Unfortunately, we will not be able to include all the classic Defense Grid enemies in Defense Grid the Board Game, but we would love to hear what you think about our choices and if there are any changes you would like to see made.
The enemies are our main tool for adjust the game based on the number of players. The more players you have, the strong each of the enemies will be.
One of my personal favorite enemies in our game so far. The swarmer is the ultimate distraction target. They have no armor and very little health, but you can't help but shoot them. Seriously, if there is a Swarmer in range of a tower you want to fire, you have to shoot the Swarmer first. They also move extremely fast and like to enter in packs.
Probably the most iconic of the enemies in Defense Grid. You will be seeing a lot of them in our game as well. Walkers are pretty much the average enemy. While they have no armor, they do take quite a few hits to take down and move just fast enough to make them an ongoing threat to your cores.
Few enemies in the game will you fear as much consistently as the Rhino. They have 2 armor, which makes them extremely difficult to hit, while also having above average health. Most of the time they will move slower than average, but if you roll any bonus movement for the enemies in the round, they get double the bonus. If you are unlucky enough, the Rhinos can end up being the fastest enemy on the board (with the exception of the Racers).
If you see a Bulwark is about to come in, make sure you have your Tesla Towers setup and ready to strip their shields. Very similar to the walkers, but with just as many shields as they have health. If you don't have a Tesla or other shield ripping capabilities, you are going to end up burning a lot of tower activations just trying to stop Bulwarks before they run off with your cores.
At first glance, the Carrier isn't much to fear. It has just 1 armor, pretty average health, and is one of the slowest enemies in the game. The problem is, if you kill a carrier in the wrong spot, you are in for a world of hurt. They drop a huge shield generating device that reach out for 2 hexes in all directions and protects all enemies it covers. Before you can damage any other enemies, you have to take down this shield.
Think of the Lurker as a Bulwark without any shields. Then make it invisible. Lurkers are a pretty easy target in general, but you can only shoot at them if a tower is sitting right next to them. Tower placement and Splash Damage is extremely important on maps with Lurkers. If you get lucky and a Lurker is stacked with another enemy, you have a 50% chance to hit the Lurker when you hit the other target with some Splash Damage.
One of the most feared enemies from the Defense Grid series, is just as terrifying in the board game. Its fast, heavily armored, loaded with health, and carries 3 cores. When you see a Rumbler running for your cores, you better be prepared to fire everything you have at it every round to take it down as fast as possible. If just 1 Rumbler gets away loaded with cores, the best you can score at the end of a mission is a Bronze medal.
The Spire really loves shields. It loves them so much that at the start of every single round, it places a shield on every alien within 2 hexes of it. These leaves you with just 2 choices. Kill the spire fast and with a vengeance, or make sure your Tesla Towers are working overtime.
Slow moving with minimal armor and just middle of the road health, but be warned, you can't take your time killing off a regenerator. Every single round it will heal 1 point of damage that you applied to it. It may move slow, but it will happily take its sweet time running off with your cores.
Think of the healer as a Regenerator for every enemy within 2 hexes of it. While it is only as strong as a Walker, its healing power will cause you endless problems until it is destroyed.
Few enemies instill as much fear in Defense Grid players as the Racer. Despite being one of the weaker aliens in Defense Grid, the Racers are one of the most terrifying. In some maps, a Racer can enter run it, grab a core, and get out in as few as 3 or 4 rounds. They have all the strength of a Walker, but they move twice as fast.
Like the Lurker, the Decoy is also a stealth unit, but it has the extra benefit of providing a cloaking shield to all aliens within 2 hexes of it. Any aliens in its bubble will only be able to be attacked by towers that are directly next to them.
Finally, we have the Juggernaut. The biggest, baddest, alien of them all. They are loaded with health and are the only alien with 3 armor points. To put it into perspective, a lvl 3 Laser Tower has only a 23% chance of hitting a Juggernaut and dealing even 1 point of damage in an attack. Missiles are you best weapon of choice to take on a Juggy with a 45% chance to hit. They are slow, but they carry the most cores and are happy to ruin your day.