Borka Kegslayer & Keg Carrier

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Trollblood Logo.jpg

Borka Kegslayer
Trollblood Northkin Trollkin Warlock
Keg Carrier
Companion Pyg Solo

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?

Basic Info

Borka

Borka1
Missing Info
BorkaKegslayer.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 9
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 17
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

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.

Abilities

Weapons

  • Bomb - 8" range, 3" AOE, POW 12 ranged weapon
  • Trauma - 2" reach, P+S 15 melee weapon
    • Magical dam symbol.jpg Damage Type: Magical
    • Critical Pitch - On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.

Spells

COST RNG AOE POW DUR OFF
Arcane Ward

2 6 - - Upkeep No
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

3 SELF Control - Turn No
(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

3 SELF (★) - Round No
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.

Keg Carrier

Keg Carrier
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 5
RAT N/A
M.A. N/A
DEF 13
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • Tough symbol.jpg Tough
  • 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 B2B. Target Borka1. If Borka1 is in range, he gains 2 fury points and Stumbling Drunk. Stumbling Drunk lasts for one round. (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.)

Weapons

  • Keg Bash - 0.5" reach, P+S 8 melee weapon

Theme Forces

  • Other Factions

Recent Changes

No changes since 2017


Thoughts on Borka1

Borka1 in a nutshell

Borka Kegslayer is everyone's favourite beer and pretzels warlock. Great fun theme and decent and straightforward to play. Charging in with his feat, and knocking everyone down with Mosh Pit while Stumbling Drunk makes him very hard to assassinate.

Maximising his feat & spells

Wind Wall protects Borka and his Keg Carrier from ranged assassination, his feat helps his army increase their melee threat range, and Mosh Pit increases overall damage output of the army, because things knocked down are just easier to hit. Arcane Ward makes a unit harder to hit and protects them from enemy spells.

Drawbacks & Downsides

Borka is a straightforward melee warlock who doesn't surprise people and as such probably won't win many tournaments. He is however solid and fun.

Borka would really love to have a Runebearer with him, to increase his Control range. But alas, he has the Keg Carrier and thus can't have another attachment.

Expensive spells and a reliance on the keg bearer to cast 2 spells and upkeep the other.

Lots of anti knockdown in the current meta.

Tricks & Tips

  • The Keg Bearer should be topping him up every turn.
  • Stumbling Drunk makes him very hard to kill. Especially because models that are immune to cold are immune to most stationary effects. But he's still killable.
  • That said he can play fairly far forward and beat enemies.
  • The Keg Carrier, as a solo, cannot activate at the same time as Borka, so you cannot give him focus during his activation, instead Top Off can be used to A. Give Borka 2 more focus before he activates if he wasn't able to leech 5 in the control phase (can also be used to make the upkeep of Arcane Ward "free"), or B. use it after he activated to give him two transfers/two more focus for the next turn.

List Building Advice

Strategy

His main win condition is pure attrition. Charging in and smashing the enemy until they stop moving.

Borka tends to run high on the infantry.

Theme Thoughts

Borka is pretty clearly primarily a melee infantry warlock. The only serious question is whether you want Band of Heroes for the pure melee and remove from play effects or Storm of the North for the Snow Drift, Upkeeps and combined arms. Alternatively, he can make combined arms work in Kriel Company.

    Vengeance of Dhunia    
Borka already cannot take a Runebearer so he doesn't mind the loss of him in this theme. In turn he gets access to Farrow Warbeasts and Attuned Spirit solves his fury problems to an extend.

  • Road Hog - The animus gives him sprint so he can do some work in melee then run away. It's kinda hampered by Borka's tiny CTRL range though.
  • Trollkin Champions - Arcane Ward pushes these guys up to DEF 16 in melee.
  • Krielstone Bearer & Stone Scribes - ARM buffs and damage buffs, the Trollblood staple is as good as ever.

    BoH only    

  • Trollkin Fennblades - They are already fast with No Quarter and the feta makes them evern faster.
  • Champions and the kriel stone are also here.

    SotN only    

  • Northkin Raiders as the designated crumple zone really like +2 DEF and anti-magic.
  • Champions and the Krielstone are here, too.

    Kriel Company    

Battlegroup

Rök is his pet warbeast that he can take in any theme.
  • 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.

Other

Trivia

Released in Hordes: Evolution (2007)

Video Battle Reports

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
Light warbeasts Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Earthborn Dire Troll
Dozer & Smigg - Mulg the Ancient - Rök
Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle Ironstrike (1) - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2020.12

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw - General ( Edit )
    • See the Throw article for a general recap of the core Throw rules.
    • See the Open Fist Rules Clarifications for stuff specific to a Power Attack Throw.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.


  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Cold - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Relentless Charge      (Edit)

Rules Clarification : Unyielding - None yet. (Edit)

Rules Clarification : Arcane Ward - None yet. (Edit)

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Rules Clarification : Mosh Pit      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Wind Wall - None yet. (Edit)


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Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).

Rules Clarification : Companion - None yet. (Edit)

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Rules Clarification : Party Foul      (Edit)

  • There is absolutely no range limitation on who benefits.
  • See also the rules clarifications on Vengeance regarding the advance and attack.
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Rules Clarification : Top Off      (Edit)

  • It's +2 fury points, not +2 to his FURY stat. Capitalization is important.
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Rules Clarification : Stumbling Drunk      (Edit)

  • When using the deviation template, the "4" should point towards the origin of the damage. (Infernal Ruling)
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)


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