Orks Β· detachment

Dread Mob: The 11th-Edition Orks Walkers & Meks Detachment

How to play Dread Mob in 11th edition β€” the 2-DP walker-and-Mek detachment whose 'push the button' rule rolls (or picks) a different weapon ability for your Dreads, Kans and Mek machines each phase.

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.

Dread Mob is the Orks walker and Mek detachment: a 2-Detachment-Point package built around Deff Dreads, Killa Kans, Morkanauts/Gorkanauts and Big Mek support β€” a wall of clanking, dakka-heavy war machines. It carries over from the Codex into Warhammer 40,000 11th edition (Orks Faction Pack, June 2026).

This is SprueSentry strategy commentary, not official rules. The mechanics below come from community rules databases (which agree closely) rather than a direct read of the printed detachment; the DP cost lives in the Warhammer 40,000 app. Confirm everything against the current codex, Faction Pack and app before a game.

What the Try Dat Button! detachment rule does

Each time a Mek, Orks Walker or Grots Vehicle unit is selected to shoot or fight, you roll a D6 for a random weapon ability until the end of the phase: roughly 1-2 Sustained Hits 1, 3-4 Lethal Hits, 5-6 a critical-wound Armour Penetration boost. Alternatively you can choose which of the three you want instead of rolling β€” but if you do, the weapons also gain Hazardous (they can hurt your own machine). That gamble-or-commit choice is the heart of the detachment: reliable, self-damaging power when you need it, or a free-but-random buff when you don't. It turns a slow walker gunline into a consistently boosted one.

Stratagems and when to use them

  • Dakka! Dakka! Dakka! (Shooting) β€” an Orks Walker or Grots Vehicle re-rolls Hit rolls of 1 (or all Hits if you 'push it'), smoothing out Ork ballistic skill.
  • Bigger Shells For Bigger Gitz (Shooting) β€” a Mek/Walker/Grots Vehicle adds 1 to Wound rolls against Monsters and Vehicles (push it for +1 Damage), your anti-armour answer.
  • Klankin' Klaws (Fight) β€” an Orks Walker adds 2 to melee Strength (push it for +1 Damage and Hazardous), for when a Dread or 'naut piles in.
  • Superfuelled Boiler (Movement) β€” an Orks Walker re-rolls its Advance and its ranged weapons gain Assault, helping slow walkers reposition and still fire.

(Community sources list additional stratagems such as Grot-based mortal-wound and damage-reduction tricks; treat the exact suite as something to confirm in the app.)

Enhancements worth taking

All the enhancements are Mek-only, so you're building around a Big Mek character: - Press It Fasta! β€” roll an extra D6 for Try Dat Button! and take both effects generated, the standout for a firepower-heavy list. - Gitfinder Gogglez β€” the bearer's unit's ranged weapons gain Ignores Cover. - Smoky Gubbinz β€” the bearer's unit gains Stealth for a little durability. - Supa-glowy Fing β€” a Command-phase debuff on an enemy unit (Battle-shock, mortal wounds, or βˆ’1 to Hit, depending on a roll).

Key units

  • Deff Dreads and Killa Kans β€” the core Orks Walkers; cheap, numerous button-pushers that benefit from Klankin' Klaws and the ranged buffs.
  • Morkanaut / Gorkanaut β€” big Walker chassis that love the AP-boost result and Bigger Shells against enemy armour.
  • Big Mek (with Shokk Attack Gun, Kustom Force Field, or Mek units) β€” carries the Mek-only enhancements and repairs your machines; Press It Fasta! is the payoff.
  • Grots / Gretchin β€” cheap screens for your expensive walkers, and part of the Grots Vehicle band the rule touches.
  • Mek-led infantry β€” attaching a Mek to a mob can extend the detachment's reach.

When to pick Dread Mob

Take it (2 DP) when your list is genuinely walker- and Mek-heavy β€” a wall of Dreads, Kans and 'nauts backed by Big Meks. Try Dat Button! gives that gunline a rotating damage buff every phase, and the push-for-Hazardous option lets you reach for exactly the ability you need when a target demands it. It's wasted on an infantry-horde or pure-speed list, since the rule only touches Meks, Walkers and Grots Vehicles. At 2 DP it leaves 1 DP for a support like More Dakka! or Rollin' Deff.

Sample gameplan: advance your walker wall up the board (Superfuelled Boiler keeps guns firing on the move), screening with Grots. In the shooting phase, roll Try Dat Button! on each machine and layer Bigger Shells For Bigger Gitz onto whichever Walker is aimed at an enemy tank; against a priority target, push the button to guarantee the AP boost and accept the Hazardous risk. A Big Mek with Press It Fasta! stacks two abilities on your best gun platform, and repairs a Gorkanaut between turns.

Common questions

How many Detachment Points is Dread Mob?

2 DP (community/app-sourced), leaving 1 DP at a 2,000-point game for a support detachment. Confirm the cost in the Warhammer 40,000 app before a game.

What is the Dread Mob detachment rule?

Try Dat Button!: when a Mek, Orks Walker or Grots Vehicle is selected to shoot or fight, roll a D6 for a random weapon ability (broadly Sustained Hits, Lethal Hits, or a critical-wound AP boost) for the phase β€” or choose the ability you want, but then the weapons also gain Hazardous.

What units are best in Dread Mob?

Orks Walkers β€” Deff Dreads, Killa Kans, Morkanauts and Gorkanauts β€” as the button-pushing core, plus one or more Big Meks to carry the Mek-only enhancements (Press It Fasta! is the standout) and repair the machines, screened by Grots.

Should I roll or 'push the button' in Dread Mob?

Roll when any of the three abilities is fine and you'd rather not risk your own machine; push (choose the ability) when a specific target needs a specific answer β€” such as the AP boost against heavy armour β€” and you can accept the Hazardous risk that comes with committing.

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.