Hands on with Warhammer 40K: Chaos Gate - Daemonhunters: promising, but XCOM cowards beware

2 years ago

Of the four hulking Grey Knights under my command, teleporty sword boy was undoubtedly my favourite. Once every turn he could blink across the map, moving twice as far as he can with a regular action point, plopping him right behind a pesky Cultist’s cone of suppressing fire. It was both effective and efficient, but the real fireworks began whenever I clicked teleport strike, which repositioned him while also savaging several enemies in sequence with his power sword. He was simultaneously my initiator and my (almost) one-man clean up crew, ready to be rallied by a cry from my Justicar whenever his AP tank ran empty. I almost felt sorry for the cultists.

I’ve played a curated, two hour slice of Warhammer 40K: Chaos Gate - Daemonhunters, and I’m keen to play more. As speedy as my sword boy felt in those moments, though, at other times I felt compelled to move forward at a crawl. When I asked creative director Noah Decter-Jackson whether I was just being too cowardly, he hedged his bets.

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Author
Matt Cox