Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

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Galdred Dec 23, 2022 @ 2:49am
Early survival tips
I saw a lot of posts answered with git gud, but it might not be very useful. So after sruviving 50 days with the DLC in Legendary grandmaster, here is what worked for me:

- Don't accept no WP mission without a squad tailored to it (grenade specialists + specced Techmarine + servoskull apoth).
- Same for other risky assignments(3 marines, even no mastercrafter weapon can be a pain). It's better to be safe than sorry.
- Only take the very best T1 items. Don't waste Reqs on mediocre ones, and try to get melee + armor Req levels up ASAP
Examples are: AoE melee weapons, + Mv armor, + Will armor. I also took the +50% XP blade.

My Squad composition is:
- Justicar*2 with honor the chapter
- 1 purgator with psilencer
- 1 Interceptor

The Interceptor is not very impressive early, but has great potential.
The purgator psilencer can OS a lot of cultists at once, but he will usually required all his 3 actions to get into position, so honor the chapter will be critical.

grenades are great to push people in the "void". Abuse them this way. They also help getting some WP back for your justicars. Using Honor the chapter on each other also helps them replenish WP.

You don't have to engage every group on the map to win, but make sure you pull opponents away from reinforcements when you are engaged against a group with another nearby.

Also, don't let your knights slack off in the infirmary. Real knights don't need recovery time. It's much better to XP your knights as quickly as possible than have them at full HP on mission.

Ignore storyline research requests, and get Quicksilver and Gates of Infinity ASAP (the first strategems, on the left).
Focus on getting warp drive early on (servitors->warp drive->reactor->warp drive->servitors->whatever you want).

Once you have unlocked grey Knights as reward, always accept those that cost 1 RP (or those whose recruit cost is the same as the refund for sending them back to Titan).
This way, you can check whether their skill and trait matches what you want, and send them back if it doesn't (which should be 90% of the time).
Last edited by Galdred; Dec 23, 2022 @ 7:50am
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Shina Dec 23, 2022 @ 3:00am 
I think a lot of people need to restart a campain on normal play 12 -13 missions and comeback to us. You and us are not playing the same game .A lot of people haven't started post nerfs and with addons enabled.
Closely packed enemy pods of 4 gunner cultist 2 melta marines cultist sorcerers with incoming reinforcement events almost every time is unbearable at day 100 no matter your comp you are getting troussed, if you make it it will be bearly at the expense of your roster.
Galdred Dec 23, 2022 @ 3:47am 
Originally posted by Shina:
I think a lot of people need to restart a campain on normal play 12 -13 missions and comeback to us. You and us are not playing the same game .A lot of people haven't started post nerfs and with addons enabled.
Closely packed enemy pods of 4 gunner cultist 2 melta marines cultist sorcerers with incoming reinforcement events almost every time is unbearable at day 100 no matter your comp you are getting troussed, if you make it it will be bearly at the expense of your roster.

I am actually playing with the latest changes and DLC enabled. You are right about packed enemy pods. But in this case, it is sometimes better to withdraw away from the other patrols, and force them to come to you.
You can also use astral aim to remove the ranged weapons from the chaos marines, and force them to come to you.

Also, archeotech missions without dreadnought are almost as hard as no willpower missions, and should usually be done unly if you don't have any choice.
Last edited by Galdred; Dec 23, 2022 @ 4:00am
2 tay 3 súng Dec 23, 2022 @ 4:16am 
I'm also doing a legendary run (no Grandmaster thanks) and I notice a steep difficulty jump between pre and post-patch, mainly due to the new enemies and how they behave with grenades.

I also agree that Interceptor is very good. If we can invest in him enough he can teleport behind the packs and crit most potent enemies with ease, cripple to the point for easy kills for other team members.
Last edited by 2 tay 3 súng; Dec 23, 2022 @ 4:18am
steven777 Dec 23, 2022 @ 4:47am 
Originally posted by 2 tay 3 súng:
I'm also doing a legendary run (no Grandmaster thanks) and I notice a steep difficulty jump between pre and post-patch, mainly due to the new enemies and how they behave with grenades.

I also agree that Interceptor is very good. If we can invest in him enough he can teleport behind the packs and crit most potent enemies with ease, cripple to the point for easy kills for other team members.

Yeah those Krak grenades have hurt me many times. A real threat.
Shina Dec 23, 2022 @ 4:51am 
Originally posted by Galdred:
Originally posted by Shina:
I think a lot of people need to restart a campain on normal play 12 -13 missions and comeback to us. You and us are not playing the same game .A lot of people haven't started post nerfs and with addons enabled.
Closely packed enemy pods of 4 gunner cultist 2 melta marines cultist sorcerers with incoming reinforcement events almost every time is unbearable at day 100 no matter your comp you are getting troussed, if you make it it will be bearly at the expense of your roster.

I am actually playing with the latest changes and DLC enabled. You are right about packed enemy pods. But in this case, it is sometimes better to withdraw away from the other patrols, and force them to come to you.
You can also use astral aim to remove the ranged weapons from the chaos marines, and force them to come to you.

Also, archeotech missions without dreadnought are almost as hard as no willpower missions, and should usually be done unly if you don't have any choice.
I tried the pulling back technique got hit twice with -1HP from the bloom and later denizens of the warp against durability buffed 7 man pod. I am was 10 hours in on normal i had yet to learn about acheotech missions at that stage.
Ghost from warp Dec 23, 2022 @ 5:07am 
I am was 10 hours in on normal i had yet to learn about acheotech missions at that stage.
That's quite late, first technophage mission appeared in about 4-5 hours in campaign. How are you delaying so much, is any of your knights reached lvl4?
Shina Dec 23, 2022 @ 5:15am 
Originally posted by Ghost from warp:
I am was 10 hours in on normal i had yet to learn about acheotech missions at that stage.
That's quite late, first technophage mission appeared in about 4-5 hours in campaign. How are you delaying so much, is any of your knights reached lvl4?
around mission 5- 6 several missions I simply had to re run most time had 10+ enemies on screen 6 of wich were spaced out had guns and did pinned overwatch timebomb combos. Whilst my interceptor took care of most of those it made getting optimal / positioning damage from the pinned marines a problem. bear in mind that I notice map bump one shooting was a thing super early so I never skipped a chance at a cheeky kill on more durable /annoying targets. I manage to squeeze in 1 mission with 3 guys early on but now around mission 10 3 man jobs are out of the question. My map enemy density is twofold what i see in normal YT playthroughs from a few months ago.
Last edited by Shina; Dec 23, 2022 @ 5:19am
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Date Posted: Dec 23, 2022 @ 2:49am
Posts: 7