The New Orks Detachments – Review of Rules, Stratagems and Enhancements

In the sprawling expanse of the 10th Edition of Warhammer 40K, the Ork Waaagh! crashes onto the scene with six detachments, each pulsating with its unique blend of brutal cunning and ferocious power. Delve into the depths of Ork warfare and unearth the strategic nuances and devastating synergies that these detachments offer. Prepare to unleash the might of the green tide upon the battlefield, where only the strongest, the loudest, and the most cunning will emerge victorious.
New Orks Detachments Guide and Review - 10th Edition
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Welcome to the green-skinned horde! In this comprehensive guide, we delve deep into the various Ork detachments available in the 10th Edition, each offering its unique flavor of mayhem and destruction on the battlefield.

But before we begin, a crucial note: to fully harness the power of these detachments, you’ll need a copy of the Codex Orks 10th Edition by your side. It’s your tactical bible in the green tide!

Codex: Orks – 10th Edition
The Codex: Orks, 10th Edition

At the heart of the Codex lies its detachment system, offering six distinct detachments, each with its own quirks and strategic uses.

Whether you prefer the relentless onslaught of the War Horde, the cunning tactics of Da Big Hunt, or the lightning-fast maneuvers of the Kult of Speed, there’s a detachment to suit every Warboss’s tastes and playstyle.

But the Codex is more than just a collection of rules and stratagems; it’s a window into the rich and vibrant world of the Orks. Delve deep into the lore sections to uncover the brutal hierarchy of Ork society, the myriad kults and clans that make up the greenskin horde, and the epic battles that have shaped their history.

And let’s not forget the stunning artwork that adorns every page, bringing the savage beauty of the Orks to life in vivid detail.

From epic battle scenes to intricate depictions of iconic Ork war machines, every illustration is a testament to the fierce creativity of the greenskin race.

Whether you’re a grizzled Warboss with countless battles under your belt or a fresh-faced recruit eager to join the Waaagh!, there’s a detachment in the Codex Orks 10th Edition that fits your style like a well-looted choppa.

Let’s gear up and see what they’ve got to offer now!

No.Detachment NameSummary
1.War HordeEmpowering melee-focused units with sustained hitting power, this force offers a range of Stratagems and enhancements to amplify their onslaught, making every charge an unstoppable force on the battlefield.
2.Da Big HuntFocusing on the predatory instincts of Beast Snagga Orks, this detachment excels in eliminating priority targets, granting bonuses when engaging designated Prey.
3.Kult of SpeedEmbraces the need for speed on the battlefield, utilizing lightning-fast maneuverability and hit-and-run tactics to outmaneuver and outgun the enemy.
4.Dread MobMaintain offensive momentum by shooting even after Advancing or Falling Back. Supported by versatile Stratagems and enhancements, it excels in hit-and-run tactics, offering rapid maneuverability and overwhelming firepower for a dynamic gameplay experience.
5.Green TideBoyz units gain enhanced survivability with a 5+ invulnerable save and rerolls on saving throws of 1 for larger units. Tactical Stratagems offer versatility, like unit replenishment and increased offensive output, while enhancements further tailor infantry units
6.Bully BoyzUnleashes the ferocity of Ork leadership with its unique rule, granting the option to call a second Waaagh! exclusively for elite units.
Overview of the 6 Orks Detachments

War Horde

The War Horde Detachment embodies the brutal essence of Ork warfare, focusing on close combat prowess and unyielding resilience. At its core, this detachment empowers Ork models wielding melee weapons, imbuing them with the ability to unleash sustained hits upon their enemies. This makes every charge into battle a relentless onslaught that few can withstand.

The Stratagems are designed to amplify the destructive potential of your Ork forces. Whether it’s seizing the opportunity to wreak havoc after a vehicle’s destruction with “Careen!” or defying defeat and continuing the fight with “Orks Is Never Beaten,” these Stratagems offer tactical flexibility and unpredictable chaos on the battlefield.

Moreover, the War Horde offers enhancements that further augment your Ork units, allowing you to tailor your forces to suit your preferred style of warfare.

From increasing the speed and mobility of your troops to bolstering their resilience and lethality, these enhancements ensure that your Orks are a force to be reckoned with in any engagement.

