Get Stuck In
Every Orks model's melee weapons gain Sustained Hits 1: each unmodified 6 to hit in combat scores an extra hit. Always on and army-wide.
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This is SprueSentry strategy commentary, not official rules. This detachment is printed in Codex: Orks, so the full text below follows community rules mirrors; the parts the Faction Pack changes were checked on 27 August 2026 against Orks Faction Pack v1.2 (legal for matched play from 26 August 2026). Detachment Point costs and enhancement points are published in the Munitorum Field Manual (v1.3, 26 August 2026) and the Warhammer 40,000 app, and they move with points updates.
Every Orks model's melee weapons gain Sustained Hits 1: each unmodified 6 to hit in combat scores an extra hit. Always on and army-wide.
A unit scores Critical Hits on 5+, turning on far more Sustained Hits.
+2 to Advance and Charge rolls, for reliable turn-two charges.
A destroyed mob still piles in and swings before removal.
-1 to enemy Wound rolls against a key unit.
Remove Battle-shock from a unit near a 10+-model mob.
A destroyed Deadly Demise vehicle makes a Normal or Fall Back move before it explodes, potentially into the enemy, and it can roll over enemy units that are not Monsters or Vehicles. Faction Pack v1.2 nails the sequencing down: that move happens before any passengers scramble out, so the wagon carries them with it.
The bearer's melee weapons gain Devastating Wounds, turning critical wounds into mortal wounds.
Feel No Pain 4+, a big survivability bump on your Warlord.
The led unit can shoot and charge in a turn it Fell Back.
+2" Move for the led unit, to close distance faster.
A cheap, hard-hitting melee character to carry Headwoppa's Killchoppa or Supa-Cybork Body.
See the box: price and offersMulti-attack elite melee that maximises Sustained Hits and the Waaagh! Strength/Attacks spike.
Durable objective-holding melee that turns on Sustained Hits across the board.
War Horde is the generalist, so mixed armour fits, and Careen! rewards Deadly Demise vehicles.
How to play War Horde in 11th edition β the 3-DP all-comers detachment, its army-wide Sustained Hits melee, and how it stacks with the Waaagh!.
BySprue Sentry
ReviewedAug 28, 2026
SourceOrks Faction Pack v1.2 (official GW PDF, legal from 26 August 2026)
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
War Horde is the Orks generalist: the flexible, tournament-safe 3-Detachment-Point detachment built around the Waaagh! and a mixed force of boyz, characters, walkers and vehicles. It's widely rated the strongest baseline Ork pick, and it's a Codex: Orks detachment carried into Warhammer 40,000 11th edition by the Orks Faction Pack.
This is SprueSentry strategy commentary, not official rules. Its rules carry over from the codex and follow community rules mirrors, except the Careen! stratagem, which Faction Pack v1.2 (legal from 26 August 2026) rewrote and which we checked on 27 August 2026. The 3-DP cost comes from the Munitorum Field Manual (v1.3, 26 August 2026) and the Warhammer 40,000 app.
Every Orks model's melee weapons gain Sustained Hits 1 β each unmodified 6 to hit in combat scores an extra hit. It's always on and army-wide, not just Boyz, so everything in your list hits a little harder in melee. The payoff spikes on your Waaagh! turn: the army rule adds +1 Strength, +1 Attack and a 5+ invulnerable save (and charge-after-Advance), and those extra attacks and boosted Strength multiply the value of the sustained hits. War Horde is the detachment that turns the whole horde into a reliable melee blender.
Choose it as the flexible, all-comers default when you want a mixed list β infantry, characters, walkers and vehicles β rather than a pure horde or a themed build. It's the strongest general-purpose Ork detachment because Get Stuck In is always on and army-wide. It costs the full 3 DP, so it uses your whole 2,000-point budget and can't take a support detachment β the trade-off for its flexibility.
Sample gameplan: deploy a balanced force and use Trukks, Advance and 'Ere We Go to threaten early; screen and hold objectives turns 1-2 while positioning your hammer units. Call the Waaagh! on the turn you can commit multiple charges β the +1 Strength, +1 Attack and Sustained Hits 1 (boosted by Unbridled Carnage's 5+ crits) deliver a devastating multi-unit swing, with the 5+ invuln keeping your Orks alive through overwatch. Squeeze value from dying mobs with Orks is Never Beaten and protect a linchpin with 'Ard as Nails.
3 DP β the full budget at 2,000 points, so it can't be paired with a 1-DP support. It's a single self-contained generalist package, and Green Tide is the same at 3 DP. To combine detachments, take a 2-DP core (like Bully Boyz or Blitz Brigade) plus a 1-DP support instead.
Get Stuck In: every Orks model's melee weapons gain Sustained Hits 1 (an extra hit on each unmodified 6 to hit). It's always on and army-wide, and it multiplies in value on your Waaagh! turn when your attacks and Strength are boosted.
Yes β it's the recommended starting detachment. It's the flexible all-comers generalist, works with almost any Ork collection, and teaches Waaagh! timing without extra sub-systems.
Headwoppa's Killchoppa (Devastating Wounds) on a melee character for reliable mortal-wound output, or Supa-Cybork Body (Feel No Pain 4+) to keep your Warlord alive. Both are staples on a hammer character.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.