Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

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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.
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From the point of view of the gray knights code 6/7/8 edition, we have the following in the company:

1. Brother captain dies at the beginning of the company. Now the player is the captain's brother, but the player does not have his own avatar. The avatar could gain experience, carry weapons, and take part in missions. I'm not talking about his auras at +1 to attack / damage or defense.

2. The ship accommodates:
2.1 at the beginning of the game - shock squad. But according to the code, the shock squad consists of 5 gray knights + support for a unit of equipment (dreadnought or analogues).
2.2 in the Mid Game - Combat Patrol - we have 10+ knights divided into terminators and equipped with power armor + vehicle units.
2.3 At the end of the game we already have a sub-company of gray knights.

But at the same time, there is very little point in expanding the barracks after receiving 12 knights. Everyone is still watching from orbit as the 4 knights fight below. The developers themselves understand this - hence the stupid requests of Master Kai - to take the best 4 from the roster for a while and so on.

3. Heavy equipment and air support:
- in games such as Battle Sector - air support call is implemented - such as Storm talon gunship or Storm raven gunship. Here on the ship, apparently, the previous commander lost all polymers: aviation, ground equipment (Rhinoceros, Cleaver, Land Raiders, Nemesis robot suits).
- Orbital shot is available as a stratagem - very funny. Until the arrival of the inquisitor, no one knew that it turned out to be possible to shoot from orbit. It should be like this:
a) Shelling the area where the templates fall randomly, dealing damage to anyone who enters their radius.
b) The inquisitor helps to aim the weapons and make a series of strikes in a specific small area.
Unsavory 13. Aug. 2023 um 12:28 
I would be ok if they let us have 5 but then bumped up the OPFOR difficulty. Not so much for me that the game is too hard, just would like to have a bit more tactical options. Let us have 5, and limit the class drop to no more than 2 of any one class and increase difficulty. Make it an option. So if you pick 5 you can only have at most 2 of any given class and you will have more forces against you and if you only take 4 it is the same as it is now.
Lets get the squad size increased to 15!

8 types of Grey Knights,
1 Dread
1 Techmarine
3 Assassins
1 TechPriest
1 Inquisitor

An they should rebalance the game around that.
They would need to develop a whole new UI to have 15 knights. The UI we have already fits 5 knights as there are missions that have 5 knights already.
Let's dream:
1. Extension of available classes:
1.1 Regular basic gray knight - "shock knight" is effective with melee weapons and bolter + grenades. Can be equipped with power or terminator armor.
Abilities are focused on expanding the amount of equipment used in battle (equipment slots up to 3), slots for grenades.
Bonus to Valden with a bolter, a melee weapon. Abilities for synergy - joint melee attack against a target, fire support.
Special abilities: more access to equipment and grenades, more passive skills related to synergy. Each regular gray knight gives a bonus to the increase in willpower of other classes (not shock knights) +1 unit.

The base class "Strike Knight" can be added to a squad in any number.

1.2 The remaining classes receive restrictions - no more than 1 in the squad.

1.3 But in some missions, as many as 2 squads can be deployed.
after reading suggestions and pros and cons it is clear that people are indeed interested in the idea, but it needs to be balanced, for example make it a toggable option like elite enemy units at the start of the campaign so that the enemy numbers are balanced accordingly at the very start. ANother good option will be to make the assassin slot extra unique, like inquisotor's slot, that can only be occupied by the assassins. Anyway, there is a lot of room to implement that and it definitly would not require too much balancing for one extra slot
Nunda 18. Aug. 2023 um 13:03 
I don't think it's a good idea to make an assassin only slot.
What happens when all your assassins are injured or on assignment? You just have to bring a wounded one? Or none at all?

Better to just make it for anyone. There's 9 classes now in the game (not counting the dreadnought), and being forced to pick one out of 4 is too restricting.
Zuletzt bearbeitet von Nunda; 18. Aug. 2023 um 13:05
Ghost 21. Aug. 2023 um 12:21 
F that, 5?

You should have the Grey knights and and the ability to deploy the Dread

Or GK squad + some assassins .
kongol36 24. Sep. 2023 um 19:32 
well its not like they did not give us a ships that RNG only and a Dreadnaught that you can only uses sometimes and more than your better off with out it.. with multiple random RNG debuffs except the no teleporting that happened every match on about the 2 to 4rth debuff it you take your time////...... so 5 is to unbalancing LOL got a good laugh out of that

not even going into choas cultists are faster more actions and chaos marines have better armor weapons and actiopns over space marines on individual points balance is a joke.. i do not think these guys ever read anything to do with war hammer out side of pictures
Zuletzt bearbeitet von kongol36; 24. Sep. 2023 um 20:36
Songbird 24. Sep. 2023 um 23:33 
Or increase to 40
Nunda 25. Sep. 2023 um 2:25 
Ursprünglich geschrieben von kongol36:
not even going into choas cultists are faster more actions and chaos marines have better armor weapons and actiopns over space marines on individual points balance is a joke.. i do not think these guys ever read anything to do with war hammer out side of pictures

Not sure what you mean here. Cultists and marines are more restricted in their actions. They can't melee and move with 1 AP, they can't shoot 3 times in a row, you can stun and crit them...
Yeah, a plague marine has better armor, especially since they don't need to do aegis shield for it, but you can still have the grey knights take out tons of enemies even when they are outnumbered.

And yes, balance would need to be readjusted if there were more grey knights per squad. I don't think many people are saying otherwise.
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Geschrieben am: 7. Aug. 2023 um 20:47
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