War Horde Detachment Rule: Get Stuck In

Melee weapons wielded by ORKS models in your army gain the [SUSTAINED HITS 1] ability.

Stratagems available for the War Horde Detachment:

  • Careen! (1CP) – Epic Deed Stratagem: During any phase, immediately after an ORKS VEHICLE unit from your army equipped with the Deadly Demise ability is destroyed, you may use this Stratagem. If you roll a 6 for the Deadly Demise ability on the destroyed ORKS VEHICLE unit, the unit can perform a Normal or Fall Back move before resolving the Deadly Demise ability and before any embarked units carry out an Emergency Disembarkation. During this move, the unit can pass over enemy units, excluding MONSTERS and VEHICLES, as if they were not present.
  • Orks Is Never Beaten (2CP) – Epic Deed Stratagem: During the Fight phase, right after an enemy unit has chosen its targets, you can target one ORKS unit from your army that was selected by the attacking unit’s attacks. The effect of this action lasts until the end of the phase. If a model in your ORKS unit is destroyed before it has had a chance to fight during this phase, do not remove it from play immediately. Instead, allow the destroyed model to fight after the attacking unit has completed its attacks. Once it has fought, the model is then removed from play.
  • Unbridled Carnage (1CP) – Battle Tactic Stratagem: During the Fight phase, you can target one ORKS unit from your army that has not yet been selected to fight. For the duration of the phase, every time a model in your targeted unit makes a melee attack, any unmodified hit roll of 5 or higher scores a Critical Hit.
  • ’ard As Nails (1CP) – Battle Tactic Stratagem: During your opponent’s Shooting phase or Fight phase, immediately after an enemy unit has chosen its targets, you can select one ORKS unit from your army (excluding GROTS, MONSTER, and VEHICLE units) that has been targeted by one or more attacks from the enemy unit. For the remainder of the phase, each time an attack targets your selected unit, subtract 1 from the Wound roll for that attack.
  • Mob Rule (1CP) – Battle Tactic Stratagem: During your Command phase, you can target one MOB unit from your army that contains 10 or more models and is not below half strength. If there is a friendly ORKS INFANTRY unit within 6 inches of that MOB unit that is Battle-shocked, you can select it. The selected ORKS INFANTRY unit will no longer be considered Battle-shocked.
  • Ere We Go (1CP) – Battle Tactic Stratagem: At the start of your Movement phase, you can target one ORKS INFANTRY unit from your army. For the duration of the turn, add 2 to any Advance and Charge rolls made for that unit.

War Horde Enhancements:

  • Follow Me Ladz (+25 points): For ORKS models only. When the bearer is in command of a unit, increase the Move characteristic of models in that unit by 2 inches.
  • Headwoppa’s Killchoppa (+20 points): For ORKS models only. Melee weapons wielded by the bearer, except for Extra Attacks weapons, gain the [DEVASTATING WOUNDS] ability.
  • Kunnin’ But Brutal (+15 points): For ORKS models only. When the bearer is leading a unit, that unit can shoot and declare a charge in the same turn it Fell Back.
  • Supa-Cybork Body (+15 points): For ORKS models only. The bearer gains the Feel No Pain 4+ ability.

Da Big Hunt

The Da Big Hunt Detachment focuses on leveraging the predatory instincts of Beast Snagga Orks to hunt down and eliminate priority targets on the battlefield. With the “Da Hunt Is On” rule, players can designate a specific enemy unit as their Prey, granting bonuses to Beast Snagga units when engaging it in combat.

This detachment offers a variety of Stratagems to enhance tactical options during the game. Players can capitalize on increased hitting power, mobility, and survivability to outmaneuver and overwhelm their opponents. Additionally, enhancements provide further customization, allowing players to tailor their forces to specific strategies and playstyles.

Overall, the Da Big Hunt Detachment excels in target prioritization and focused aggression, offering players the tools to control the flow of battle and strike at the heart of their opponent’s defenses.

