Orks are getting a load of new detachments in their Codex, reflecting the different ways they like to wage war. Praise Mork (or possibly Gork) as we take a look at them.

First, the big number. You get a whopping 15 detachments in the upcoming Codex: Orks, and thanks to the new detachment system that lets you mix-and-match your favourites, that means the number of possible combinations is higher than most Orks have ever learned to count.
Out of those 15, one is a big, two-page, classically sized detachment, similar to what you’re used to from the last edition. This is the one to take if you want a bit of everything and some rules that’ll work whether you’re speeding around in Deffkoptas or getting stuck into close combat with your Nobz. The rest are smaller, specialised, one-page detachments that focus on a few key units, so you can build exactly what you want and always get the most out of your favourite miniatures.

Take these two, for example. Runt Swarm is the new home of Battleline Gretchin, so if you’re not up for a Dread Mob kind of game, you don’t have to tie your swarms of little blighters to their stompy cousins any more. The Sneaky Little Gitz rule also solidifies their role as a cheap and expendable unit that can sprint up the field, complete a mission action, then die horribly with their job fulfilled.

INFESTED WAR ZONE (2CP)
RUNT SWARM STRATAGEM
Short, scrawny and skilled at hiding, there are usually a lot more Gretchin about than meets the eye.
WHEN: Any phase, when an enemy unit has attacked.
TARGET: One friendly GRETCHIN unit that was just destroyed. You can target that unit with this stratagem
even though that unit was just destroyed.
EFFECT: Add a new GRETCHIN unit to your army identical to your destroyed unit, in strategic reserves, at its starting strength, with its full wounds remaining.
We’re particularly fond of the Infested War Zone stratagem that lets you bring a whole mob of 20 Gretchin back into action when they’re inevitably wiped out, but also how the detachment feels like the classic maligned grots of old. You can send them out on Minefield Detail, use them as shields, and otherwise take advantage of their sneaky ways. Perfection.

You may remember that we talked about the Shoota Boyz detachment getting a range boost in our article about the new Waaagh! rules, and that’s only a small part of the package they bring. Adding Assault to your infantry’s ranged weapons makes units like Flash Gitz and Tankbustas a surprisingly mobile threat to your opponent’s entrenched forces, while your humble Boyz can blast away while running towards the nearest fight.
Oh, and it has the most truthfully-named stratagem ever devised: Never Enough Dakka.

NEVER ENOUGH DAKKA (1CP)
SHOOTA BOYZ STRATAGEM
Squeezing the trigger until their weapon stops firing or falls apart in their hands is a standard tactic for many Orks, and their horrifically wild bursts eventually find their mark.
WHEN: Your Shooting phase, when a friendly ORKS INFANTRY unit is selected to shoot.
TARGET: That ORKS INFANTRY unit.
EFFECT: Your unit’s ranged attacks have [SUSTAINED HITS 1].
A couple of the detachments eschew tradition entirely and drop all stratagems in favour of a double-size enhancement list. Brute Bosses is one of the most focused detachments we’ve seen yet, beefing up your Warboss(es) and only your Warboss(es) so they can run riot over their foes and show any rival challengers who’s boss.

DETACHMENT RULES
‘ARD AS NAILS
The largest Orks have risen to their position through strength, savagery and being harder than anyone else.
When a friendly WARBOSS model is destroyed, if this unit has not been selected to fight this phase, roll one D6, with +1 to the roll if your unit is riled up:
On a 3+, do not remove this WARBOSS model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this WARBOSS model is removed from the battlefield.

ENHANCEMENTS
BLITZBOSS
It is said this Ork bleeds Squig oil and his growl is that of a revving engine. Certainly any vehicle he rides to war seems to respond powerfully to his presence.
WARBOSS model only. A TRANSPORT unit (excluding WALKER units) this unit is embarked within has:
+2" M.
5+ InSv.
This, and the Weirdboy-themed detachment that accompanies it, are perfect for the last point of DP you have kicking about. You won’t have any extra stratagems to worry about, and a miniature you were probably planning to use anyway gets better. It’s a win-win.
What else can you do in Codex: Orks? Well, if you caught the blink-and-you’ll-miss-it reveal of the 15 detachment names in the Big Summer Preview stream, you might have a few ideas. Let’s have a quick buzz over the list and see what they do:
War Horde – A big detachment with six stratagems and four enhancements that can fit any Ork unit in without too much of a problem.
Green Tide – Lots of Boyz… need we say more?
Bully Boyz – Nobz and Meganobz throwing their weight around with natural authority over the Boyz.
Taktikal Brigade – Battleline Stormboyz and advanced forward operations.
Wreckas – Tankbustas and Breaka Boyz ruin vehicles for fun. It lets your Warboss wear a pirate hat.
Da Big Hunt – Beast Snaggas do what they do best – fight the biggest gitz around.
Madcap Meks – Meks and Big Meks tinker with their inventions, which might sometimes give the opponent an invulnerable save. Thanks guys.
Dread Mob – Deff Dreads, Killa Kans, and other walkers push their luck for powerful boosts.
Blitz Brigade – Hurl Battlewagons up the battlefield and empower the units inside them.
Kult of Speed – Want loads of those awesome new Warbikers? Give them Battleline and soup up all your fastest units.
Flyboyz – Ork aircraft hit better when riled up, take up less of your strategic reserves, and one can even become your Warlord for an Air Waaagh!.
Wurrband – Give your Ork psykers some extra powers to use, and boost their psychic strength when surrounded by hollering underlings.
Runt Swarm, Shoota Boyz, and Brute Bosses – As seen above!
Phew, that’s quite a few, isn’t it? We’re already cooking up some awesome army concepts, like hordes of Killa Kans* and Dreads stomping up the field while Meks support them with Mek Gunz artillery, or an endless tide of brutal choppa-fueled violence using Green Tide for the numbers and Da Big Hunt to take down troublesome vehicles.

Like all new Codexes going forwards, the detachments available in Codex: Orks are a fresh start to build from, but that doesn’t mean they’re the only ones you’ll ever get. The code printed in your book is your gateway to regular content drops for the lifespan of the edition, and some of these will include new detachments to try out.
You’ll also get new unit rules, short stories, and all sorts of extra gubbinz. Register your code in the Warhammer 40,000 app, and it will be dropped right in for you.

That’s all for now, but come back later this week when we’ll be looking at the Codex as a whole and leafing through all the cool new lore sections and hobby content you’ll find inside. They’re without question the best Codexes we’ve ever made, so check back in and see why on Thursday!
* And we’ve seen how good Kans can be in the new Codex.



















