Other turn-based strategy game comparisons are available, but the simplest and easiest way to describe Chaos Gate is something like ‘XCOM in space with tanky supersoldiers, no miss-chances and an emphasis on aggressive melee combat’. When I asked creative director Noah Decter-Jackson whether I was just being too cowardly, he hedged his bets. As speedy as my sword boy felt in those moments, though, at other times I felt compelled to move forward at a crawl. I’ve played a curated, two hour slice of Warhammer 40K: Chaos Gate - Daemonhunters, and I’m keen to play more. 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. 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. 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. Of the four hulking Grey Knights under my command, teleporty sword boy was undoubtedly my favourite.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |