Borka Kegslayer & Keg Carrier
| Unlimited Only|
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
A one man bar brawl, the towering Borka always comes to battle accompanied by a pyg carrying a keg of booze. His army is held together by his raw charisma - it otherwise resembles a rolling drunken party, with Borka being the biggest and rowdiest drunk of all. Those who follow him have a great time in one continuous party combining his three activities - boozing, fighting, and rutting - at least until their luck runs out with any of those and they die. Also, he has a pimp fur collar and a giant codpiece, pretty daring mode of dress for a priest of Dhunia. How could you not love a guy like that?
- 1 Basic Info
- 2 Thoughts on Borka1
- 3 List Building Advice
- 4 Other
Feat: Barroom Blitz
- Friendly Faction models beginning a charge, slam power attack, or trample power attack in Borka's control range gain +2" movement.
- Warbeasts in Borka's battlegroup beginning their activation in his control range can make power attacks without being forced and gain an additional die on collateral damage and power attack damage rolls.
- Barroom Blitz lasts for one turn.
- Immunity: Cold
- Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
- Unyielding - This model gains +2 ARM against melee damage rolls.
- Bomb - 8" range, 3" AOE, POW 12 ranged weapon
- Trauma - 2" reach, P+S 15 melee weapon
| Arcane Ward
|Target friendly Faction model/unit gains +2 DEF and cannot be targeted by enemy spells. Models are not affected while out of formation.|
| Mosh Pit
|(1) Knocked down friendly Faction models currently in the spellcaster's control range immediately stand up. Models that became knocked down this turn are not affected by Mosh Pit. (2) While in the spellcaster's control range, friendly Faction models gain Knockdown on their melee weapons for one turn. (3) Mosh Pit Lasts for one turn.|
| Wind Wall
|The spellcaster cannot make ranged attacks after casting this spell, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of the caster, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.|
- Immunity: Cold
- Attached [ Borka Kegslayer ] - This model is attached to Borka Kegslayer. Each warlock can have only one model/unit attached to it.
- Companion [ Borka Kegslayer ] - This model is included in any army that includes Borka Kegslayer. If Borka Kegslayer is destroyed or removed from play, remove this model from play. This model is part of Borka Kegslayer's battlegroup.
- Party Foul - If this model is destroyed by an enemy attack, during your next Maintenance Phase one friendly Faction model/unit can advance 3" and make one basic melee attack.
- Top Off (★ Action) - RNG 1. Target Borka1. If Borka Kegslayer is in range, he gains 2 FURY, 2 fury points, and Stumbling Drunk. Top Off lasts until the end of your next control phase. (Stumbling Drunk - A model with Stumbling Drunk cannot become knocked down. If it is hit by an enemy attack at any time except while advancing, after that attack is resolved this model is pushed d3" in a direction decided by the deviation template, then you choose its facing.)
- Keg Bash - 0.5" reach, P+S 8 melee weapon
- Band of Heroes. In this theme he & his pyg gains "Optional Take Down".
- Kriel Company. In this theme the Keg Carrier gains Mark Target.
- Power of Dhunia. In this theme he can start the game with friendly upkeeps in play.
- Storm of the North. In this theme he can upkeep spells on (almost) any friendly model for free.
- Vengeance of Dhunia. In this theme he gains Attuned Spirit [Trollblood/Minion Warbeast].
- Other Factions
Thoughts on Borka1
Borka1 in a nutshell
Borka Kegslayer plays very well as a beer and pretzels warlock. His thematic abilities encourage straightforward play. Charge in on his feat turn, and knock everything down with Mosh Pit, then hope Stumbling Drunk keeps him from being assassinated.
Maximising his feat & spells
The main advantage of the feat is to give friendly trollbloods the extra two inches of movement. Bring him in Storm of the North along with a Krielstone Bearer & Stone Scribes with the Northkin Elder for another extra inch. An increased threat range of three inches can be game changing.
Look for models that already have a high defense for Arcane Ward, or models that are often targeted by spells. Knowing which models might be spell targets relies on experience, but look for these common themes in enemy spellcasters:
- Enemy spells that stop a unit from charging, or otherwise receive orders
- Arcane Ward should go on a unit that might be in charge range next turn
- Enemy spells that decrease armor/defense
- Arcane Ward your unit that will be in melee or threatened by guns
- Look at your models that are scoring zones/flags, because these will come under attack next turn
- Enemy spells that take control of warbeasts
- Rok does not want to be taken control of...
- Spell assassination casters with arc nodes, or who are close enough to pose a threat
- Arcane Ward Borka
- It can be a trap.
- It isn't needed every turn.
- It is a good answer to Tough.
- It affects all your friendly Trollblood melee weapons, as long as they're in Borka's control range (which should be 14" if he is topped off).
- Cast it, then have something with a boosted attack hit a high value or high defense target. When the target drops, other models can attack it and almost guarantee hits.
- Cast it, and use the knockdown to clear line of sight to targets hiding behind things.
- In a pinch, you can knock down your own models to clear line of sight.
- Cast it, and knock down something with shield guard. Remember, a knocked down model can't use its Shield Guard ability.
- Top Off Borka! It will be easy for his army to rush out of his control range, especially during the feat turn. Having a 14" control range helps ensure Mosh Pit will reach the furthest warbeast, long rider, or whatever is out there.
Drawbacks & Downsides
- Borka would really love to have a Runebearer with him, as every Trollblood warlock would, but the Keg Carrier prevents additional attachments.
- Borka relies on the Keg Carrier to have enough fury to cast his spells and still have a personal combat threat.
- Order of activation almost requires the Keg Carrier to activate, then Borka, then the army.
- Borka can get too far ahead of the Keg Carrier to be topped off.
- There are currently over 50 Anti-Knockdown abilities, ranging from knockdown prevention to standing up at the beginning of the next turn, that offer counter-play into Mosh Pit.
- Borka's feat only gives the additional damage die to his battlegroup warbeasts. He doesn't benefit from that part of his feat, nor do the Trollkin Long Riders, or Bumbles.
Tricks & Tips
- The Keg Bearer should be topping him up every turn.
- The Keg Carrier, as a solo, cannot activate at the same time as Borka.
- You cannot give Borka fury during his activation.
- You should top off before Borka activates.
- Borka could potentially have 9 focus points during his activation. If you Top him Off turn one, he goes up to FURY 7, so he can leech up to a full 7 fury during the next control phase and retains those two extra points even when the Top Off benefit ends at the end of your control phase. If you apply Top Off again during your activation, he goes back to FURY 7 and has 9 fury points and you can do it again next turn.
- Use Mosh Pit to clear line of sight for a deadly ranged attack.
- Use Wind Wall to protect the Keg Carrier from ranged attacks.
List Building Advice
His main win condition is pure attrition. Charge in and smash the enemy until they stop moving. Borka is pretty clearly primarily a melee-oriented warlock.
Both warrior and warbeast models will enjoy the +2 threat from the feat. Only warbeasts benefit from the additional die on damage from power attacks. Lists could be constructed that are either beast heavy, warrior heavy, or a mix. Borka doesn't offer a marked improvement on ranged list builds.
The normal drawback of VoD, the lack of a Runebearer, doesn't apply to Borka. In turn he gets access to Farrow Warbeasts and Attuned Spirit.
- Road Hog - The animus gives him sprint so he can do some work in melee then run away. Borka's control range while drunk makes far-reaching melee beasts manageable.
- Trollkin Champions - Arcane Ward pushes these guys up to DEF 16 in melee, and being weapon masters, they are hard-hitting.
- Krielstone Bearer & Stone Scribes - ARM buffs and damage buffs, the Trollblood staple is as good as ever. If the Trollkin Champions are joining the army, bring Skaldi Bonehammer, and attach the Northkin Elder to the Krielstone to benefit from the +2 bonus to strength, or the +1 speed bonus.
- Mosh Pit feels redundant in this theme as BOH has its own answer to Tough. Mosh Pit can still play a role in BOH as a solution to high DEF, provided you have a way of leading in with something that can boost (such as Trollkin Long Riders on the charge).
- Fennblade / Tuffalo Build:
- Fennblades have an additional 2 inches when they charge due to No Quarter. They'd threat 15 inches.
- Long Riders follow, and the Fennblades don't worry about impact the attacks.
- Trollkin Champions Build:
- A unit of Champions with Skaldi almost demands a Northkin Elder on the Krielstone.
- Madrak0 with an Axer and Impaler can be an independent package.
- If shield guards are in demand, the Warders can hold off some attacks. Place near Madrak to keep him from getting sniped out.
- Horgle1 can also join, but not that Borka's power attack bit of the feat doesn't work on Horgle's or Madrak's warbeasts.
Storm of the North offers Snow Drift, upkeep bonuses. and combined arms.
- Long Rider Build:
- The Northkin Raiders become the designated crumple zone, and they really like +2 DEF and anti-magic.
- Careful positioning for a Long Rider charge is needed, to prevent killing any Raiders who survived the crumple.
- Champion Build:
Borka doesn't normally use this theme. It's mostly ranged units and he doesn't offer any bonuses to range, POW, or attack rolls for a ranged army, other than by having melee units knock things down. Secondly there are certainly enough knockdown weapons available in Kriel Company that Mosh Pit again feels redundant. Thirdly his feat doesn't give anything to an army that wants to walk and shoot.
Power of Dhunia was originally the warbeast-heavy theme. It is possible that in the POD, Borka could run Rok plus other warbeasts to capitalize on his feat. Troll Impalers and Mulg the Ancient have critical hits that could be effective during the feat turn, and the Mauler loves a good chain attack under the feat. Mosh Pit works for all friendly faction models, and if you really want a unit to be like the Kriel Warriors, you could sub in [[Greygore Boomhowler & Co]. A list in POD could presumably carry the two junior warlocks (Horgle 1 and Madrak 0), and two archons to keep them safe. Most of the warbeast action should be in Borka's battlegroup if you're building for the feat (is it a trap?), but you could have some potentially strong beasts hitting things all over the table. This is a theme that should be watched.
- Rök - His personal warbeast is extremely hard-hitting, comes with a damage buff, and with the bond is extremely hard to kill. Rok+one other beast of choice is a common loadout for him.
- Slag Troll - Especially combined with Primal from Rök, the Slag can hit hard enough to wreck warjacks.
- Troll Axer - With Rush and and being naturally hard-hitting, the Axer builds on Borka's strengths.
- Troll Bouncer - Extremely tough and capable of doing pretty good damage, the Bouncer is an effective warbeast.
- Pyre Troll It's quite cheap, and Borka appreciates the personal damage buff as he's tough enough to get into melee himself.
- Troll Basher Very cheap and self-sufficient warbeast with a useful accuracy buff for the rest of your army.
- Dire Troll Mauler - A staple in most Trollblood armies, it often scores extra collateral damage during the feat turn due to its chain attack.
Released in Hordes: Evolution (2007)
Video Battle Reports
- 2018.11 MBMeanMachine, vs Lylyth1
- See also Category: Video Battle Reports for more casters with videos.
Other Trollblood models
|* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
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