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

Orks are the hobby's id, and 11th edition changes nothing about that — praise Gork. Where other factions ask for clean lines and careful schemes, the greenskins positively demand rust, dents, looted bits, and paint slapped on with joy. They're the best faction in the game for kitbashers, the most forgiving for beginners, and on the table they play exactly as advertised: a green tide that runs forward laughing and hits like a falling building. If fun-per-box is your metric, nothing else comes close.

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'll 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-style box will usually hand you both plus a Warboss, which is why it should be your opening purchase.

Gettin' there faster

An unaccompanied green tide is a slow green tide. A Trukk — cheap, ramshackle, endlessly convertible — is the traditional third box, and it's also the kit where Ork hobbying clicks: glue on spare bits, weather it brutally, and no one can tell you it's 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, so note every kit as it joins the horde and label its state without kidding yourself — "gonna build it soon" is not a build state. Honest bookkeeping is how a pile of sprues becomes an army wot's finished. The full mob list and lore sit on the Orks faction page under Data.

Orks rules, detachments and lore

What changed for Orks in 11th edition