Orks Β· detachment

Blitz Brigade: The 11th-Edition Orks Mounted Assault Detachment

How to play Blitz Brigade in 11th edition β€” the 2-DP transport-assault detachment where every unit that disembarks re-rolls Advance and Charge, delivering mobs straight into combat.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

Blitz Brigade is the Orks mounted assault detachment: a 2-Detachment-Point package built on Battlewagons, Trukks and other transports that drive up the board and hurl their passengers into the enemy. Its rules are confirmed from the Warhammer 40,000 11th edition Orks Faction Pack (June 2026), where it's reprinted in full.

This is SprueSentry strategy commentary, not official rules; the DP cost lives in the Warhammer 40,000 app, so confirm before a game.

What the Eager For The Fight detachment rule does

Each time an Orks unit disembarks from a Transport, until the end of the turn you can re-roll Advance and Charge rolls for that unit. That's the whole thesis: your passengers arrive by transport, pile out, and charge with re-rolled dice, turning the unreliable disembark-and-charge into a dependable assault. It rewards a list that's genuinely built around transports rather than one or two, because every mob that gets out benefits.

Stratagems and when to use them

  • Mekanised Brutality (Movement) β€” a Battlewagon, Kill Rig or Hunta Rig makes a Normal move and units disembarking from it afterwards are still eligible to charge, so your wagon can reposition and still deliver an assault.
  • Run 'Em Down (Movement) β€” a Battlewagon/Kill Rig/Hunta Rig plus up to two other Ork Vehicles or Monsters within 6" become eligible to charge after Advancing, a coordinated armoured slam.
  • Armoured Duellists (Shooting) β€” an Ork Vehicle gets +1 to Hit and +1 to Wound against Monsters and Vehicles.
  • Impervious (opponent's Shooting) β€” a targeted Battlewagon/Kill Rig/Hunta Rig subtracts 1 from Wound rolls when the attack's Strength beats its Toughness β€” huge defensive tech for your delivery vehicles.
  • Yooz In Trouble Now (opponent's Shooting) β€” after a wagon is hit, embarked Infantry disembark and make a D6" surge move, a reactive threat.
  • Mount Up, Ladz (end of Fight) β€” an unengaged Infantry unit re-embarks in a nearby Transport to redeploy toward the next fight.

Enhancements worth taking

  • Runnin' Boots (Orks Infantry Character) β€” +1 to the bearer unit's Charge roll if it disembarked this turn, stacking with the detachment re-roll for near-guaranteed charges.
  • Blitzkaptin (Orks Character) β€” after deployment, redeploy up to three Orks Vehicle units, and you can place them in Strategic Reserves regardless of how many are already there. Strong pre-game flexibility for a wagon list.
  • Tuff Git (Orks Infantry Character) β€” the bearer's unit clears Battle-shock at the end of a phase in which it disembarked, keeping a just-delivered mob reliable.
  • Supercharged Squig Oil (Mek) β€” re-roll Charge rolls for a selected Vehicle's unit when the bearer uses its Mekaniak ability.

Key units

  • Battlewagons (with Deff Rolla) β€” the flagship transport; durable, carries a big mob, and loves Impervious to survive the drive in.
  • Trukks β€” cheap, numerous delivery so more mobs get the disembark re-rolls.
  • Kill Rig / Hunta Rig β€” transports that also fight, ideal Mekanised Brutality and Run 'Em Down platforms.
  • Meganobz, Nobz, Beast Snagga Boyz (embarked) β€” the hard-hitting cargo that wants a re-rolled charge out of the hatch.
  • An Orks Character with Runnin' Boots or Blitzkaptin β€” bolts the assault or the redeploy trick onto the plan.

When to pick Blitz Brigade

Take it (2 DP) when your list is transport-heavy and you want to deliver melee mobs reliably. Eager For The Fight fixes the classic problem with disembark-and-charge by re-rolling both Advance and Charge, and the stratagem suite protects the wagons (Impervious) and coordinates the assault (Run 'Em Down). It's less suited to a static gunline or a pure foot-horde. At 2 DP it leaves 1 DP for a support like More Dakka! or Rollin' Deff β€” though note Rollin' Deff overlaps heavily on the same wagons, so a shooting or generalist support usually complements Blitz Brigade better.

Sample gameplan: load Meganobz and Nobz into Battlewagons and Trukks. Drive up turn one, using Impervious to weather return fire. Turn two, call the Waaagh! for Advance-and-charge, disembark your mobs (re-rolling Advance and Charge from the detachment, +1 more with Runnin' Boots), and use Run 'Em Down to send the wagons in alongside. Armoured Duellists lets a Battlewagon reliably crack an enemy vehicle before the mob piles in.

Common questions

How many Detachment Points is Blitz Brigade?

2 DP, leaving 1 DP at a 2,000-point game for a support detachment. The cost lives in the Warhammer 40,000 app, so confirm before a game.

What is the Blitz Brigade detachment rule?

Eager For The Fight: each time an Orks unit disembarks from a Transport, you can re-roll Advance and Charge rolls for that unit until the end of the turn β€” making transport-delivered assaults reliable.

What units are best in Blitz Brigade?

Battlewagons, Trukks, and Kill/Hunta Rigs as delivery, carrying hard-hitting Meganobz, Nobz or Beast Snagga Boyz, plus an Orks Character with Runnin' Boots (extra charge) or Blitzkaptin (vehicle redeploy).

Blitz Brigade or Rollin' Deff?

Both are wagon detachments. Blitz Brigade (2 DP) is about disembarking passengers and re-rolled charges across all transports; Rollin' Deff (1 DP) keys off Battlewagons, Hunta Rigs and Kill Rigs specifically with auto-Advance and re-roll charges. They overlap, so pick one as your wagon theme rather than trying to pair them.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.