STARTING AN ORK ARMY IN 11TH EDITION: BUILDING YOUR FIRST WAAAGH!

Orks are the most forgiving faction in the game for beginners and the best for kitbashers: rust, dents, looted bits and paint slapped on with joy. This page covers the Boyz and Gretchin to start with, the Trukk, and the Gorkanaut.

Da core

Boyz first, always Boyz first. A mob or two of the classic slugga-and-choppa lads is the foundation of every Ork force ever built, and painting green skin in batches is where you find your scheme. Alongside them, a box of Gretchin gives you a screen of cowardly little helpers and some of the most characterful sculpts in the range for pocket money. The current Combat Patrol usually hands you both plus a Warboss, which is why it should be your opening purchase. On the table the army plays exactly as advertised: a green tide that runs forward laughing and hits like a falling building. Nothing else comes close on fun per box.

Gettin' there faster

An unaccompanied green tide is a slow green tide. A Trukk, cheap and ramshackle and endlessly convertible, is the traditional third box, and it is the kit where Ork hobbying clicks: glue on spare bits, weather it brutally, and no one can tell you it is wrong.

Recommended: Trukk

Da big stompy one

For a centrepiece the Gorkanaut is hard to argue with: a scrap-iron colossus that towers over the mob and turns any shelf into a Waaagh!. Meganobz in their clanking mega-armour are the smaller-scale alternative if a walker feels like too much desk for now.

Recommended: Gorkanaut

Recommended: Meganobz

Wot not to loot yet

Keep da tally

A proper Waaagh! knows its own size. Note every kit as it joins the horde and label its state without kidding yourself; "gonna build it soon" is not a build state. That is how a pile of sprues becomes an army wot's finished. The full mob list and lore are on the Orks faction page under Data.

Orks rules, detachments and lore

What changed for Orks in 11th edition