The Blood Axes: The Orks Who Actually Use Tactics

There’s a court-martial transcript printed in the Waaagh! Ghazghkull lore book, and it’s one of my favourite little bits of Imperial writing in all of 40K. An officer is up in front of an investigation after an outpost called Lathir fell, and he will not accept what happened to it. “Half-glimpsed shadows? Orks wearing camouflage? Do you take us for imbeciles?” He keeps going, too. Ten thousand years of army doctrine, he says, teaches that Orks come on in a great horde, that they do not slink and sneak in the shade. His outpost is rubble. His men are dead. And he would still rather believe in phantoms than accept that greenskins crept up on him in the dark.

He’d run into the Blood Axes, which is the one Ork clan the Imperium has spent ten thousand years refusing to believe exists.

GW nudged them back into the light a few weeks ago, in a very small way. The new plastic Ork Warboss from the Big Summer Preview at the end of June comes with a silly number of head combinations, and one of them is unmistakably a Blood Axe: a jaw clamped around a fat cigar, with a pinched Commissar’s cap in the kit you can stick on top. Tiny detail on a plastic frame. But somebody at Nottingham made sure the new face of the whole Ork range could be built as the clan that turns up to war dressed in bits of the enemy, smoking like it’s got somewhere to be.

“Orks can’t be kunnin’”

The Blood Axes are the sneakiest and most kunnin’ Orks going. White Dwarf #436 puts it plainly: they use actual tactics, because they reckon getting shot before you reach the enemy is a waste of a perfectly good fight. So they go in for camouflage and ambushes and all the sneaky business other Orks can’t be bothered with. The camo is, and I cannot stress this enough, terrible. An Ork’s idea of blending in is a few checks, some daubed mud, and maybe a drab coat over the usual quantity of spikes and skulls. It does not conceal them. They think it does.

Every other clan has a colour. Goffs are black, Evil Sunz red, Bad Moons that eye-searing yellow, and they wear it like a football shirt. The Blood Axes are the one clan with no colour of their own. Their colour is camo, which for an Ork means whatever drab greens, browns and daft check patterns they reckon will help them hide, and it almost never works.

To every other Ork, this is deeply weird behaviour. WarCom’s own clan writeup once admitted that if the Blood Axes were any other species, all that careful planning and patient observation would mark them out as natural-born leaders. Instead their refusal to just run at the enemy and yell has made them outsiders inside their own faction. The Goffs, who are the biggest and most straightforwardly violent of the clans, reckon they’re cowards. Everyone reckons they’re a bit much.

And this is the bit I keep arguing with myself about. On paper the Blood Axes read like the clever Orks who rose above the whole run-at-it-screaming thing. They didn’t, though. A Blood Axe still desperately wants the fight. He still wants to be knee-deep in it swinging an oversized axe, which is where the clan gets its name in the first place, and Blood Axe Nobz favour the biggest choppas they can lift. He’s just noticed that getting shot on the walk over is a bad way to spend the trip and adjusted accordingly. As tactics go it’s fairly basic. A bloke who loves a brawl has worked out that dying before the brawl starts is a waste, which is most of what tactics are anyway.

A huge Ork warband massed for battle under a burning orange sky

So yeah. Blood Axes. Sneaky Orks. They’ve been the odd ones out since Rogue Trader in 1987, which is a decade before I was born and a good few editions before I started paying this game any attention. And in all that time the pitch has barely changed: they’d rather not get shot on the way to the fight. That’s the clan.

Working for the humies

The mercenary work is what tips them from “weird” into “genuinely a problem.” The Blood Axes will hire out to the Imperium. A desperate enough Imperial commander, usually one heretical enough not to care what his superiors would say, can buy greenskin muscle. The Blood Axes turn up, extort as many guns and as much ammo as they can squeeze out of their new humie allies, and fight the battle they were paid for. Then, the moment it’s won, they turn every one of those weapons on the people who handed them over.

