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Rob Zacny

Three Moves Ahead 561: Warhammer: 40,000: Chaos Gate: Daemonhunters

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Three Moves Ahead 561:

Three Moves Ahead 561


Warhammer: 40,000: Chaos Gate: Daemonhunters
Len and Rowan are joined by Kotaku's Luke Plunkett and Twitch streamer Casey Explosion to talk about Warhammer 40,000: Chaos Gate: Daemonhunters, and also more than a little bit of Mechanicus since we seem to have slept on that one. Is this just XCOM with space marines? And why should you be paying attention to this, the 40,000th Warhammer 40,000 game to release just in the last decade alone?

Warhammer 40,000: Chaos Gate: Daemonhunters, Warhammer 40,000: Mechanicus, XCOM: Enemy Unknown, XCOM 2

 

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The 1998 Warhammer Chaos Gate is a game I remember fondly (and not just for its banging soundtrack)

 

It was an X-Com-ish squad-level turn-based tactics game, but I think it felt quite different for a number of reasons.

 

  1. As mentioned in the podcast for Daemonhunters, the Space Marines (Ultramarines for the original Chaos Gate) are far more resilient, especially at the beginning when the player's forces dramatically outnumber the Chaos Space Marines and the bulk of the enemies are cultists. Unlike X-Com where even enemy shots can still often instant-kill soldiers in advanced armour
  2. Chaos Gate had the annoying mechanic of searching maps for equipment caches, and this had to be done to acquire rarer weapons and their ammunition
  3. Chaos Gate suffered from having way too many player units on the battlefield. Player forces deploy in squads of 5, plus up to a number of standalone specialists in later missions
  4. Combined with the previous point, the squad and special weapons limitations (1x Terminator squad, 1x Assault squad with jump packs, 1x Devastator squad, 7x Tactical squads) mean that as soon as possible, the tactical squads are never deployed (they can only equip 1x special weapon vs. the 2x heavy weapons of the Devastator squad)
  5. The ability for special equipment and player special units to buff other units. The right combination of buffs and equipment could turn a single assault marine or Terminator into a wrecking ball capable of tearing apart greater demons. As usual, this leaves 80% or more of the player's units on the side lines providing suppressive fire

The overall premise (Depleted Space Marine company returning from a campaign diverted to investigate Chaos happenings) is quite similar to Daemonhunters. The briefings are spartan (straight text) and there aren't many cutscenes in general

 

Anyway, I look forward to trying Daemonhunters

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