Da Big Hunt Detachment Rule: Da Hunt Is On

At the start of your Command phase, choose one MONSTER, VEHICLE, or WARLORD unit from your opponent’s army. If none of these types are present on the battlefield (or embarked within a TRANSPORT that is on the battlefield), instead select one CHARACTER unit from your opponent’s army. This selected unit is designated as your Prey until the start of your next Command phase:

  • When a BEAST SNAGGA unit from your army declares a charge that includes your Prey as one of the targets, you may re-roll the Charge roll.
  • When a BEAST SNAGGA model from your army attacks your Prey, increase the Armour Penetration characteristic of that attack by 1.

Stratagems available for the Da Big Hunt Detachment:

  • Drag It Down (1CP) – Battle Tactic Stratagem: During the Fight phase, select one BEAST SNAGGA unit from your army that has not yet been chosen to fight. For the remainder of the phase, melee weapons wielded by models in the unit gain the [SUSTAINED HITS 1] ability. Additionally, if these models make a melee attack targeting your Prey, a Critical Hit is scored on any unmodified hit roll of 5 or higher, rather than the usual 6.
  • Unstoppable Momentum (1CP) – Strategic Ploy Stratagem: During your Charge phase, immediately after a BEAST SNAGGA MOUNTED unit from your army completes a Charge move, target that unit. Choose one enemy unit within Engagement Range and roll one D6 for each model in your BEAST SNAGGA unit. For each result of 4 or higher, the enemy unit takes 1 mortal wound, up to a maximum of 6 mortal wounds. If the targeted enemy unit is your Prey, roll an additional three D6.
  • Dat One’s Even Bigga! (1CP) – Strategic Ploy Stratagem: During your Charge phase, select one BEAST SNAGGA unit from your army. For the rest of the phase, this unit can charge even if it Advanced or Fell Back earlier in the turn, as long as one of the targets of the charge is your Prey.
  • Where D’ya Fink You’re Going? (1CP) – Strategic Ploy Stratagem: During your opponent’s Movement phase, immediately after an enemy unit completes a Fall Back move, target one BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that was within Engagement Range of that enemy unit at the start of the phase. If your selected unit is not within Engagement Range of any other enemy units, it may make a Normal move up to 6 inches.
  • Stalkin’ Taktiks (1CP) – Battle Tactic Stratagem: During your opponent’s Shooting phase, right after an enemy unit has chosen its targets, select one BEAST SNAGGA INFANTRY or BEAST SNAGGA MOUNTED unit from your army that has been targeted by one or more of the attacking unit’s attacks. For the duration of the phase, each time a ranged attack targets your selected unit, the models in your unit will benefit from Cover against those attacks. Additionally, if your targeted unit has the INFANTRY keyword, the models in that unit will also gain the Stealth ability until the end of the phase.
  • Instinctive Hunters (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Fight phase, target one BEAST SNAGGA unit from your army that is not within Engagement Range of any enemy units. Remove your targeted unit from the battlefield and place it into Strategic Reserves.

Da Big Hunt Enhancements:

  • Glory Hog (+30 points): For BEASTBOSS ON SQUIGOSAUR models only. Models within the bearer’s unit gain the Scouts 9″ ability.
  • Proper Killy (+15 points): For BEAST SNAGGA models only. Increase the Damage characteristic of melee weapons wielded by the bearer by 1.
  • Skrag Every Stash! (+25 points): For BEAST SNAGGA models only. At the end of your Command phase, if the bearer is within range of an objective marker that you control, you will retain control of that objective marker, regardless of having no models within its range, until your opponent takes control of it at the start or end of any turn.
  • Surly as a Squiggoth (+20 points): For BEASTBOSS ON SQUIGOSAUR models only. When the bearer is leading a unit, subtract 1 from the Wound roll for each attack targeting that unit, if the Strength characteristic of the attack is greater than the Toughness characteristic of the unit.

Kult of Speed

With the “Adrenaline Junkies” rule, Speed Freeks units from your army gain the ability to shoot even after Advancing or Falling Back. This flexibility allows for constant pressure on the opponent, ensuring that your units can keep up the offensive momentum without sacrificing firepower.

The Stratagems available to the Kult of Speed further enhance its tactical options, offering ways to bolster defenses, unleash devastating firepower, or increase the effectiveness of melee attacks.

