JOIN LOGIN JOIN

Orks Equatorial Hordes Detachment Makes Mobs Vanish and Hit Back

Equatorial Hordes Detachment orks death mire warhammer 40k

Equatorial Hordes is the new free Orks detachment tied to Death Mire, leaning all the way into jungle ambushes, Scouts, and staying power.

This makes three Armageddon Ork detachments so far, and Equatorial Hordes is the one for players who don’t want their mobs standing where the ‘umies aimed. Speedwaaagh and Blitz Brigade focused on speed and hitting hard early, and this one is about cover, ambushes, and a boss who refuses to stay dead.

They scored it with the Siege of Death Mire final results, and anyone following the Armageddon global campaign watched the Orks get pushed off the walls week after week. So this theme fits the lore here, since they didn’t die in Death Mire, they just disappeared into Armageddon’s jungle and waited.

Regardless, they won the final week of the campaign, and the reward for winning is a free rules PDF that goes straight into the 11th Edition Orks Codex.

Now everything in the detachment supports one plan: move your green tide up the board under cover, then keep it alive long enough to get stuck in.

ARTICLE SUMMARY:
  • Jungle Know-Wotz: up to three MOB or KOMMANDOS units get Scouts 6″ for the whole game.
  • Ambush payoff: hide a mob, then spend 1CP on Concealed Krumpin’, and its attacks come in with Lethal Hits.
  • Staying power: Stragglerz heals 2D3 wounds, and Unkillable Scourge hands your warboss a 3+ to shrug off dying.

Jungle Know-Wotz Puts Three Mobs Up the Board Before Turn One

Ork Equatorial Hordes detachment rules for Warhammer 40kJungle Know-Wotz is the overall rule holding this detachment together. At Declare Battle Formations, you pick up to three MOB or KOMMANDOS units. Those units gain Scouts 6″ for the rest of the battle. For a green tide that normally spends a turn stomping across the board, that pre-game move is a serious head start for sure.

Best of all, everything else snowballs from there. Kommandos already want to get into the enemy deployment zone early, and now two more mobs can move up with them before the first die is rolled. It’s the same kind of early board control that the other new Ork detachments for 11th Edition keep pushing.

💡 You can download the full Equatorial Hordes rules here.

New Warboss Enhancements Are Built to Cheat Death

Equatorial Hordes EnhancementsBoth enhancements go on your boss, and both help keep him alive/useful when your opponent thinks they’ve dealt with him. Keep in mind, though, they’re limited to a BEASTBOSS or INFANTRY WARBOSS, so these aren’t upgrades for a random nob.

  • Kunnin’ Hunta: once per turn in your opponent’s Movement phase, if an enemy finishes a move within 8″ of your boss and he isn’t tied up in combat, he gets a normal move of up to D3+3″. That lets him reposition right when your opponent thinks they’ve boxed him in.
  • Unkillable Scourge: when the model would be destroyed, and only if it hasn’t already fought that phase, roll a D6 with +1 while the Waaagh! is active. On a 3+, he stays long enough to fight before being removed.

Unkillable Scourge is the obvious standout here for sure. If your opponent drops the boss, he still gets to swing before leaving the table. During the WAAAGH!, that roll succeeds on a 2+, making the counterattack very hard to stop when the timing links up. That kind of staying power makes the rest of the 11th Edition Ork codex harder to play around, and it fits the Armageddon campaign story of Orks who refuse to quit.

Three 1CP Stratagems Reward Hiding in the Trees

Equatorial Hordes StratagemsEvery stratagem here costs 1CP, and all three support the same hide-then-hit game plan. Like the other Armageddon detachments, Equatorial Hordes sticks pretty much to one theme.

  • Concealed Krumpin’: a hidden MOB unit gains Lethal Hits when it attacks in the Shooting or Fight phase.
  • Stragglerz: heal one MOB or KOMMANDOS unit for 2D3 wounds in your Command phase.
  • Dey’re Over ‘Ere: give a MOB or KOMMANDOS unit +3″ detection range while a visible enemy sits within 6″.

Concealed Krumpin’ is where the Scouts rule pays off. You use the pre-game move to hide a fat Ork mob, then send it out of the terrain with Lethal Hits on every attack, which is the turn this whole detachment is trying to set up.

Final Thoughts on the Equatorial Hordes Orks Detachment

equatorial-hordes-card-full

Giving free rules to the faction that tied for the global campaign is a solid move, and Equatorial Hordes feels like a proper detachment instead of a consolation prize. Whether it holds up on competitive tables is still unclear, but Scouts, Lethal Hits, and a boss who can ignore his first death can definitely be useful.

The bigger question is whether GW keeps doing this. If every faction keeps getting free detachments, playing 11th Edition will be fun, but it could get bogged down with detachment rules in no time. Either way, this gives any narrative campaign from them something useful that lasts beyond the weekly results.

🔗 Related Reads:

What do you think of the Equatorial Hordes detachment, and will jungle-ambush Orks actually show up at your table?

Subscribe
Notify of
guest
0 Comments