Borka Kegslayer & Keg Carrier

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Borka Kegslayer & Keg Carrier

Trollblood Northkin Trollkin Warlock & 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[edit]

Borka[edit]

Borka1
BorkaKegslayer
Base Size Medium
Warbeast Points +28
SPD 6
MAT 7
RAT 5
DEF 14
ARM 17
FURY 5
HP 18
See also How to Read the statblock

Weapons[edit]

  • Bomb - 8" range, 3" AOE, POW 12 gun
  • Trauma - 2" reach, P+S 15 melee weapon
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Critical Pitch - Equal and smaller-based models critically hit by this weapon can be thrown d6" directly away from this model. The model thrown does not deviate. Collateral damage POW is equal to the STR of this model.

Abilities[edit]

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Immunity: Cold - This model does not suffer cold damage.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
  • Unyielding - This model gains +2 ARM against melee damage rolls.
    This rule changed in 2018.01

Spells[edit]

Target unit gains +2 DEF and cannot be targeted by enemy spells.
While in Borka's CTRL range, friendly Faction models gain knockdown on their melee weapons for one turn. Knocked down friendly Faction models in the Borka's CTRL range immediately stand up. Models that became knocked down this turn are not affected by Mosh Pit.
For one round, the caster and models within 3" of the caster cannot make ranged attacks and are automatically missed by non-magical ranged attacks.

Feat: Barroom Blitz[edit]

  1. Friendly Trollblood models beginning a charge, slam power attack, or trample power attack in Borka's CTRL range gain +2" movement.
  2. Warbeasts in Borka's battlegroup beginning their activation in his CTRL 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.

Keg Carrier[edit]

Keg Carrier
Base Size Small
SPD 6
MAT 5
DEF 13
ARM 12
HP 5

Weapons[edit]

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

Abilities[edit]

  • Immunity: Cold - This model does not suffer cold damage.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Attached - Before the start of the game, attach this model to a friendly Faction warcaster for the rest of the game. Each Faction warcaster can only have one model/unit attached to it.
  • Companion [Borka Kegslayer] - This model only comes with Borka Kegslayer, is part of their battlegroup, and if Borka Kegslayer dies this model is RFP'd.
  • Party Foul - When this model is destroyed by an enemy, a friendly faction model/unit can move a short distance and make a melee attack.
  • Top Off (★ Action) - If B2B with Borka Kegslayer, Borka gains 2 fury and Stumbling Drunk. (Stumbling Drunk - This model cannot become knocked down. When hit by an enemy attack, this model is pushed d3" in a direction decided by the deviation template.)

Recent Changes[edit]

2017.07 Trollkin CID

Borka gained Relentless Charge, Pyg gained +1 SPD so he can keep up with Borka
Moshpit was buffed to also allow models to stand up for free.


Thoughts on Borka Kegslayer & Keg Carrier[edit]

Borka Kegslayer & Keg Carrier in a nutshell[edit]

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[edit]

Wind Wall protects him while going in, his feat helps his people go in faster, and Mosh Pit means you do more damage. Arcane Ward makes a unit harder to hit.

Theme Thoughts[edit]

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 advance deployment and combined arms.

Typical Army & Strategy[edit]

Strategy[edit]

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

Army[edit]

Warbeasts:

  • 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.

Infantry - Borka tends to run high on the infantry.

Drawbacks, Downsides, & Bad Match-Ups[edit]

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.

Tricks & Tips[edit]

  • 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.

Other[edit]

Trivia[edit]

Originally released in Hordes: Evolution (2007)

Theme Forces[edit]

Themes for any & all warlocks (Edit)

Other Trollblood models[edit]

TrollbloodLogo.jpg

(Edit)

Battlegroups
Warlocks Borka1 - Borka2 - Calandra - Gunnbjorn - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor
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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 Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Scattergunners - Thumper Crew - Champions - Fennblades - Highwaymen - Long Riders - Runeshapers - Scouts - Sluggers - Warders
Special WA: Trollkin Sorcerer
Sons of Bragg
Solos Fell Caller Hero - Fennblade Kithkar - Northkin Shaman - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner
Braylen Wanderheart - Horgle1 - Horthol - Janissa Stonetide - Valka Curseborn
Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North
Minion Trollblood.jpg

(Edit)

Minion Battlegroups
Warlocks Bloody Barnabas - Calaban - Helga - Jaga-Jaga - Lord Carver - Maelok - Midas - Rask - Sturm & Drang

Requires a 2+ warlock game

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Other Controllers Lesser Warlocks: Brun & Lug - Dahlia & Skarath - Rorsh & Brine - Wrongeye & Snapjaw


'Jack Marshals: Raluk Moorclaw

Warjacks & Warbeasts The minion battlegroup members you can include in a Trollblood army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what minions it can control.
 
Minion Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Bone Grinders - Brigands - Commandos - Razorback Crew - Slaughterhousers - Bokur & Swamp Shamblers - Gatorman Posse - Gobber Bellows


Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea -

Solos Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scouts - Feralgeist - Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Thrullg - Totem Hunter


Agata, Queen of Carnage - Alten Ashley - Brun & Lug - Dahlia & Skarath - Eilish Garrity - Gudrun - Hutchuk - Lanyssa - Maximus - Raluk - Rorsh & Brine - Saxon - Victor Pendrake - Wrong Eye & Snapjaw

Battle Engines Meat Thresher


Rules Clarifications[edit]

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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 ( Edit )
    • See the Throw article for a recap of the core Throw rules.
    • There are currently no rules clarifications for 'normal' throws, although there are a few for Power Attack Throws.


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

 
  • General
    • 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)
Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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)

  • Placeholder
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Rules Clarification : Top Off      (Edit)

  • Placeholder
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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)


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Note to Editors
To edit Keg Carrier's tagged abilities, Click here