Whether it’s granting invulnerable saves, inflicting mortal wounds, or maximizing the lethality of ranged and melee attacks, these Stratagems provide the versatility needed to adapt to any situation on the battlefield.

The enhancements further augment your Ork forces, providing additional mobility, command point generation, and battlefield control.

From increasing the speed of disembarkation to granting additional command points and improving Consolidation moves, these enhancements ensure that your Kult of Speed army remains a relentlessy fast & formidable force on the battlefield.

Overall the Kult of Speed Detachment excels in hit-and-run tactics, rapid maneuverability, and overwhelming firepower.

Players can expect a dynamic and fast-paced gameplay experience, where agility and flexibility are key to securing victory. So rev up your engines, unleash the speed, and dominate the battlefield with the Kult of Speed!

Kult of Speed Detachment Rule: Adrenaline Junkies

SPEED FREEKS units from your army can shoot in the same turn that they either Advanced or Fell Back.

Stratagems available for the Kult of Speed Detachment:

  • Speediest Freeks (1CP) – Strategic Ploy Stratagem: During your opponent’s Shooting phase or Fight phase, right after an enemy unit has chosen its targets, you can select one SPEED FREEKS or TRUKK unit from your army that has been targeted by one or more attacks. For the duration of the phase, models in your chosen unit will have a 5+ invulnerable save. If your targeted unit is a VEHICLE with an unmodified Toughness characteristic of 8 or less, the models in your unit will instead benefit from a 4+ invulnerable save until the end of the phase.
  • Squig Flingin’ (1CP) – Strategic Ploy Stratagem: During your Movement phase, immediately after a SPEED FREEKS or TRUKK unit from your army completes a Normal, Advance, or Fall Back move, target that unit. Then select one enemy unit within 9 inches of your unit. The selected enemy unit must take a Battle-shock test and subtract 1 from the result.
  • Dakkastorm (1CP) – Battle Tactic Stratagem: During your Shooting phase, select one SPEED FREEKS unit from your army that has not yet been chosen to shoot. For the remainder of the phase, ranged weapons carried by models in the selected unit gain the [SUSTAINED HITS 1] ability. If the unit targets an enemy within 9 inches, the ability upgrades to [SUSTAINED HITS 2] instead. Note that a unit cannot be targeted by both this effect and the Blitza Fire Stratagem in the same phase.
  • Blitza Fire (1CP) – Battle Tactic Stratagem: During your Shooting phase, choose one SPEED FREEKS unit from your army that has not yet been selected to shoot. For the duration of the phase, ranged weapons used by models in your unit gain the [LETHAL HITS] ability. Additionally, when a model in your unit makes an attack targeting an enemy within 9 inches, a Critical Hit is scored on an unmodified hit roll of 5 or higher, instead of the usual 6. However, a unit affected by this cannot also be targeted by the Dakkastorm Stratagem in the same phase.
  • Full Throttle! (1CP) – Battle Tactic Stratagem: During your Charge phase, right after a SPEED FREEKS unit from your army completes a Charge move, target that unit. For the remainder of the turn, add 1 to the Wound roll each time a model in the targeted unit makes a melee attack.
  • More Gitz Over ’ere! (1CP) – Strategic Ploy Stratagem: During your opponent’s Movement phase, immediately after an enemy unit completes a Normal, Advance, or Fall Back move, select one SPEED FREEKS unit from your army that is within 9 inches of that enemy unit but not within Engagement Range of any enemy units. Your selected unit can then make a Normal move of up to 6 inches.

Kult of Speed Enhancements:

  • Fasta Than Yooz (+35 points): For ORKS INFANTRY models only. Each time the bearer’s unit disembarks from a TRANSPORT after the TRANSPORT has made a Normal move, the unit can still declare a charge during that turn.
  • Speed Makes Right (+25 points):
    For ORKS models only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within) is within 9 inches of one or more enemy units, roll a D6. On a roll of 3 or higher, you gain 1 Command Point.
  • Squig-hide Tyres (+15 points): For DEFFKILLA WARTRIKE model only. Each time a model in the bearer’s unit makes a Consolidation move, it can move up to 6 inches instead of the usual 3 inches.
  • Wazblasta (+10 points): For DEFFKILLA WARTRIKE model only. In your Shooting phase, after the bearer’s unit has shot and if it is not within Engagement Range of any enemy units, it can make a Normal move up to 6 inches. However, if it makes this move, the unit is not eligible to declare a charge for the remainder of the turn.

