Beginner’s Guide to Warhammer 40,000: Chaos Gate


Warhammer 40,000: Chaos Gate: Demon Hunters is a complex game. It takes the well-established XCOM method of making turn-based strategy RPGs, dials it up a notch, and throws it headfirst into the Eye of Terror. There’s a lot to learn, loads to kill, and countless ways to accidentally kill your Gray Knights team.

Related: Warhammer 40,000: Chaos Gate: Daemonhunters Developer Interview

Jumping headfirst into Chaos Gate, while viable and doable, can be a tricky prospect. The game quickly increases the challenge and is prone to occasional difficulty spikes, especially when bosses are involved. This guide is here to ease your approach as you head into the Doom Edict.


Play the tutorial

As obvious as it may seem, playing the tutorial is an absolute must. It doesn’t matter how good you are at these games or how many hours you put into the genre. Heck, it doesn’t matter if your pride is hurt by having to go through the basics.

The Chaos Gate tutorial is very good and covers everything you need to know about combat mechanics, and what sets this game apart from its peers. Skipping it is simply not advisable on a first playthrough.

Not only that, there are awesome things animation, cinematicsand story excerpts scattered everywhere, which are all worth seeing.

Set your difficulty wisely

The Chaos Gate is a hard gamesome would even go so far as to say that it is rather spicy. As with the tutorial, your difficulty selection matters and your pride shouldn’t be the determining factor here. Chaos Gate will piss you off if you don’t learn fast, and turning the dial down a bit can make things a little smoother.

Merciful is the easiest of the bunch and is our recommended starting point for anyone who is a bit rust or downright New to gender. Standard and Ruthless are great for people with more liveand Legendary is for gamers who want feel pain.

Oh, avoid Grand Master mode until a second (or third…) playthrough.

Death is not the end – until it is

As hard as Chaos Gate can be, Death is not the endand take a few potshots here and there, or get floored once in a while is not the end of the world. The game works on a resilience system and each character has a resilience stat.

When a knight is downed, his resilience drops. If it reaches zero, well, that’s when death is real. There are places where you can hide your dead in the build menu, but for the most part the dead are dead. Death comes even faster on Legendary as your knights start with the resilience of a paper towel.

Related: Warhammer 40,000: Chaos Gate – Daemonhunters: What Difficulty Should You Play?

Have rescue squads

It can be tempting to get attached to your initial Gray Knights team. I mean, they’ve probably taken you through a bunch of missions, they’re starting to level up a bit, and, well, they’re pretty darn awesome. Here’s the thing though – you can’t use them for every missionand if you do, you might just lose them for good.

Have backup teams and team members who can replace allows you to do more missions without having to wait for your wounds to heal to be at their most effective. It allows you experience with different builds and team compositions. Sure, the default is effective, but sometimes running a full squad of Terminators is just what the doctor ordered.

Recruit new members, keep swapping them when you can and hold back the tide of Chaos.

Carefully build your knights

After each mission, each knight who participated in said mission will gain experience. Earn enough, and they’ll level up and earn a promotion. Promotion grant two ability pointsand these can be used to dramatically improve the efficiency of your team members.

The trick of the promotion system is to have a wide range of abilities spread across a large number of charactersor, in other words, specialize each member of a squad first. Having a Silence Packing Interceptor to neutralize the Psykers is vital for some missions, but not necessary for all missions.

That being said, some abilities are universally fantastic. For example, Hammerhand on your Justicar grants a 100% crit chance, allowing you to disable enemies from a distance or kill them outright. Purgers with Astral Aim do the same but from a distance. Dive into the specialty, but don’t neglect universals.

Choose your missions wisely

Apart from the main missions, you will have the opportunity to travel the galaxy and face the outbreaks of bloom. These missions are limited in time and do not complete them increases corruption. The more corruption there is on a planet, the more he transforms the next time you fight there.

The problem is that you can’t access all the places that appear, which forces you to make decisions. Many factors can and should, influence your choice. Take a path that allows you to complete multiple missions in a single outbreak will grant more EXPbut that will put pressure of your team to perform even if they are injured.

Maybe the rewards for the two missions you can do together are not required when the only mission on the other side of the galaxy packs a whole lot of goodies you need. Heck, maybe a planet is close to being completely corrupted and you must clear this mission first.

All of this combines to create a very complex decision-making process, and you don’t have to rush. Weigh all your options before rushing into the multi-mission approach.

Related: Warhammer 40,000: Chaos Gate – Daemonhunters Preview – Total Destruction

Acts are optional, not a requirement

From the start, you will have access to Acts. Acts are essentially disabilities which reward you with more resources. These resources are incredibly valuable and can skyrocket your strike team to new levels of power, but handicaps are, well, handicaps.

An act is randomly assigned and you can accept or decline it. There’s no downside to refusing it. Accepting the deed will require you to do something very specific or play in a way that makes it more difficult to complete the main mission. Completing your deed may reward you with more resources, but failure costs your resources. It’s a bet and not the one you need to roll the dice on every mission.

Explore the Doom Edict

The Doom Edict is your homeport and there’s plenty to do here between missions. You can talk to different characters you meet in the story for updates, insightful lore bits, and character development.

Not only that, but the Doom Edict is also where you can upgrade your ship ato conduct research – both of which are vitally important. You can even customize your knightsgoing so far as to change their name and appearance.

Beware of interactive objects

When you are in battle, there are lots of interactive objects. These are shown in the tutorial but are easy to overlook once a battle breaks out in a real mission. These can be anything from a stack of exploding barrelshas a pillar you can push down, or even buildings you can blow up to chart a new path.

Chaos Gate cards are sandboxes which are begging to be interacted with with, and you should get used to it. Outside of the immediate benefits of combat (or downsides if you’re blown up), there are plenty of other things you can interact with.

Things like corrupted turrets can be cleaned up so they fight for you, or spore pods filled with plague seeds which are needed for research. Go out and touch things. It will probably help you.

Abilities Are Powerful – Use Them

Running and shooting Storm Bolters is great fun. They have a good kick, they sound brutal, and they literally cut people in half every time you pull the trigger. The thing is, Storm Bolters won’t get you very far on their own, and that’s where abilities come in.

Playing with abilities can greatly improve your combat effectiveness – especially against dangerous enemies. Giant demons capable of distort reality are an absolute pain to deal with and can wipe out your team quickly if you’re not careful. Abilities can turn the tideNevertheless.

Silencing a demon will prevent it from using its psychic abilities. This is a serious nerf to his damage output, but not the only way abilities can be used to gain an advantage. All enemies can have limbs ripped off to limit their effectiveness, and big demons are no exception. Landing critical hits allows you to permanently remove attacks from his pooland many skills grant 100% critical strike chance.

Not only that, but each gray knight has access to a shield which gives him bonus armor. This can help undo damage and save a knight who finds himself in a sticky situation. How about a Justicar provoking an enemy to attack it, or that same Justicar buffing himself with a ridiculous amount of armor, then transferring it to another knight in danger.

The options at your disposal are vast and enriched as you play.

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