None of this came from nowhere. The old background has it that the Blood Axes were among the first Orks to fight the Imperium in a serious, sustained way, and that somewhere in all that fighting they came away quietly impressed by how humans organise themselves. Uniforms, ranks, supply lines, the notion that you might plan a battle rather than simply arrive at one. For a species that treats every other race as target practice, that’s a strange thing to have picked up. The Blood Axes took notes. That’s the story, anyway, and it’s why they’re the clan most at ease doing business with the enemy they fully intend to rob.

It’s like lending your car to the one mate who’s already written off two. You know how the story ends. You’ve watched it end that way before. You do it anyway, because the alternative right now is worse and you tell yourself this time might be different. It is never different. The Blood Axes have run this same con on the Imperium edition after edition, and desperate governors keep signing up, because when a Waaagh is eating your planet, “these particular Orks will only betray us later” starts to sound like a workable plan.

What gets me is the Imperium’s total inability to write any of this down honestly. The doctrine says Orks are barbaric, single-minded, incapable of cunning. So when a Blood Axe warband runs rings around an Imperial force, the after-action report reaches for a different culprit. Shadows. Saboteurs. A local uprising. Anything with a slot in the doctrine, which cunning Orks don’t get. That’s exactly why poor Lathir’s commander stood in front of a tribunal insisting the greenskins couldn’t have worn camo. I genuinely don’t know how much of this is GW keeping the lore consistent and how much is GW enjoying the joke, and I’ve decided I don’t care, because the joke is worth keeping.

Snikrot and the sneaky boys

The most famous Blood Axe is Boss Snikrot, Da Green Ghost, who haunts the jungles of Armageddon and has spent decades making Imperial patrols disappear. His Red Skull Kommandos are the clan’s whole philosophy turned up loud: get in close, unseen, and start opening throats before anyone realises there’s a fight on. I’ve gone on about Snikrot’s Armageddon ambushes before, and he’s the proof that a Kommando is just the Blood Axe idea taken to its logical end. Most Ork Kommandos come out of this clan.

Boss Snikrot of the Red Skull Kommandos, twin blades drawn, a bionic targeting eye on his face

I learned to respect the Kommandos the stupid way. Kill Team: Octarius, back when it dropped in 2021, me running my Drukhari and a mate running the Kommandos straight out of the box. I’d read their rules. I knew they set up hidden and can pop out of concealment more or less wherever they fancy. And on the first turn I shoved my leader up into the open to grab an objective early, because I’d convinced myself he had nothing close enough to punish me for it. He had something close enough. A Kommando came out of a bit of terrain I’d walked my leader right past and gutted him before I’d done anything at all. I knew the trick and walked into it anyway, which is roughly how everyone loses to Kommandos.

The Kommando kit itself, the one from Octarius, has been sat on the shelf at my local store on and off for years, and it’s still one of the best plastic sculpts GW has done for the greenskins. Every model is doing something sneaky and idiotic at the same time. One of them has a bomb squig. If you want to understand the Blood Axes in about ninety seconds, go and look at that box.

The clan the Imperium can’t admit to

The new Ork codex is coming for Orktober, and the whole Armageddon-flavoured wave that’s rolled out this year has put the greenskins front and centre for 11th edition. Whether it hands the Blood Axes their own detachment or just folds their tricks into something more generic, I don’t know yet. The clans have drifted in and out of the rules for years. The tech-hoarding Orks like Nazdreg’s crew get the same treatment, relevant one edition and forgotten the next, depending on what GW feels like supporting.

But if you’re picking up that new Warboss when it lands, the Blood Axe build is right there in the box. Cigar in the jaw, nicked Commissar’s cap on top. Give him a drab coat and do the checks deliberately badly, because an Ork’s camo is meant to look like an Ork had a go at camo and lost. Mine would come out worse than the studio’s, but then most of mine do.


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The Blood Axes: The Orks Who Actually Use Tactics