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Ba’ar Zul the Hate-Bound



Ba’ar Zul the Hate-Bound Ba’ar Zul the Hate-Bound

Ba’ar Zul the Hate-Bound


Type: Warlord Unit
Faction: Chaos
Attack Value: 0
Hit Points: 5

Signature/Loyalty:
Traits: Warrior. Khorne. World Eaters.

Reaction: After a unit you control at this planet takes damage, move all of that damage to this warlord.

Set: Boundless Hate Number: 25 Quantity: 1
Illustrator: Alberto Bontempi
Other Cards in Signature Squad 019
Block Stats:
# Units: 4
Total Cost: 17
Average Cost:
Total Command Icons: 5
Total Shield Icons: 5
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


12 Comments

I would love to know if Brad and the design team really meant for his ability to be damage taken and not assigned damage. Ba'ar's Hale side seems so bad.

    • LordVampire, MightyToenail and gamepinupcasino like this
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chilligreen
Jan 26 2016 12:31 PM

What's the difference, just to doubly clarify? Is it that damage taken is only from combat, AOE, etc? Whereas his Cleavers assign damage to themselves? Would just be good to have a brief definition of taken vs assigned.

    • gamepinupcasino likes this

Assigned damage is damage before shielding, taken damage is damage after shielding. If Ba'ar Zul could pull off assigned damage he could have easily been used to save 1 HP units from getting nuked by attacks. As it is now the unit has to survive the damage in order for him to be able to pull damage off the unit, which means units like Alpha Legion Infiltrator is still bad.

He at least has decent synergy with the 'Ard Boyz, which in essence allows him to save anything  given that the 'Ard Boyz don't die from the attack. Playtesting will reveal if this is a valid tactic, however

His biggest drawbacks are around command sniping, winning battle abilities, and being generally obvious where his commits will be. It will take a very different chaos build to get the most out of him.

Don't you just drop him repeatedly on the first planet until he gets bloodied? Then it's just a matter of keeping him alive... easy :)
Such a good-looking sig squad,mand a great design space to explore (I get more dangerous when I'm bloodied!), but such under-whelming execution, and a hale ability that is te antithesis of what they're trying to depict. Was something like 2/5 hale and 2/7 and brutal when bloodied just way too good in playtesting?

sure bloddied side is very strong, and with 11 HP seems difficult to defeat, but you have to build a very specific deck to get the most out of him

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MoisesDelMar
Mar 01 2016 03:43 AM

I have 3 Front Line 'Ard Boyz with Ba'ar Zul at a planet while Ba'ar Zul has 4 damage on his hale side. If I play a Warp Storm, can Ba'ar Zul soak up all 8 damage?

Can you 'Double Shield' using Ba'ar Zul.

 

By this I mean you have lethal damage assigned to a non Ba'ar Zul unit, so you shield some of it. Then you use Ba'ar Zuls ability to move the damage onto himself, using another shield card to reduce that damage. Or is moved damage unable to be shielded.

Moved damage can't be shielded. 

RRG, p. 10:

 

"Moving Damage

Some effects allow damage to be moved from card to card.

- Moved damage bypasses all damage prevention and reassign opportunities, and is placed directly upon the card to which it has been moved."