Dread Mob

Imagine this: Ork walkers and vehicles charging into battle, guided by the wild inventions of Meks and driven by the restless energy of Gretchin. It’s a chaotic scene, but within that chaos lies the potential for devastating destruction.

With the “Try Dat Button!” rule, it’s like every Ork is pressing random buttons and hoping for the best – sometimes it works out spectacularly, with weapons gaining extra punch or causing critical damage, while other times, well, it’s a bit of a gamble. But that’s the Ork way, isn’t it? Embracing the randomness and unpredictability of their creations.

The Stratagems – picture this: Ork walkers stomping forward, their weapons blazing as they unleash a torrent of dakka upon the enemy. Or Meks tinkering with their contraptions, adding extra gubbinz to bolster their defenses or inflict sneaky surprises on the foe.

But it’s not all about brute force – the enhancements for Meks offer a touch of cunning to the mix. Whether it’s outfitting them with gear to ignore cover, manipulate enemy morale, or lurk in the shadows, these enhancements add layers of strategy to the madness of the Dread Mob.

In the end, the Dread Mob Detachment is a whirlwind of metal, mayhem, and Orkish ingenuity. It’s about embracing the chaos, rolling with the punches, and reveling in the sheer thrill of battle.

Dread Mob Detachment Rule: Try Dat Button!

Whenever a MEK, ORKS WALKER, or GROTS VEHICLE unit from your army is chosen to shoot or fight, roll a D6. For the remainder of the phase, weapons carried by models in that unit will gain the ability indicated by the roll, as outlined in the table below.

D6 RollButton Effect
1,2[SUSTAINED HITS 1] ability
3,4[LETHAL HITS] ability
5,6Each time this weapon inflicts a Critical Wound during an attack,
increase the Armour Penetration characteristic of that attack by 2.

Alternatively, when a unit like this is selected to shoot or fight, you may choose one of the previously mentioned abilities instead of rolling a D6. If you opt to choose, weapons equipped by models in that unit will also acquire the [HAZARDOUS] ability for the duration of the phase.

Moreover, if a weapon equipped by a model in your army possesses the [HAZARDOUS] ability from more than one source, any Hazardous test taken for that weapon will be considered failed on a roll of either 1 or 2.

Keywords: GRETCHIN units in your army are assigned the BATTLELINE keyword.

Stratagems available for the Dread Mob Detachment:

  • Klankin’ Klaws (1CP) – Battle Tactic Stratagem: During the Fight phase, select one ORKS WALKER unit from your army that hasn’t fought yet this phase. Using this Stratagem, you have the option to push the unit’s capabilities. If you do, for the remainder of the phase, increase the Strength characteristic of melee weapons equipped by models in the unit by 2. Additionally, if you choose to push it, also increase the Damage characteristic of these weapons by 1 and grant them the [HAZARDOUS] ability for the duration of the phase.
  • Superfuelled Boiler (1CP) – Strategic Ploy Stratagem: During your Movement phase, right after an ORKS WALKER unit from your army has been selected to Advance, target that unit. For the remainder of the turn, you can re-roll Advance rolls for your unit, and ranged weapons equipped by models in the unit gain the [ASSAULT] ability.
  • Bigger Shells for Bigger Gitz (1CP) – Battle Tactic Stratagem: During your Shooting phase, select one MEK, ORKS WALKER, or GROTS VEHICLE unit from your army that has not yet been chosen to shoot. When using this Stratagem, you have the option to push it. If you do, for the duration of the phase, add 1 to the Wound roll for each attack made by a model in your unit that targets a MONSTER or VEHICLE. If you choose to push it, also add 1 to the Damage characteristic of those attacks, and all ranged weapons equipped by models in your unit gain the [HAZARDOUS] ability until the end of the phase.
  • Dakka! Dakka! Dakka! (1CP) – Battle Tactic Stratagem: During your Shooting phase, target one ORKS WALKER or GROTS VEHICLE unit from your army that hasn’t yet been selected to shoot. When you use this Stratagem, you have the option to push it. Throughout the phase, each time a model in your unit makes an attack, you can re-roll any Hit roll of 1. If you decide to push it, you may re-roll all Hit rolls instead, and all ranged weapons equipped by models in your unit gain the [HAZARDOUS] ability for the remainder of the phase.
  • Conniving Runts (1CP) – Strategic Ploy Stratagem: During your opponent’s Movement phase, right after an enemy unit completes a Normal, Advance, or Fall Back move, select one GRETCHIN unit from your army that is within 9 inches of that enemy unit and not within Engagement Range of any enemy units. Roll one D6; on a result of 4 or higher, the enemy unit suffers D3+1 mortal wounds. Subsequently, your GRETCHIN unit can make a Normal move.
  • Extra Gubbinz (1CP) – Battle Tactic Stratagem: During your opponent’s Shooting phase, immediately after an enemy unit has chosen its targets, select one ORKS WALKER or GROTS VEHICLE unit from your army (excluding TITANIC units) that has been targeted by one or more attacks. For the remainder of the phase, each time an attack is allocated to a model in your unit, reduce the Damage characteristic of that attack by 1.

