Strategy guide

How to Play Orks in Warhammer 40,000 11th Edition

Your 11th-edition Orks playbook: the Detachment Points budget, how the Waaagh! turns your turn up to eleven, and how to choose among twelve detachments.

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.

This guide reflects Warhammer 40,000 11th edition, which launched on 20 June 2026. Orks don't have a new hardback codex β€” they run on their 10th-edition Codex: Orks plus a free official 11th-edition Orks Faction Pack (v1.0) that adds points and Detachment Point costs, reprints and reworks detachments, and updates datasheets. Points and DP live in the Warhammer 40,000 app, so confirm the specifics there before a game.

Two things define da Orks in 11th edition. First, the new Detachment Points (DP) system lets you field one to three detachments out of a budget instead of locking into one β€” and Orks gained three cheap 1-DP detachments to splash. Second, your army rule, the Waaagh!, is a once-per-battle army-wide surge that lets your whole horde Advance and charge in the same turn while hitting harder and holding tougher.

What changed for Orks in 11th edition?

The structural change is Detachment Points. In 10th edition you chose one detachment; in 11th you get a DP budget β€” roughly 2 DP at 1,000 points and 3 DP at 2,000 points β€” and spend it on detachments that each cost 1 to 3 DP, so you can now combine detachments.

The Faction Pack set Orks' DP costs: War Horde at 3 DP (the generalist), eight detachments at 2 DP, and three at 1 DP β€” More Dakka!, Taktikal Brigade and the brand-new Rollin' Deff. It reprinted six detachments in full and issued errata to the six core codex detachments. There's no full 11th-edition Ork codex, so a future book could change things β€” but this is the current, live state.

Your army rule: the Waaagh!

The Waaagh! is the beating green heart of an Ork army. Once per battle, at the start of your Command phase, you call it; it then stays active for your whole turn. While it's up, your Ork units can Advance and still charge in the same turn β€” an enormous, army-wide threat range β€” and they hit harder in melee and shrug off more damage. It's the alpha-strike button: build your list so that the turn you call the Waaagh! is the turn your whole horde crashes into the enemy at once.

The timing is the skill. Call it too early and you strike before you're in range; too late and you've been shot off the board. The 11th-edition pack made the 'once per battle' wording explicit, which is why detachments that grant a second Waaagh! (like Bully Boyz) are such a big deal.

How Detachment Points work for Orks

Your DP budget scales with game size: about 2 DP at 1,000 points and 3 DP at 2,000 points. Costs:

  • The 3-DP detachment (War Horde) fills your whole 2,000-point budget with the flexible generalist package.
  • 2-DP detachments (Bully Boyz, Kult of Speed, Dread Mob, Green Tide, Da Big Hunt, Speedwaaagh!, Blitz Brigade, Freebooter Krew) leave 1 DP spare for a support.
  • 1-DP detachments (More Dakka!, Taktikal Brigade, Rollin' Deff) are the glue β€” bolt one onto a 2-DP core to add shooting, kunnin' redeploys, or war wagons.

The new list-building question is "the flexible 3-DP War Horde, or a themed 2 + 1 split?" A 2-DP core plus a 1-DP support gives you two detachment rules and two stratagem/enhancement lists to draw from β€” and some Ork combos stack beautifully (More Dakka!'s Sustained Hits with Freebooter Krew's loot-objective Sustained Hits, for instance).

The Ork detachment landscape

Twelve detachments are legal. By role, with DP costs:

  • War Horde (3 DP) β€” the flexible all-comers generalist. Start here.
  • Bully Boyz (2 DP) β€” elite Warboss, Nobz and Meganobz, with a second Waaagh!.
  • Green Tide (2 DP) β€” a massed Boyz horde with an invulnerable save.
  • Kult of Speed (2 DP) β€” fast Speed Freeks that shoot and charge after moving.
  • Speedwaaagh! (2 DP) β€” Trukk-and-buggy speed with a huge straight-line Advance.
  • Blitz Brigade (2 DP) β€” mounted assault; disembarking units re-roll Advance and Charge.
  • Dread Mob (2 DP) β€” kans, dreads and Mek war machines.
  • Da Big Hunt (2 DP) β€” Beast Snaggas that hunt a nominated Prey.
  • Freebooter Krew (2 DP) β€” loot-objective pirates with Sustained Hits.
  • More Dakka! (1 DP) β€” Assault and Sustained Hits for Ork Infantry shooting.
  • Taktikal Brigade (1 DP) β€” Blood Axes redeploys and hit-and-run.
  • Rollin' Deff (1 DP, new) β€” Battlewagons, Hunta Rigs and Kill Rigs.

Choosing your detachment (and what to pair it with)

Pick a core from your collection and playstyle:

  • All-comers / unsure β†’ War Horde. Nobz and Meganobz β†’ Bully Boyz. Massed Boyz β†’ Green Tide. Bikes and buggies β†’ Kult of Speed or Speedwaaagh!. Trukks and transports β†’ Blitz Brigade. Walkers β†’ Dread Mob. Beast Snaggas β†’ Da Big Hunt.

