What changed for Orks in 11th edition

11th edition is a good news story for Orks: a broad wave of points cuts brought thirty units down and not a single one up, headlined by a massive drop on the Stompa, while ten brand-new units piled into the range. If you play green, almost everything you own got cheaper — which for a horde army means more bodies, more Dakka, and more of the mob on the table for the same total.

Summary

Detachments

The big mechanical change to learn is Detachment Points. Detachments are no longer free: each one now costs points out of your army total, scaling with game size — 2 at Incursion, 3 at Strike Force, 4 at Onslaught. That's a genuine budgeting decision layered on top of your unit choices, and it's the main thing to relearn coming from 10th. The Orks come out ahead here too, gaining two brand-new detachments — Rollin' Deff and Equatorial Hordes — that join the returning line-up like War Horde, Green Tide and Kult of Speed.

New in 11th: Rollin' Deff, Equatorial Hordes. None removed.

DetachmentDP
War Horde3
Da Big Hunt2
Dread Mob2
Green Tide3
Bully Boyz2
Kult of Speed2
Taktikal Brigade1
More Dakka!1
Freebooter Krew2
Speedwaaagh!2
Blitz Brigade2
Rollin' Deff1New in 11th
Equatorial Hordes1New in 11th

Points changes

The pattern could not be clearer: thirty units repriced, every one of them downward, alongside ten new additions. The showpiece is the Stompa, slashed from 800 to 600 — a full 200 points off — which single-handedly makes the biggest Ork centrepiece far more list-able. Below it, Mozrog Skragbad drops 145→125, the Battlewagon 160→145, the Beastboss on Squigosaur 110→95, and Breaka Boyz 6@140→6@125. On top of the cuts, the new arrivals bring fresh options: Boyz (Armageddon) at 10@75, a Warphead at 65, a Hordeboss at 75, and more besides. Some units are priced per squad size, so check the tier you actually field.

UnitRole10th11thΔNotes
StompaVehicles800600-200
Mozrog SkragbadCharacters145125-20
BattlewagonVehicles160145-15
Beastboss on SquigosaurCharacters11095-15
Breaka BoyzInfantry140125-15
TankbustasInfantry140125-15
TrukkTransports7055-15
Big Mek in Mega ArmourCharacters9080-10
Big Mek with Shokk Attack GunCharacters8070-10
Blitza-bommerVehicles115105-10
Burna-bommerVehicles125115-10
DakkajetVehicles135125-10
Deff DreadVehicles120110-10
Deffkilla WartrikeCharacters8070-10
GorkanautVehicles265255-10
Hunta RigMonsters135125-10
Kill RigMonsters155145-10
MekCharacters4555+10
MorkanautVehicles280270-10
PainboyCharacters8090+10
Rukkatrukk SquigbuggyVehicles9585-10
WarbossCharacters7585+10
Wazbom BlastajetVehicles175165-10
Zodgrod WortsnaggaCharacters9080-10
Beast Snagga BoyzBattleline10: 95
20: 190
10: 90
11: 170
-5
-20
BoyzBattleline10: 80
20: 170
10: 75
11: 160
-5
-10
DeffkoptasVehicles3: 80
6: 160
3: 75
4: 140
-5
-20
Flash GitzInfantry5: 80
10: 160
5: 75
6: 150
-5
-10
Killa KansVehicles3: 125
6: 250
3: 120
4: 240
-5
-10
MeganobzInfantry2: 65
3: 95
5: 160
6: 190
2: 60
3: 90
4: 150
6: 180
-5
-5
-10
-10
Mek GunzVehicles1: 50
2: 100
3: 150
1: 45
2: 90
3: 135
-5
-10
-15
WarbikersMounted & Beasts3: 65
6: 130
3: 60
4: 120
-5
-10
BannernobCharacters50New in 11th
Big Mek DakkarigVehicles115New in 11th
BigbossCharacters55New in 11th
Da Red Gobbo's A-bomb-inable SnowmanCharacters40New in 11th
Grotmas GitzCharacters40New in 11th
HordebossCharacters75New in 11th
Upstart GretchinCharacters40New in 11th
WarpheadCharacters65New in 11th
WartrakkMounted & Beasts60New in 11th
BeastbossCharacters8080
Big MekCharacters7070
Big'ed BossbunkaFortifications135135
Boomdakka SnazzwagonVehicles7070
Boss SnikrotCharacters7575
Ghazghkull ThrakaCharacters235235
KommandosInfantry120120
Kustom Boosta-blastaVehicles7070
Megatrakk ScrapjetVehicles7575
NobzInfantry5: 105
10: 210
5: 105
6: 210
PainbossCharacters7070
Shokkjump DragstaVehicles7070
StormboyzInfantry5: 65
10: 130
5: 65
6: 130
Warboss in Mega ArmourCharacters8080
Wazdakka GutsmekCharacters175175
WeirdboyCharacters6565
WurrboyCharacters6060

Biggest increases

Are Mek still worth it?

Up 10 points in 11th — now 55 versus 45 in 10th.

Are Painboy still worth it?

Up 10 points in 11th — now 90 versus 80 in 10th.

Are Warboss still worth it?

Up 10 points in 11th — now 85 versus 75 in 10th.

Frequently asked questions

Did the Orks get better in 11th edition?

Broadly, yes. Thirty units came down in points and none went up, so nearly every Ork list can put more models on the table than it could at the end of 10th — which is exactly what a horde faction wants. Whether that turns into more wins depends on the wider meta and how the detachment rules settle, but on paper the greenskins came out of the transition clearly stronger and cheaper.

What got cheaper for Orks in 11th edition?

Plenty. The Stompa is the standout, down a huge 200 points from 800 to 600, but the cuts run right through the roster: the Battlewagon (160→145), Mozrog Skragbad (145→125), the Beastboss on Squigosaur (110→95) and Breaka Boyz (6@140→6@125) all got friendlier. With thirty units repriced downward and nothing rising, it's hard to find a green datasheet that didn't benefit.

How do Detachment Points work for Orks in 11th edition?

Detachment Points are the new 11th-edition overhead: your chosen detachment costs points out of your army total, scaling with game size — 2 at Incursion, 3 at Strike Force, 4 at Onslaught. Every Ork detachment pays into that same budget, including the two newcomers, Rollin' Deff and Equatorial Hordes. Factor it in before you start filling out the mob, because it comes off the top of your list.

What are the new Armageddon units for Orks in 11th edition?

11th edition folds in a batch of ten new datasheets, several themed around Armageddon: Boyz (Armageddon) at 10@75, plus a Warboss (Armageddon) and Gretchin (Armageddon) to lead and pad them out. They're joined by fresh characters like the Warphead, the Hordeboss, the Bigboss and the Bannernob — more ways to build and buff a green tide than the range offered before.

Is now a good time to start an Orks army?

It's a strong moment. The signature big models are cheaper, the Stompa in particular is far more attainable, and ten new units mean more entry points into the range than ever. Orks are also one of the most forgiving armies to learn — buy models, glue them together, throw them forward. If the greenskins have been calling, the 11th-edition points make a starter mob easy to build toward — see the Starting an Orks Army guide for a buying order.