Dread Mob Enhancements:

  • Gitfinder Googlez (+10 points): For MEK models only. Ranged weapons wielded by models in the bearer’s unit gain the [IGNORES COVER] ability.
  • Press It Fasta! (+35 points): Exclusive to MEK models. Whenever the unit led by the bearer is designated to fire during a shooting phase, an extra D6 is rolled in addition to determining the ability granted to the unit’s weapons by the Try Dat Button! Detachment rule. Until the phase concludes, the ranged weapons carried by models in that unit benefit from both Button Effects produced by these rolls. If a duplicate Button Effect is rolled, it confers no additional benefit.
  • Smoky Gubbinz (+15 points): Exclusive to MEK models. Models within the bearer’s unit possess the Stealth ability.
  • Supa-glowy Fing (+20 points): Exclusive to MEK models. During your Command phase, designate one enemy unit within 18″ of the bearer, and visible to them. Subsequently, roll a D6: on a result of 1-2, the targeted enemy unit must undergo a Battle-shock test; on 3-4, it incurs D3 mortal wounds; on 5-6, until the commencement of your subsequent Command phase, deduct 1 from the Hit roll each time a model from that enemy unit executes an attack.

Green Tide

First off, the “Mob Mentality” rule provides invaluable survivability to your Boyz units. With a 5+ invulnerable save against attacks and the ability to reroll saving throws of 1 for units with 10 or more models, your Boyz become remarkably resilient on the battlefield. This rule alone can turn the tide of battles, allowing your units to weather enemy fire and remain a potent threat.

The Stratagems available to the Green Tide Detachment offer a plethora of tactical options to further enhance your Ork infantry’s effectiveness.

Whether it’s maximizing their offensive output with rerolls to wound rolls or ensuring they make the most out of every engagement with Bulldozer Brutality, these Stratagems provide versatility and flexibility in combat situations.

One standout Stratagem is “Come on Ladz!” which allows you to replenish your Boyz units by returning destroyed models to the battlefield. This can be a game-changer, especially in protracted engagements where maintaining numerical superiority is crucial.

Furthermore, the Green Tide Enhancements offer additional benefits to your Ork infantry units, from improving their mobility and command point generation to enhancing their melee prowess.

With options like Bloodthirsty Belligerence and Ferocious Show Off, you can further tailor your units to suit your preferred playstyle, whether it’s overwhelming your opponent with sheer numbers or delivering devastating melee strikes.

Overall, the Green Tide Detachment is a formidable choice for any Ork player looking to field a relentless horde of infantry. With its emphasis on survivability, versatility, and sheer brute force, this detachment can dominate the battlefield and leave your opponents scrambling to keep up.

Green Tide Detachment Rule: Mob Mentality

Whenever an attack targets a BOYZ unit from your army, models in that unit receive a 5+ invulnerable save against the attack. Furthermore, when an attack targets any ORKS unit from your army that includes 10 or more models, you may re-roll any saving throws of 1 made against that attack.