If your core is a 2-DP detachment, spend the leftover DP on a 1-DP support:

  • More Dakka! to bolt a shooting element onto a melee list.
  • Rollin' Deff to add a war-wagon spearhead.
  • Taktikal Brigade for kunnin' redeploys and objective play.

A concrete example at 2,000 points: a Green Tide 2-DP Boyz core + 1-DP More Dakka! gives you a resilient horde whose shootas now put out real ranged pressure on the way in.

Waaagh! timing and command-point discipline

Two habits win Ork games. First, plan the Waaagh! turn. It's once per battle, so build your list and your first two turns around the turn everything reaches the enemy at once β€” usually turn two or three. Advance-and-charge under the Waaagh! is what makes Orks terrifying; wasting it on a turn you can't reach anything throws the game. Second, don't fizzle your CP. Orks lean on a few big stratagems (extra attacks, a save-boost, a re-roll) at the decisive combat β€” hold command points for the Waaagh! turn rather than dribbling them away.

And since 11th edition lets you run two detachments, remember you can use both detachments' stratagems β€” a 2 + 1 split quietly widens your toolbox for that alpha turn.

Where to start

If you're new or returning, build a War Horde list first. It's the most forgiving detachment, it teaches Waaagh! timing without extra sub-systems, and almost any Ork collection fits inside it. Once you're comfortable, try a 2 + 1 DP split to find the themed core and support that suit your boyz.

Because Orks are on a Faction Pack rather than a full 11th-edition codex, watch for a future codex that could re-tune detachments and points. Until then, everything here reflects the current, live rules.

Common questions

What is the Orks army rule in 11th edition?

The Waaagh! Once per battle, at the start of your Command phase, you call it and it stays active for your whole turn: your Ork units can Advance and still charge that turn, and gain melee and durability bonuses. Timing it for the turn your whole horde reaches the enemy is the key skill.

How many Detachment Points do Orks get?

Roughly 2 DP at 1,000 points and 3 DP at 2,000 points. Detachments cost 1-3 DP, so at 2,000 points you can take the 3-DP War Horde or a 2-DP core plus a 1-DP support like More Dakka!, Taktikal Brigade or Rollin' Deff.

Do Orks have an 11th-edition codex?

Not a new hardback. They use their 10th-edition Codex: Orks plus the free official 11th-edition Orks Faction Pack (v1.0, legal 20 June 2026), which sets DP costs, reprints and reworks detachments, and updates datasheets. A full codex may change things later.

Which Ork detachments are new or cheapest in 11th edition?

Rollin' Deff (war wagons) is brand new, and More Dakka! (shooting) and Taktikal Brigade (Blood Axes) were rebuilt into 1-DP budget detachments β€” all three are designed to bolt onto a 2-DP core.

What's the best Ork detachment for beginners?

War Horde. It's the flexible all-comers generalist, works with almost any Ork collection, and teaches Waaagh! timing without extra sub-systems before you move on to combining detachments.

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.

Detachment deep-dives

Blitz Brigade: The 11th-Edition Orks Mounted Assault Detachment

How to play Blitz Brigade in 11th edition β€” the 2-DP transport-assault detachment where every unit that disembarks re-rolls Advance and Charge, delivering mobs straight into combat.

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.

Da Big Hunt: The 11th-Edition Orks Beast Snaggas Detachment

How to play Da Big Hunt in 11th edition β€” the 2-DP Beast Snagga detachment that names an enemy Monster, Vehicle or Character as Prey each turn and hunts it down with re-rolled charges and extra AP.

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.

Freebooter Krew: The 11th-Edition Orks Loot-Objective Detachment

How to play Freebooter Krew in 11th edition β€” the 2-DP pirate detachment that names a loot objective each turn and hands Sustained Hits to units fighting over it.

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.

Kult of Speed: The 11th-Edition Orks Speed Freeks Detachment

How to play Kult of Speed in 11th edition β€” the 2-DP all-mounted detachment whose buggies and bikes advance, shoot, and charge in the same turn.

More Dakka!: The New 1-DP Orks Shooting Detachment (11th Edition)

How to play More Dakka! β€” the new 1-DP detachment that gives Ork Infantry Assault weapons and, under the Waaagh!, Sustained Hits, trading accuracy for sheer volume.

Rollin' Deff: The New 1-DP Orks War-Wagon Detachment (11th Edition)

How to play Rollin' Deff β€” the new 1-DP detachment that gives Battlewagons, Hunta Rigs and Kill Rigs auto-Advance, re-roll charges, and a ram-you-flat playstyle.

Speedwaaagh!: The 11th-Edition Orks Speed Freeks Vehicle Detachment

How to play Speedwaaagh! in 11th edition β€” the 2-DP detachment that turbo-boosts Speed Freeks and Trukks to a flat 24" move with Assault weapons, trading the charge for a shooting-on-the-move blitz.

Taktikal Brigade: The 11th-Edition Orks Blood Axes Detachment

How to play Taktikal Brigade in 11th edition β€” the rebuilt 1-DP Blood Axes detachment that makes Stormboyz Battleline and lets Boyz, Kommandos and Stormboyz act on the move.

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!.

Notable combinations