War Horde: The 11th-Edition Orks Generalist Detachment
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!.
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.
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. It reflects Warhammer 40,000 11th edition (Orks Faction Pack, June 2026).
This is SprueSentry strategy commentary, not official rules. Its rules carry over from the codex; points weren't cleanly confirmed for 11th edition, so verify against the current Faction Pack and the Warhammer 40,000 app before a game.
What the Get Stuck In detachment rule does
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.
Stratagems and when to use them
- Unbridled Carnage (Fight) β a unit scores Critical Hits on 5+, turning on far more Sustained Hits. Your damage button on the key combat.
- 'Ere We Go (Movement/Charge) β +2 to Advance and Charge rolls, for reliable turn-two charges.
- Orks is Never Beaten (Fight) β a destroyed mob still piles in and swings before removal.
- 'Ard as Nails (defensive) β -1 to enemy Wound rolls against a key unit.
- Mob Rule β remove Battle-shock from a unit near a 10+-model mob.
- Careen! β a destroyed Deadly Demise vehicle moves before it explodes, potentially into the enemy.
Enhancements worth taking
- Headwoppa's Killchoppa β the bearer's melee weapons gain Devastating Wounds, turning critical wounds into mortal wounds on a hard-hitting character.
- Supa-Cybork Body β Feel No Pain 4+, a big survivability bump on your Warlord.
- Kunnin' but Brutal β the led unit can shoot and charge in a turn it Fell Back.
- Follow Me Ladz β +2" Move for the led unit, to close distance faster.
Key units
- Warboss (or in Mega Armour) β a cheap, hard-hitting melee character to carry Headwoppa's Killchoppa or Supa-Cybork Body, and a natural Waaagh! caller.
- Nobz / Meganobz β multi-attack elite melee that maximises Sustained Hits and the Waaagh! Strength/Attacks spike.
- Beast Snagga Boyz / 'Ard Boyz β durable objective-holding melee that turns on Sustained Hits across the board.
- Vehicles (Trukks, Battlewagon, Deff Dread, Gorkanaut) β War Horde is the generalist, so mixed armour fits, and Careen! rewards Deadly Demise vehicles.
When to pick War Horde
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.
Common questions
How many Detachment Points is War Horde?
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. To combine detachments, take a 2-DP core (like Green Tide) plus a 1-DP support instead.
What is the War Horde detachment rule?
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.
Is War Horde good for beginners?
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.
What's the best enhancement in War Horde?
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.
- Orks Faction Pack v1.0 (official GW PDF) Β· 2026-06
- 11th Edition Faction Pack Review: Orks (Tabletop Battles) Β· 2026-07-11
- Faction Focus: Orks (Warhammer Community) Β· 2026-05-04
- New Ork Detachments for 11th Edition (Spikey Bits) Β· 2026-05
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.