For Defense Grid the Board Game, we have decided to include all of the towers from the Defense Grid 2 video game and have attempted to make them work as close to the digital counterparts as we can for the board game.
We would love to hear what you think about each tower.
Please feel free to reply here or create a new topic for the tower you would like to discuss.
The Boost platform can be used to raise a tower up so that it's line of sight is not obstructed by other towers.
Some Special cards also require you to have a tower sitting on a Boost platform to play them on the tower.
Arguably the most iconic tower from the Defense Grid series. It starts out with the highest rate of fire of all the towers in the game. In a small change from the digital version, the Gun tower has middle of the road damage output, but a relatively short range.
Honestly, we have struggled a lot on making the Inferno Tower work in the board game, but we believe we have a solid solution. The Inferno Tower, when activated, hits all 3 hexes in the direction it is pointing. It has roughly the same chance of hitting as the Gun, but can hit many more targets at once. To help balance this, we only allow it to fire once per round at lvl 1.
We find that the cannon is a mainstay of our game. It is the only tower with built in armor penetration, which is essential to taking down the likes of the Juggernaut, Rumbler, and the Rhinos. In addition, it is one of only 2 towers in the game that gets to use a gold die natively, which gives it a chance of dealing a critical hit, which is double damage. It has a pretty decent range, with only the Missle and Meteor able to shoot further. Its big limitation is that it can never fire more than once per round, even at lvl 3.
We are still working on the Laser Tower, but are mostly differentiating it through its Offensive Support Cards at this time. It currently sits right between the Cannon and the Gun as far as Range, Damage, and rate of fire. It can fire twice per round and has 1 less range than the cannon. It gets as many dice as the Cannon, but much lower tier dice. This means that it has a good chance of damaging enemies in general, but with high armor enemies, it will not be nearly as effective as the Cannon and in some cases the Gun.
When you think Tesla, think chain lightning. This thing is a beast at ripping shields off of enemies. It is also great at chaining through a bunch of enemies that are not perfectly positioned for the likes of the Inferno or Concussion Towers. Its base damage output matches the Inferno Tower, but it can fire multiple times per round.
Its damage output is the lowest of any tower in the game. At lvl 1, it can only hit the squares directly adjacent to it. But don't underestimate the power of the concussion. There is no other tower in the game that can hit as many enemies in as many hexes consistently as the concussion. At lvl 3, it will hit all enemies within 2 hexes of it on every activation. Throw in some Defense Buster Bombs, and even though its base damage is low, it will ignore most or all of the armor on the enemies it attacks.
Splash damage is the name of the game with the Meteor tower. You can set it up almost anywhere on any map and it can hit the entire map. It has the largest range of any tower in the game and has the largest amount of dice rolled. With some of the Offensive Support cards available for the Meteor Tower, it can even the Concussion Tower a run for its money on ability to hit a lot of enemies with one activation.
We are still working hard on the Temporal tower, but it does exactly what you would expect it to do. Anything it hits, it slows down. When dealing with Rumblers and Racers, you will find the Temporal Tower to be an essential part of your arsenal.
If you need to hit something hard and kill it fast, the Missile Tower is your go-to. Even at lvl 1, it has a chance of dealing a critical strike. At lvl 3, with a perfect roll, you can actually deal upwards of 4 damage with a single attack. It has amazing range, but be warned, its not cheap to build or activate.