Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

View Stats:
Increase squad size to 5
Honestly, it would be way more fun if we had just 1 more slot to deploy, due to 4 squad size limiting any experimentation with classes or compositions. Its even more apparent now with the dlc where I have sacrifice a precious slot for an assassin. No matter how good they are, knights are the main bulk after all. Maybe make it 5 on lower difficulties or as a toggable option? or maybe make assassins as a separate support slot? opportunities are endless in that regard and I think the game would benefit a lot from that.
< >
Showing 1-15 of 26 comments
BloodHawk Aug 8, 2023 @ 1:35pm 
Totally agree.
Yes please.
Szataniel Aug 8, 2023 @ 4:54pm 
it can be interesting indeed, but missions would be much easier then. for example with Vindicare Assassin we would get extreme firepower + even more with proper rifle with great critical hit chance. your squad containg 1 justicar, one medic, one paladin, one techmarine and additionaly assassin would be OP.
Nunda Aug 8, 2023 @ 10:57pm 
The game wouldn't need to be easier if we got more enemies to compensate. Either more in the pods themselves, or more pods, or more reinforcements.

Since we don't have modding, there really should be customizable difficulty options for adjusting this and enemy hp, wound recovery, stuff like that.
Mechanicus added those after launch so I'm hoping same will happen here.
Last edited by Nunda; Aug 8, 2023 @ 10:58pm
ferrusmanus83 Aug 10, 2023 @ 12:03am 
six man, 6 not only five like xcom or others
Rodi Aug 10, 2023 @ 6:53am 
Squad size 5 (6 in Dreadnought missions) would be amazing. I hope one day we have that option, with the proper scaling for enemy numbers.
Herodotus Aug 10, 2023 @ 10:46am 
Been asked for many times, along with the fix for the AI turn glitch, all met with deafening silence. I hope that means that the first is being considered, while I doubt it, but that the second is just overly slow being rolled out.
Five would be great, with six for either Dreadnouht (as you need a Tech Marine) or Castellan Crowe (he shouldn't be bundled in with the other Knights as he walks his own path).

As Kirk, Admiral James T. would say: "Make it so!".
wicked lester Aug 11, 2023 @ 1:46am 
Originally posted by ferrusmanus83:
six man, 6 not only five like xcom or others

5 has been requested, and is desired, because the tabletop game has pentaphilia and SM/Grey Knights traditionally are in squads of 5.
The introduction of exploration elements into the game that expands the deployed number of units per mission from 4 to 6/7/8 has long been discussed. The developers make patches, DLS, but they are not going to consider this aspect.
A lot of work is needed to implement this concept:
1. It is worth adding a player avatar in the form of a newly minted brother-captain, with several development trees:
a) the character himself and his weapon specialization.
b) A tactical section that unlocks improvements for units, including an increase in the size of the deployable unit.
c) Additional opportunities in terms of resources and access to the deployment of equipment on the battlefield: an example of an autonomous tarantula turret for a technical paratrooper.
3. Making changes to the Justiary class. New abilities depending on the composition of his squad. (The Justiary in the codex is able to accumulate the energy of his squad for powerful magic).
A) abilities for melee warriors.
b) Skills for warriors of shooting combat.
c) abilities for warrior mages
d) abilities for healing and amplification.
Each specialist gives 20% to the power of these skills. (i.e. 2 interceptors on the battlefield will give + 40% of the unit's ability power).

4. Expanding the capabilities of the ship, dreadnought, technical paratrooper.
4.1 Spaceship:
4.1.1 production of additional equipment placed on the battlefield:
a) Teleportable fortifications. The player can teleport sections of steel walls, which can provide a tactical advantage. (upgrades are available from the magos and the inquisitor)
b) Tactical scanning of the area - at the selected point, the fog of war opens for 30 seconds
c) Orbital support - shelling will be carried out in the selected area for several turns - damage will be done and the mobility of all those who come under fire will be limited. (there are a number of effects that reduce the accuracy and effectiveness of this ability). In contrast to the stratagem - a very large spread.
4.2 Dreadnought extension:
4.2.1 New weapon automatic cannon - capable of inflicting critical damage, long-range, suppresses opponents in a certain area (reduces the distance of movement).
4.2.2 FRAG ASSAULT LAUNCHERS - a new weapon allows the dreadnought to fire at enemies at close range up to 8 cells with light-noise guarantors (blind and give stun points to targets).

