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 thirteen detachments.
BySprue Sentry
ReviewedAug 27, 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.
This guide reflects Warhammer 40,000 11th edition, which launched on 20 June 2026, and is checked against the Orks Faction Pack v1.2, legal for matched play from 26 August 2026. Orks are still on their 10th-edition Codex: Orks plus that free official Faction Pack, which reprints and reworks detachments and updates datasheets. Detachment Point costs and points live in the Munitorum Field Manual and the Warhammer 40,000 app rather than the pack itself, so confirm them there before a game.
One caveat up front: Codex: Orks is imminent. It is the first 11th-edition codex, it went up for pre-order on 22 August 2026, and GW has previewed it as shipping 15 detachments. It was still on pre-order at the 26 August balance update, which is why Orks were left out of that update's points pass. Until it lands, the Faction Pack is the live rules source, but expect the codex to replace this detachment lineup and its points.
Two things define da Orks in 11th edition. First, the Detachment Points (DP) system lets you field more than one detachment out of a budget instead of locking into one, and Orks have four 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.
Orks' DP costs sit in the Munitorum Field Manual and the app: two detachments at 3 DP (War Horde and Green Tide), seven at 2 DP, and four at 1 DP β Equatorial Hordes, More Dakka!, Taktikal Brigade and the newer Rollin' Deff. The Faction Pack prints seven detachments in full, including the Equatorial Hordes jungle detachment that appears in v1.2 but not in the June v1.0 pack, and issues errata to all six of the codex detachments. Thirteen are legal.
The big thing on the horizon is Codex: Orks, the first 11th-edition codex, on pre-order from 22 August 2026 and previewed with 15 detachments. It will supersede this lineup and its points once it releases, so treat everything below as the live-but-short-lived Faction Pack 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:
- 3-DP detachments (War Horde, Green Tide) fill your whole 2,000-point budget on their own, so they run solo.
- 2-DP detachments (Bully Boyz, Kult of Speed, Dread Mob, Da Big Hunt, Speedwaaagh!, Blitz Brigade, Freebooter Krew) leave 1 DP spare for a support.
- 1-DP detachments (More Dakka!, Taktikal Brigade, Rollin' Deff, Equatorial Hordes) are the glue β bolt one onto a 2-DP core to add shooting, kunnin' redeploys, war wagons or jungle-style Scouts.
The new list-building question is "a self-contained 3-DP detachment, 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).
One trap to watch: Rollin' Deff carries the WAGONS unique tag, so it cannot sit beside another WAGONS detachment. The Munitorum Field Manual also lists Blitz Brigade with that tag while Faction Pack v1.2 prints it only on Rollin' Deff, so the two official sources disagree. Until that settles, don't plan a list that fields both.
The Ork detachment landscape
Thirteen detachments are legal. By role, with DP costs:
- War Horde (3 DP) β the flexible all-comers generalist. Start here.
- Green Tide (3 DP) β a massed Boyz horde with an invulnerable save.
- Bully Boyz (2 DP) β elite Warboss, Nobz and Meganobz, with a second Waaagh!.
- 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) β Battlewagons, Hunta Rigs and Kill Rigs.
- Equatorial Hordes (1 DP) β the Armageddon jungle detachment, absent from the June v1.0 pack and printed in full in v1.2.
Equatorial Hordes is the newest of the thirteen. Its single detachment rule hands up to three Mob or Kommandos units Scouts 6" from the Declare Battle Formations step; it adds two Beastboss or Infantry Warboss enhancements and three 1CP stratagems built around hidden mobs, healing stragglers back into a unit, and extending detection range. Mob is a narrow keyword (only Boyz and Beast Snagga Boyz have it), so it is a cheap pre-game move for a mob-heavy list rather than a general-purpose support.
Choosing your detachment (and what to pair it with)
Pick a core from your collection and playstyle:
- All-comers / unsure β War Horde. Massed Boyz β Green Tide. Both cost 3 DP, so they run alone.
- Nobz and Meganobz β Bully Boyz. 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. All of these cost 2 DP and leave a point spare.
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 (not alongside another WAGONS detachment).
- Taktikal Brigade for kunnin' redeploys and objective play.
- Equatorial Hordes for Scouts 6" on a few Mob or Kommandos units.
A concrete example at 2,000 points: a Bully Boyz 2-DP elite core + 1-DP More Dakka! gives your Nobz bricks real ranged pressure on the way in. Note that a Green Tide horde can no longer take a support at all: at 3 DP it is the whole budget.
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.
One honest caveat about timing. Codex: Orks went up for pre-order on 22 August 2026 as the first 11th-edition codex, previewed with 15 detachments, and it will re-tune this lineup and its points when it lands. If you're buying models, buy what you like the look of rather than what a Faction Pack detachment currently rewards. Everything here reflects the live Faction Pack v1.2 rules as of 27 August 2026.
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 a 3-DP detachment (War Horde or Green Tide) on its own, or a 2-DP core plus a 1-DP support like More Dakka!, Taktikal Brigade, Rollin' Deff or Equatorial Hordes.
Do Orks have an 11th-edition codex?
Not yet in hand, but it is days away. Codex: Orks is the first 11th-edition codex and went up for pre-order on 22 August 2026, previewed with 15 detachments. Until it releases, Orks run on their 10th-edition Codex: Orks plus the free official Orks Faction Pack (v1.2, legal for matched play from 26 August 2026). The codex will supersede the pack's detachment lineup and points.
Which Ork detachments are new or cheapest in 11th edition?
Faction Pack v1.2 added Equatorial Hordes, an Armageddon jungle detachment that was not in the June v1.0 pack. It joins More Dakka!, Taktikal Brigade and Rollin' Deff as the four 1-DP detachments 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.
- Orks Faction Pack v1.2 (official GW PDF, legal from 26 August 2026) Β· 2026-08-26
- Munitorum Field Manual v1.3 (official, Detachment Points and enhancement points) Β· 2026-08-26
- 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
- Orks, Warhammer 40,000 11th edition (Wahapedia) Β· 2026-08
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.