Orks Β· detachment

Bully Boyz: The 11th-Edition Orks Nobz Detachment

How to play Bully Boyz in 11th edition β€” the 2-DP elite Nobz-and-Meganobz detachment that calls a second Waaagh! for your 'ard boyz.

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.

Bully Boyz is the Orks elite melee detachment: a 2-Detachment-Point package built around Warbosses, Nobz and Meganobz β€” and its signature trick is calling a second Waaagh! for those units. It reflects Warhammer 40,000 11th edition (Orks Faction Pack, June 2026), which reworded its rule.

This is SprueSentry strategy commentary, not official rules. The rules come from community databases reflecting the current pack; points weren't cleanly confirmed, so verify against the current Faction Pack and the Warhammer 40,000 app before a game.

What the Da Boss Is Watchin' detachment rule does

At the start of your Command phase, on a turn you have not already called a Waaagh!, if you have a Warboss on the battlefield you can call a Waaagh! a second time this battle β€” but it only counts as called for your Warboss, Nobz and Meganobz units. Since a normal army gets one Waaagh! per game, this effectively doubles the Waaagh! payoff for your elite 'ard boyz. And because many of the detachment's stratagems upgrade while a Waaagh! is active, the rule directly feeds them. Two turns of maximum-strength elite melee is the whole plan.

Stratagems and when to use them

  • Crushing Impact (Charge) β€” mortal wounds on the charge (each model rolls; 5+, or 4+ under a Waaagh!). A pre-combat alpha.
  • Armed To Da Teef (Shooting/Fight) β€” re-roll Hit rolls of 1 for a Nobz/Meganobz unit, or any Hit roll if a Waaagh! is active.
  • Too Arrogant To Die (defensive) β€” dying models get a 5+ (better under a Waaagh!) to fight or shoot before removal.
  • Always Lookin' Fer A Fight (Fight) β€” a D3+3" Consolidate (up to 6" under a Waaagh!) to chain into a new target or objective.
  • Hulking Brutes (defensive) β€” worsen incoming AP by 1 against your elites.
  • Cut 'Em Down β€” punish enemies Falling Back near your unit with Desperate Escape tests.

Enhancements worth taking

  • Tellyporta (Warboss in Mega Armour) β€” the bearer's unit gains Deep Strike, so a Meganobz brick can arrive from reserves.
  • Da Biggest Boss (Infantry Warboss) β€” +2 Wounds for a durable beatstick.
  • 'Eadstompa (Infantry Warboss) β€” re-roll Wounds against weakened units (all Wounds against below-half units).
  • Big Gob (Infantry Warboss) β€” force a Battle-shock test on an enemy in combat.

Key units

  • Warboss in Mega Armour β€” the engine that keeps the second Waaagh! online, leads Meganobz, and carries Tellyporta for Deep Strike.
  • Meganobz β€” the premier Waaagh!-hungry hammer unit; every stratagem and the second Waaagh! double their swing turns.
  • Nobz (with a Painboy) β€” cheaper elite bodies that qualify for the second Waaagh! and all the stratagems.
  • Warboss on foot β€” an independent beatstick with the infantry-Warboss enhancements ('Eadstompa, Big Gob, Da Biggest Boss).

When to pick Bully Boyz

Choose it for a compact, elite, melee-first Ork army built around Warbosses, Nobz and Meganobz rather than a Boyz horde. It shines when you want two big Waaagh! turns of maximum-strength close combat and can protect a small model count. It's strong into armies you can grind down in melee; weaker if you get kited or shot off the table before your elites connect. At 2 DP it leaves 1 DP for a support.

Sample gameplan: build around two or three Meganobz bricks led by Warbosses (one with Tellyporta to Deep Strike). Advance up the board and time your first Waaagh! on the turn your threats reach combat, then use Da Boss Is Watchin' to fire a second restricted Waaagh! a couple of turns later for the elites' second charge. On the charge, stack Crushing Impact for pre-combat mortals and Armed To Da Teef for re-rolls (all-1s become full re-rolls under a Waaagh!). Keep bricks alive with Hulking Brutes and Too Arrogant To Die, and Consolidate onto objectives with Always Lookin' Fer A Fight.

Common questions

How many Detachment Points is Bully Boyz?

2 DP, leaving 1 DP at a 2,000-point game for a support detachment. (Some summaries wrongly list it as 1 DP β€” that belongs to More Dakka!, Rollin' Deff and Taktikal Brigade.)

What is the Bully Boyz detachment rule?

Da Boss Is Watchin': on a turn you haven't already called a Waaagh!, if you have a Warboss on the board you can call a second Waaagh! β€” but it only counts for your Warboss, Nobz and Meganobz. It effectively doubles the Waaagh! payoff for your elites.

What units are best in Bully Boyz?

Warbosses (especially in Mega Armour, carrying Tellyporta), Meganobz as the Waaagh!-hungry hammer, and Nobz with a Painboy β€” the elite units the whole detachment's second Waaagh! and stratagems key off.

Bully Boyz or War Horde?

Bully Boyz (2 DP) is the compact, elite Nobz-and-Meganobz build with two Waaagh! turns, leaving 1 DP for a support; War Horde (3 DP) is the flexible generalist for a mixed force. Pick Bully Boyz if your army is built on Meganobz and Warbosses.

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.