4.3 Technical paratrooper -
4.3.1 gets a new consumable piece of equipment - the Tarantula Atomic Turret. Teroul shoots in an area of 240 degrees, suppresses the enemy. Turrets placed in a mission are considered expended. Produced in the ship's manufactory.
4.3.2 A special research tree appears in the manufactory for upgrading the capabilities of servitors: health, number of attacks, discovering new types - combat armored servitors, etc.
4.3.3 A technical paratrooper gets the opportunity at a high level of development to equip an additional weapon - a conversion beam (after firing, it reloads several moves).
Only way I could see this viable without mayor tweeking would be adding a squad lvl cap... so 4 lvl9 knights would be 36... so you can add a similar cap...lets say 36, making possible to deploy for example 5 lvl 7 knights (being it 35 of 36 squad cap.)

Being honest since the game is based on points to balance armies I miss they didnt factor this, and equipment and unit lvl would be taken in count... so you could point in the game as viable options using more specialized/elite units vs a bigger amount of less exceptional ones... It would be making balance also easier IMO.
Last edited by ☣ βioClone λx-45 ☣; Aug 12, 2023 @ 3:14am
A more interesting option - In order to increase resource management:
Missions are more ranked by difficulty:
- small - solved by 1 knight. Greater chance to get an event that can give a random trait to the knight.
- medium - a standard squad of 5 knights, without much difficulty.
- heavy - requires the addition of a dreadnought and additional squad members (inquisitor / assassins)
- very heavy - requires a fully equipped strike group + additional units
- epic - requires everything that the player has in stock.
D7Watch Aug 12, 2023 @ 5:07pm 
The assassins are in most scenarios better than the knights themselves. There really is no need for a 5th spot. This has been echo'd all over by people who largely are not good at the game and do not get how to properly be aggressive while managing the games resources and tactics.
I'm all for better gameplay (read quality of life issues like moving multiple marines at once like Xcom), many more maps and content. However, the 4 character cap is where its at even on legendary.
I do understand the sentiment that people aren't able to fully explore all the classes but that is what replay is for. On easier modes, you can easily get every class and experiment til your heart is content.
Charlton Heston Aug 12, 2023 @ 5:58pm 
Originally posted by D7Watch:
The assassins are in most scenarios better than the knights themselves. There really is no need for a 5th spot. This has been echo'd all over by people who largely are not good at the game and do not get how to properly be aggressive while managing the games resources and tactics.
I'm all for better gameplay (read quality of life issues like moving multiple marines at once like Xcom), many more maps and content. However, the 4 character cap is where its at even on legendary.
I do understand the sentiment that people aren't able to fully explore all the classes but that is what replay is for. On easier modes, you can easily get every class and experiment til your heart is content.

Counterpoint: Make it optional when starting a new game. There, now you don't have to use it, everybody wins. In the unlikely event they listen to their playerbase, which is suspect at best. The game still crashes regularly for many, myself included.
John Hadley Aug 12, 2023 @ 7:22pm 
I don't see how adding another knight option would make it any easier than playing on merciful difficulty for instance. It'd be super easy for them to just add another deployment slot for people that want to play in a more casual way and have enough slots to try out more combinations since the game already mostly supports that functionality.
Last edited by John Hadley; Aug 12, 2023 @ 7:22pm
I believe that if we develop the game and follow some historical analogies (a reference to the board game), then expanding the squad to a full-fledged shock platoon is necessary.

Just think:
1. Cultists - numerous, including units equipped with heavy stubbers, placed behind stationary guns / mortars.
2. Full squads of Plague Comic Marines with the inclusion of units armed with plasma rifles, rocket launchers, laser cannons, heavy bolters. Improved AI that deploys units in a shooting arc, activating overwatch abilities.

Simple already existing units, with proper development, can already throw a significant challenge to a platoon of 7-8 units (including a dreadnought).

If a system of 6+ units on the battlefield worked in X-COM, with each series this feature was transferred to each part. Why is it not possible here?
< >
Showing 1-15 of 26 comments
Per page: 1530 50

Date Posted: Aug 7, 2023 @ 8:47pm
Posts: 26