Stratagems available for the Green Tide Detachment:

  • Competitive Streak (1CP) – Battle Tactic Stratagem: During the Fight phase, select one BOYZ unit from your army that has not yet been chosen to fight. For the remainder of the phase, each time a model in this unit makes an attack, you can re-roll any Wound rolls of 1. If the unit contains 10 or more models, you can re-roll all Wound rolls instead.
  • Bulldozer Brutality (1CP) – Battle Tactic Stratagem: During the Fight phase, target one BOYZ unit from your army that has not yet been selected to fight and is within Engagement Range of one or more enemy units. For the remainder of the phase, whenever your unit is chosen to fight, any models within 3 inches of an enemy model are eligible to fight. When making their attacks, these models may target any enemy unit that is within 3 inches of them and within Engagement Range of their unit.
  • Braggin’ Rights (1CP) – Strategic Ploy Stratagem: During your Command phase, select two BOYZ units from your army that are within 6 inches of each other. Until the start of your next Command phase, as long as these two units remain within 6 inches of each other, they both count as containing 10 or more models for the purposes of applying your Detachment rule, any Enhancements models from your army have, and any Stratagems you use.
  • Come on Ladz! (1CP) – Strategic Ploy Stratagem: During your Command phase, target one BOYZ unit from your army. You can then return up to D3+2 destroyed models to that unit, with the exception of any CHARACTER models.
  • Tide of Muscle (1CP) – Epic Deed Stratagem: During your Charge phase, target one BOYZ unit from your army that has not yet declared a charge this phase. For the remainder of the phase, each time your unit declares a charge, add the current battle round number to the Charge roll.
  • Go Get ’em! (1CP) – Strategic Ploy Stratagem: During your opponent’s Shooting phase, right after an enemy unit has chosen its targets, select one BOYZ unit from your army that has been targeted by one or more of the attacking unit’s attacks. After the attacking unit has completed its shooting, your unit can make a “Go Get ’Em!” move. Roll one D6, and each model in your unit can move a distance in inches equal to the roll. This move must end as close as possible to the nearest enemy unit, and models can move within Engagement Range of that enemy unit. If your unit contains 10 or more models, it can instead move up to 6 inches.

Green Tide Enhancements:

  • Bloodthirsty Belligerence (+15 points): For ORKS INFANTRY models only. When the bearer is leading a unit, you can re-roll Advance rolls made for that unit. Additionally, if the unit contains 10 or more models, you can also re-roll Charge rolls made for that unit.
  • Brutal But Kunnin’ (+25 points): For ORKS INFANTRY models only. During your Command phase, if the bearer is on the battlefield or embarked within a TRANSPORT that is on the battlefield, roll one D6. Add 2 to the roll if the bearer’s unit contains 10 or more models. If the result is 5 or higher, you gain 1 Command Point.
  • Ferocious Show Off (+10 points): For ORKS INFANTRY models only. Each time the bearer engages in combat, add 1 to the Strength characteristic of the bearer’s melee weapons during those attacks. If the bearer’s unit contains 10 or more models, increase the Strength characteristic by 3 instead while resolving those attacks.
  • Raucous Warcaller (+20 points): For ORKS INFANTRY models only. When the bearer is leading a unit, that unit is always considered to contain 10 or more models for the purposes of applying your Detachment rule and any Stratagems you use.

Bully Boyz

The Bully Boyz Detachment is all about unleashing the raw power and aggression of Ork leadership, offering unique strategies and enhancements to bolster your WARBOSS, NOBZ, and MEGANOBZ units.

The “Da Boss Is Watchin’” rule grants you the exhilarating option to call a second Waaagh! during battle, exclusively benefiting your toughest and most brutal units. This additional surge of Waaagh! energy can turn the tide of battle in your favor, giving your elite units the edge they need to crush the enemy beneath their boots.

The Stratagems available for the Bully Boyz Detachment offer a variety of tactical advantages, from enhancing your units’ offensive capabilities to ensuring their survivability on the battlefield. “Armed to Dateef” and “Too Arrogant to Die” provide invaluable rerolls and resilience to your units, while “Always Lookin’ Fer A Fight” and “Crushing Impact” capitalize on your units’ victories to press the attack even further.

