Orks are green hooligans powered by enthusiasm and terrible engineering. They’re loud, funny, and surprisingly tactical: behind the memes is an army that wins by pressure, bodies, and momentum. They also star in the new Warhammer 40,000 11th Edition Armageddon box — so there’s never been a better time to join da boyz.
What this faction is about
A brutal xenos horde of fighters, speed freaks, and stompy machines. Orks can be built as a classic swarm, a ramshackle vehicle rush, or a mix of both.
The Ork identity in one line
Orks are a pressure-and-tempo army: they overwhelm the board with bodies and threats, trade relentlessly, and win by keeping the opponent reacting instead of scoring.
Tabletop playstyle
Get stuck in and control the board with numbers and threats. Orks like trading: you throw units forward, force your opponent to deal with them, and then hit harder with the next wave.
How Orks win games (the simple plan)
Early game: Move up and take space. Orks want to be in the opponent’s face, so use your bodies to claim the mid-board and force early decisions — but don’t just sprint everything into the open. Stage your waves so the first units soak attention and the hard hitters arrive right behind them. Grab the objectives you can hold and dare the enemy to come and shift you.
Mid game: This is the scrap. Commit your melee units to the fights that win objectives, and lean into trading: if the opponent spends a whole turn removing a unit you were happy to lose, you’re winning the exchange. Keep the pressure layered so there’s always another wave behind the one being dealt with — an Ork army that attacks in sequence is far harder to stop than one that goes all-in at once.
Late game: Hold what you’ve taken and keep scoring. Orks fade if you’ve thrown everything away chasing kills, so make sure some bodies are still parked on objectives at the end. Don’t get distracted finishing off a unit that isn’t threatening your points — the WAAAGH! wins by owning the board when time runs out.
Ork strengths (what you'll feel on the table)
1) Overwhelming board presence
Sheer numbers let Orks be everywhere at once. That pressure forces opponents into awkward choices about what to deal with first, and while they’re busy, you’re scoring.
2) Relentless trading
Orks are happy to trade a cheap unit for an expensive enemy one. Played well, every exchange tilts in your favour and the opponent slowly runs out of answers.
3) A hobbyist’s playground
Few armies are as fun and forgiving to build and paint. Kitbashing is practically encouraged, rough finishes suit the theme, and a horde comes together fast with simple techniques.
Ork weaknesses (and how beginners avoid them)
1) Fragile one at a time
Individual Orks fold to concentrated firepower.
Fix: Win by volume and tempo — don’t rely on any single unit surviving, and keep enough bodies coming that losses don’t stop your momentum.
2) The all-in trap
Throwing the whole army forward on turn one gets it picked apart.
Fix: Attack in waves so there’s always a follow-up threat, and stage units behind cover where you can.
3) “WAAAGH” is not a plan
Enthusiasm alone loses games.
Fix: Decide which objectives you’re fighting for before you charge, and keep discipline about holding them.
Strengths
· Strong board presence and pressure through bodies.
· Excellent melee themes and fun, swingy moments.
· Highly creative hobby potential: kitbash heaven.
Watch-outs
· Orks can be fragile individually; they win by volume and tempo.
· Large armies take longer to paint and move.
· Discipline matters: ‘WAAAGH’ is not a substitute for a plan.
Top beginner mistakes (quick checklist)
- Charging the whole army forward in one reckless wave.
- Relying on a single unit to survive concentrated fire.
- Trading away units with no follow-up threat behind them.
- Chasing kills instead of holding objectives.
- Leaving no bodies on objectives at the end of the game.
Collecting and painting
Orks are forgiving to paint: rough textures, weathering, and mismatched armour plates all fit. You can batch paint skin quickly and use contrast paints to get a tabletop-ready horde fast.
Great first buys
· A big core unit of infantry for objectives and board control.
· A fast unit (bikes/buggies style) for flanks and scoring.
· A hard-hitting melee unit as your main hammer.
· Optional: a big stompy centerpiece to make opponents nervous.
Who this army suits
Pick Orks if you want chaotic fun, lots of models, and games where the plan is simple: get closer, hit harder, and laugh when it all goes wrong.
Still deciding? Compare every army in our Warhammer 40k factions guide, or see which starter set is right for you.

Frequently asked questions
Are Orks good for beginners in Warhammer 40k?
Orks are one of the best beginner armies. They're forgiving to paint thanks to rough textures and weathering, fun to play, and they win through numbers and momentum rather than precise rules knowledge. They also star in the 11th Edition Armageddon box.
How do Orks win games?
Orks win by getting stuck in and controlling the board with bodies and threats. They throw units forward, force the opponent to deal with them, then hit harder with the next wave.
What is the best way to start an Ork army?
Start with a big core infantry unit for objectives, a fast unit like bikes or buggies for the flanks, and a hard-hitting melee unit as your hammer. Add a big stompy centrepiece to make opponents nervous.
What are Orks weak against?
Orks are fragile individually and win by volume and tempo, so concentrated firepower can thin them out. Large armies also take longer to paint and move, and 'WAAAGH!' is no substitute for a plan.
Are Orks getting a new Codex in 11th Edition?
Yes — Orks grabbed the very first Codex of Warhammer 40,000 11th Edition, ahead of even the Space Marines, with new kits including a Mek and Trukk. It's a great time to start a WAAAGH!
