Orks Β· detachment

Green Tide: The 11th-Edition Orks Boyz Horde Detachment

How to play Green Tide in 11th edition β€” the 2-DP massed-Boyz detachment with an invulnerable save, model resurrection, and a full-mob payoff.

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.

Green Tide is the Orks Boyz horde detachment: a 2-Detachment-Point package for flooding the board with big mobs of Boyz that shrug off fire and keep coming back. It reflects Warhammer 40,000 11th edition (Orks Faction Pack, June 2026), which reworked its rule.

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

What the Mob Mentality detachment rule does

Every Boyz unit gets a 6+ invulnerable save, improving to 5+ while it has 10 or more models. It's always on, so it gives your Boyz protection on non-Waaagh! turns; on the turn you call the army-wide Waaagh! (which already grants a 5+ invuln plus +1 Strength, +1 Attack and charge-after-Advance), a full mob is doubly hard to shift while it swings. The whole detachment rewards keeping mobs at 10+ models, which is why its stratagems and enhancements are built around resurrection and the model threshold.

Stratagems and when to use them

  • Competitive Streak (Fight) β€” a Boyz unit re-rolls Wound rolls of 1, or all Wounds if it has 10+ models. Huge on a full mob.
  • Come On Ladz! (Command) β€” return D3+2 destroyed models to a Boyz unit, keeping it above the 10-model threshold.
  • Braggin' Rights (Command) β€” two nearby Boyz units count as 10+ models while within 6" of each other, keeping the 5+ invuln and full-mob bonuses online.
  • Tide of Muscle (Charge) β€” +1 to the charge (re-roll at 10+ models).
  • Bulldozer Brutality (Fight) β€” the unit can fight enemies within 3", so more Boyz swing.
  • Go Get 'Em! (defensive) β€” a D6" surge move when the unit is shot.

Enhancements worth taking

  • Raucous Warcaller β€” the bearer's unit always counts as 10+ models, guaranteeing the 5+ invuln and full-mob effects regardless of casualties.
  • Ferocious Show Off β€” +1 Strength in melee, jumping to +3 when the unit has 10+ models, so Boyz wound tougher targets.
  • Brutal but Kunnin' β€” a chance to refund CP each Command phase, fuelling the stratagem-heavy horde.
  • Bloodthirsty Belligerence β€” re-roll Advance (and Charge at 10+ models) for reliable movement.

Key units

  • Boyz (Slugga or Shoota) in units of 20 β€” the core; only Boyz benefit from Mob Mentality, and 10+ models unlocks the 5+ invuln and every upgraded stratagem and enhancement.
  • Beast Snagga Boyz β€” a tougher Boyz-keyword mob with anti-elite melee that still gets the invuln and full-mob bonuses.
  • Warboss / Painboss / Mek attached to Boyz β€” carry Raucous Warcaller or Ferocious Show Off; a Painboss adds Feel No Pain on top of the invuln.
  • Trukks / Battlewagon β€” delivery so a mob arrives intact and hits the charge, mitigating the foot-slog.

When to pick Green Tide

Take it when you want to lean into a massed Boyz swarm and can field multiple large mobs. It's cheaper (2 DP) than War Horde and the thematic infantry-flood build, strongest when your list is genuinely Boyz-heavy so the invuln, resurrection and full-mob thresholds all come online. It's weaker with elite or vehicle mixes, since only Boyz benefit from the rule. At 2 DP it leaves 1 DP for a support like More Dakka!.

Sample gameplan: flood the board with 20-strong mobs, a character carrying Raucous Warcaller to lock a unit at the 5+ invuln, and Braggin' Rights to keep paired units at full-mob status. Advance up under the invuln, using Go Get 'Em! to reposition when shot and Come On Ladz! each Command phase to rebuild casualties. Call the Waaagh! as the horde reaches the enemy: with Tide of Muscle guaranteeing charges and Competitive Streak re-rolling all Wounds, a full mob buffed by Ferocious Show Off (+3 Strength) plus the Waaagh! delivers an overwhelming number of high-Strength attacks.

Common questions

How many Detachment Points is Green Tide?

2 DP, leaving 1 DP at a 2,000-point game for a support detachment like More Dakka! or Rollin' Deff.

What is the Green Tide detachment rule?

Mob Mentality: every Boyz unit gets a 6+ invulnerable save, improving to 5+ while it has 10 or more models. It rewards keeping mobs at full strength, which the detachment's resurrection stratagems and full-mob enhancements support.

What units are best in Green Tide?

Big 20-model Boyz mobs above all β€” only Boyz benefit from the rule, and 10+ models unlocks the 5+ invuln and upgraded stratagems β€” plus Beast Snagga Boyz, a Warboss or Painboss to lead and heal them, and Trukks or a Battlewagon for delivery.

Green Tide or War Horde?

Green Tide (2 DP) is the pure Boyz-swarm build with an invulnerable save and resurrection, leaving 1 DP for a support; War Horde (3 DP) is the flexible generalist whose army-wide Sustained Hits suits a mixed force. Pick Green Tide if your list is genuinely Boyz-heavy.

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.