Furthermore, the Bully Boyz Enhancements offer unique benefits to your WARBOSS units, allowing you to tailor their abilities to suit your strategic preferences. Whether it’s intimidating the enemy with “Big Gob” or enhancing the durability of your WARBOSS with “Da Biggest Boss,” these enhancements provide additional layers of customization to your army.

Bully Boyz Detachment Rule: Da Boss Is Watchin’

At the beginning of any battle round where a Waaagh! has not yet been called, if one or more of your WARBOSS models are on the battlefield (or embarked within a TRANSPORT on the battlefield), you have the option to call a second Waaagh! during this battle. However, this second Waaagh! will only apply to WARBOSS, NOBZ, and MEGANOBZ units in your army.

Stratagems available for the Bully Boyz Detachment:

  • Armed to Dateef (1CP) – Battle Tactic Stratagem: During your Shooting phase or Fight phase, target one NOBZ or MEGANOBZ unit from your army that has not yet been selected to shoot or fight. For the remainder of the phase, each time a model in your unit makes an attack, you can re-roll any Hit roll of 1. If a Waaagh! is active for your unit, you may re-roll all Hit rolls instead.
  • Too Arrogant to Die (1CP) – Strategic Ploy Stratagem: During your opponent’s Shooting phase or Fight phase, immediately after an enemy unit has targeted one NOBZ or MEGANOBZ unit from your army with one or more attacks, select that unit. Until the end of the phase, if a model in your unit is destroyed before it has had a chance to shoot or fight, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. If the result is 5 or higher, do not remove the destroyed model from play immediately. Instead, it can shoot or fight after the attacking unit has completed its attacks, and is then removed from play.
  • Always Lookin’ Fer A Fight (1CP) – Strategic Ploy Stratagem: During the Fight phase, right after an enemy unit is destroyed by one of your NOBZ or MEGANOBZ units, target that victorious unit. For the remainder of the phase, when your unit makes a Consolidation move, it can move up to D3+3 inches instead of the usual 3 inches. If a Waaagh! is active for your unit, it can move up to 6 inches instead.
  • Crushing Impact (1CP) – Epic Deed Stratagem: During your Charge phase, right after a NOBZ or MEGANOBZ unit from your army completes a Charge move, select that unit. Then choose one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit that is within Engagement Range of the enemy unit. For each roll of 5 or higher, the enemy unit suffers 1 mortal wound, up to a maximum of 6 mortal wounds. If a Waaagh! is active for your unit, the enemy unit suffers 1 mortal wound for each roll of 4 or higher instead.
  • Cut’em Down (1CP) – Battle Tactic Stratagem: During your opponent’s Movement phase, immediately after an enemy unit is selected to Fall Back, target one NOBZ or MEGANOBZ unit from your army that is within Engagement Range of that enemy unit. As the enemy unit Falls Back, all models in that unit must take a Desperate Escape test. If a Waaagh! is active for your unit, subtract 1 from each of those Desperate Escape tests.
  • Hulking Brutes (1CP) – Battle Tactic Stratagem: During your opponent’s Shooting phase, immediately after an enemy unit has selected its targets, choose one NOBZ or MEGANOBZ unit from your army that has been targeted by one or more attacks from that enemy unit. For the remainder of the phase, each time an attack targets your selected unit, reduce the Armour Penetration characteristic of that attack by 1.

Bully Boyz Enhancements:Bully Boyz Enhancements:

  • Big Gob (+20 points): For INFANTRY WARBOSS models only. At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. That unit must take a Battle-shock test, and when doing so, subtract 1 from the result.
  • Da Biggest Boss (+15 points): For INFANTRY WARBOSS models only. Increase the bearer’s Wounds characteristic by 2.
  • ’Eadstompa (+10 points): For INFANTRY WARBOSS models only. Each time the bearer attacks a unit that is below its Starting Strength, re-roll any Wound rolls of 1. If the target unit is Below Half-strength, you can re-roll the entire Wound roll instead.
  • Tellyporta (+25 points): For WARBOSS IN MEGA ARMOUR models only. Models within the bearer’s unit gain the Deep Strike ability.

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