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Orks
August 18, 2026 at 07:14 AM
Added the Ork build menu entries shown in official screenshots, the free-Stratagem rule, and official play and counterplay guidance
The Orks are one of the four launch Factions in Warhammer 40,000: Dawn of War IV. They are brutal and battle-hungry, a faction built around strength in numbers that overwhelms the enemy through sheer aggression and momentum.
The Orks thrive on combat for its own sake. Their identity is one of raw force: a horde that grows more dangerous the more of them there are, leaning on numbers and ferocity rather than finesse. They field some of the cheapest units and buildings in the game and earn Unit Veterancy relatively quickly, so a fight that is going badly can often be turned around by committing more bodies and letting the survivors grow tougher. Like every faction, they have their own full Campaign that feeds into the game's overarching story.
The Orks are defined by Waaagh! Energy, a meter that fills based on how many Orks are on the battlefield and how many enemies they kill. Once it is triggered, the whole army enters a berserker state and every unit becomes stronger, which rewards aggressive, numbers-first play. The faction also gets its Stratagems for nothing: official guidance tells Ork players to use them whenever they can, because for the Orks they are free.
Several Ork units have been shown so far:
Unit | Role |
|---|---|
Flash Gitz | Heavily armed shootas who unleash massed snazzgun fire |
Deff Dreads | Walkers that wade into close combat for the Orks |
Stormboyz | Jump-pack infantry that leap across the battlefield to reach the fight |
Squighog Riders | Mounted Beast Snagga Boyz who charge with stikka spears |
Meganobz | Elite heavies who can be upgraded with Kombi-Rokkits or Kombi-Skorchas |
Official faction previews point to a wider Ork roster beyond these, but full details have not been released yet.
Ork expansion works differently from every other faction. Their structures are relatively cheap, can be raised by almost any Ork infantry rather than a dedicated builder, and always come armed. The result is base crawling: an Ork player pushes buildings toward the enemy, which both fortifies the advance and shortens the walk for freshly produced mobs. See Base Building and Resources for the shared economy.
They are also the only faction that can build its own cover, so an Ork force can create defensive positions on ground that offers none. Their crowd-clearing answer is wargear rather than a special rule: the Slugga Boyz' Burna is called out as one of the weapons meant for chewing through massed enemy units.
Official pre-release screenshots show an Ork build menu with ten entries. The names below are transcribed as they appear on screen in a build the studio labels work in progress, and the studio has not published what most of them cost or do. Treat the list as a snapshot of an unfinished interface rather than a final roster.
Build Menu Entry | What Is Known |
|---|---|
Mega Bossbunka | Name shown in the build menu; function not yet detailed |
Boyz Fort | Name shown in the build menu; function not yet detailed |
Beast Snagga Hut | Name shown in the build menu; function not yet detailed |
Scrap 'Eap | Name shown in the build menu; function not yet detailed |
Mekboy Workshop | Name shown in the build menu; function not yet detailed |
Cover | The Orks are the only faction that can build their own cover, so this entry matches the mechanic described by the developers |
Waaagh! Banner | Official play guidance tells Ork players to erect plenty of these alongside spreading their bases |
Mek Gun | Name shown in the build menu; function not yet detailed |
Bomb Squig Pen | Name shown in the build menu; function not yet detailed |
Gorkanaut | A large Ork walker named in official faction material as well as the build menu |
The same screenshot shows a selected Mekboy described as Utility Infantry that repairs structures and vehicles and is effective at short range, which fits the Ork habit of building forward and keeping the advance patched up.
Two Ork Commanders are confirmed, and they play very differently. Warboss Gorgutz wears heavy Mega Armour and is slow but powerful, with an I'm Out of Here ability that lets him teleport across the battlefield. Beastboss Guzcutta, described as the second Ork Commander, can mount a rideable Squigosaur to close distance and run enemies down. See Characters for the wider named cast.
The official site publishes a short set of tips for playing as the Orks and for playing against them.
Keep the pressure on with relentless aggression and overwhelming numbers.
Spread your bases, build multiple strongholds, and erect plenty of Waaagh! Banners.
Use your Stratagems whenever you can, because for the Orks they cost nothing.
Individual units, and ranged units in particular, are not their greatest strength.
Ork buildings are armed but relatively easy to destroy, so chip away at their bases whenever you can.
Punish reckless advances and exploit the openings their aggression creates.