smash through windows with ease, demonstrating that they have mastered the balance of weight and movement.
I learned how to demolish and angle pillars to maximize damage inflicted to grouped-up enemy troops during the game’s training level, but I didn’t utilize it much throughout the three missions I played.
This second level has a strong sense of size, but never seeming too lengthy. When confronted in battle, it also introduced the Myphitic Blight-hauler, a mobile unit capable of shooting long-range missiles and spewing putrescent fog.
I had to chip away at its armor before it could be damaged, albeit some Knights can get around it. When battling close quarters, your soldiers may utilize Precision Targeting to slice off limbs, making foes unable to strike with their primary weapon or completely disable their abilities.
You may also stun them, which makes them vulnerable to an execution technique that kills them instantaneously. Needless to say, this is one of your most powerful weapons, and it also comes with a gruesome visual reward.
My unit had very little safe room to travel as we approached the map’s final sector, as a Blight-hauler was ready to carpet the entryway with missiles as two Chaos Marines prepared Overwatch.
I had to carefully manoeuvre my troops around the small area available to me, relying on ranged assaults to damage adversaries before closing the gap with a rapid Teleport Strike.
During this operation, I also saw one of the Bloom’s other possible effects, which allowed adversaries to use their assaults to paralyze my Grey Knights. This added a feeling of urgency to the situation, but happily, I didn’t get to witness how severely it hurt since concentrating on the pox plant I came to destroy in the first place completed the task very immediately.
Then, in what seemed like a true boss battle, I fought toe-to-toe with a Great Unclean One. This is a gigantic adversary that not only dwarfs your Grey Knights in size, but also easily sends them flying as it moves its monstrous shape about the battlefield or smashes them with its big bell weapon.
Multiple Plaguebearers – who could mutate when shot and which he could revive – were also engaged, as well as Nurglings created from nests strewn over the landscape. There were also plagues there, with pressure coming from a variety of directions.
The combat had a distinct dynamic due to the lack of cover — there were no safe zones from the massive behemoth I had to destroy, which could take a lot of punishment.
The three action points given to each Knight, as well as the ability to strike after moving, provide you a lot of options when it comes to how you approach battles. Your Grey Knights have the ability to line up three attacks, possibly rotating between devastating abilities and ordinary strikes, making them seem like true powerhouses.
It accurately conveys the impression that your soldiers are walking tanks whose main job is to eliminate the Emperor’s foes. You may infuse assaults with psychic abilities when you need a little additional damage. This allows you to attack harder or reach foes in the immediate vicinity of your target.
This was my first assignment using a flamer, and although it’s a great method to target things in a specific region and deliver damage over time, you must care for your soldiers’ location. The last thing you want to do is create obstacles for your soldiers to go around, especially because the adversary already does a lot of that.
Although the two and a half hours I spent with Daemonhunters were insufficient to go deeply into all of the game’s classes, it was a thrill to watch my team work together to mow down opponents and help or heal one another.
Its battles always require you to choose where to maneuver, when to weaken opponents, and when to go in for the kill, all while keeping things fresh owing to the many Bloom effects that automatically activate when it hits particular levels.
I barely spent a few minutes aboard the Baleful Edict, chatting to the crew and inspecting the loadouts of my squad. There are a variety of weapons to choose from, including daemon hammers, force swords, storm bolters, and more. Each weapon has its unique set of perks, ranging from the ability to inflict additional ailments to the ability to replace a raw damage boost with a better critical strike probability.
Unfortunately, I was unable to fully engage with all of the other systems, which allow you to research new stratagems and information about the Bloom, requisition equipment, recruit and level up troops, upgrade your ship, and traverse the sector in search of missions – which the developers previously described as a race against time.
After three encounters, my only significant gripe is with Daemonhunters’ art style. It’s undoubtedly consistent across the stages, but it strikes me as a touch too cartoonish, which detracts from the campaign’s seriousness.
The tables may entail moving little figures around and there is a feeling of delight in Nurgle’s abundance of filthy presents, yet the images have a joyful feel to them. Given how I was battling towering monstrosities that nonchalantly puke out of their belly-mouth, this seemed a little strange to me.
The three fights I played gave me high hopes for Warhammer 40,000 Daemonhunters: Chaos Gate, particularly if the tactical portion of the game can be kept riveting for the duration of the campaign. Simultaneously, the overall experience will include more than simply these turn-based elements.
Its strategic component, as well as the timing of its campaign and tale, will ultimately determine how compelling the whole package is. Thankfully, we won’t have to wait long for the game’s PC release on May 5th.
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