Armageddon Box Upgrade Paths: Space Marines vs Orks to 1,000 Points
Exact Armageddon upgrade paths for Space Marines and Orks, with 1,000-point buy orders, role gaps, affiliate links, and June 2026 points.
AI-assisted curator persona · researched & reviewed by founder Robert Pruitt, a 20-year enthusiast · how we make our guides
Last editorial refresh: 2026-07-01 7 sources reviewed Affiliate links checked during gold-standard pass
The short answer
The Armageddon launch box does not give either side a full 1,000-point army by itself. Using the June 17, 2026 Munitorum Field Manual, the Space Marine half is about 670 points before paid options, while the Ork half is about 620 points before paid options. The cleanest Space Marine route is Gladiator Lancer + Scouts + Impulsor + a 25-point enhancement for a balanced 1,000. The cleanest Ork route is Deff Dread + Trukk + Nobz + Stormboyz + Press It Fasta! for an exact 1,000. The fastest Marine route is Ballistus + Gladiator + a 20-point enhancement. The fastest spectacle Ork route is Ghazghkull + Meganobz, but that lands at 945 before detachment fill and is more cinematic than beginner-balanced.
Here is the problem with the Armageddon box: it looks like a complete war. Sixty-ish models, two loud armies, cards, books, mission gear, the whole launch-table thunderclap. Then a new player asks the only practical question that matters after assembly: what do I buy next to play 1,000 points without wasting money?
That question is trickier than it should be because 11th Edition launched with new mission incentives, Detachment Points, paid superior weapons, step pricing, and a points file that is already the real buying surface. A cool kit can still be the wrong next kit. A giant centerpiece can still leave you unable to score. A perfect 1,000-point list today can become 985 or 1,020 after the next balance pass.
So this guide is not a shelf flex. It is a ledger. I pulled the launch contents from Games Workshop's Armageddon unboxings, checked the current interactive Munitorum Field Manual, and built the upgrade routes around battlefield jobs: anti-tank, delivery, scoring, counterpunch, and spectacle. The numbers are date-stamped. The advice is role-first. The voice is mine, which means I am going to admire the shiny thing and then ask whether it actually wins a mission. Cruel, I know. Necessary, also yes.
What is actually in the Armageddon box?
Warhammer 40,000: Armageddon is the 11th Edition launch box. Games Workshop's May 1, 2026 reveal lists 23 Space Marines and 38 Orks, plus the Core Rules booklet, the Operation Imperator lore book, the Chapter Approved 2026-27 mission deck, the Dominatus narrative deck, datasheet cards, and transfers. It is a two-player launch package, not a one-box 1,000-point matched-play army.
The Space Marine half contains a Captain with Relic Shield, Librarian, Chaplain with Jump Pack, Ancient, 10 Intercessors, 5 Vanguard Veterans with Jump Packs, 3 Eradicators with heavy bolters, and a Land Speeder. The Ork half contains a Warboss, Bigboss, Bannernob, Painboy, Weirdboy, 20 Boyz, a Gretchin unit, and the Big Mek Dakkarig.
That mix is flavorful, aggressive, and useful, but it is uneven by design. Marines get elite characters, infantry, jump pressure, a light skimmer, and close anti-armor. Orks get a bigger board presence, a character cluster, and one chunky mechanical centerpiece. Neither side gets the full set of tools a 1,000-point mission game wants.
How many points are the Space Marines and Orks in the box?
Using the June 17, 2026 Munitorum Field Manual, the Space Marine launch half adds to 670 points before paid superior weapons and optional enhancements: Ancient 40, Captain 80, Chaplain with Jump Pack 75, Eradicator Squad with Heavy Bolters 70, Intercessor Squad of 10 at 150, Land Speeder 95, Librarian 60, and Vanguard Veterans with Jump Packs 100.
The Ork launch half adds to 620 points before paid options: Bannernob 50, Bigboss 55, Big Mek Dakkarig 100, Boyz of 20 at 150, Gretchin unit at 45, Painboy 80, Warboss 75, and Weirdboy 65.
That means the Marine player needs roughly 330 points of additional list, while the Ork player needs roughly 380. Do not treat those gaps as shopping carts by themselves. Treat them as missing jobs. Marines need longer-range armor cracking and mission pieces. Orks need delivery, a harder midboard punch, and a way to score without feeding every unit into the grinder.
Buy the missing battlefield job, not the biggest kit with the loudest box art.
The best Space Marine path to 1,000 points
My recommended Marine route is the balanced combined-arms path: Armageddon launch half 670 + Gladiator Lancer 160 + Scout Squad 65 + Impulsor 80 + a 25-point enhancement = 1,000.
Why this route? Because it patches actual weaknesses. The Gladiator Lancer gives the Marine half the long-range anti-tank threat the launch contents do not quite provide. Scouts add cheap mission texture: screening, actions, board corners, and expendable presence. The Impulsor gives your infantry a delivery tool and changes how the opponent has to respect the midboard. The enhancement fills the remaining 25 points without forcing a random extra unit.
This path is not the fewest boxes. It is the cleanest learning army. You get shooting reach, transport play, a cheap scoring piece, and still keep the launch-box identity intact. For a new 11th Edition player, that matters more than squeezing the purchase count down by one.
- First add Gladiator Lancer. It gives the army a serious long-range answer to armor and monsters.
- Then add Scouts. They make 11th Edition missions easier to play because they can take small jobs off your expensive units.
- Then add an Impulsor. A transport changes threat geometry and teaches delivery, disembark timing, and objective pressure.
- Fill with a 25-point enhancement. Pick the one that matches the detachment you are actually playing.
The fastest Space Marine path if you want fewer kits
If the goal is the fewest additional boxes, the Marine shortcut is Armageddon launch half 670 + Ballistus Dreadnought 150 + Gladiator Lancer 160 + a 20-point enhancement = 1,000.
This is a strong, clean, very obvious upgrade path. It turns the Marine half into an armor-supported force with serious shooting. It also feels good on a hobby desk because a dreadnought and a tank look like a real escalation from the launch contents. If you and your opponent want the simplest two-kit add-on, this is the easy answer.
The drawback is educational. This path does less to teach mission play than the Scout + Impulsor version. You can win games with it, absolutely. But you may also discover that your expensive threats are doing all the glamorous work while the army still feels a little clumsy on actions, corners, and small trades.
The best Ork path to 1,000 points
My recommended Ork route is Armageddon launch half 620 + Deff Dread 110 + Trukk 65 + Nobz 105 + Stormboyz 65 + Press It Fasta! 35 = 1,000 when played from a compatible Dread Mob frame.
This route is beautifully orky because it does four useful things at once. The Deff Dread adds a hard mechanical threat that makes the opponent respect the center. The Trukk gives your punch unit a delivery plan. Nobz create a credible brawling package that can actually punish a contested area. Stormboyz give you the mobile scoring and harassment the launch half otherwise lacks.
The key is the Trukk. New Ork players often buy more fighting models and then wonder why everything arrives late, shot, or standing in the wrong ruin. Delivery is not glamorous until the first time your Nobz reach the place where the mission is actually happening. Then it becomes religion.
- Start with a Trukk. It is the boring-looking purchase that makes the fun purchases work.
- Add Nobz. Give the army a punch unit that can trade up and scare an objective.
- Add a Deff Dread. It supports the mechanical theme and gives the opponent a real midboard problem.
- Add Stormboyz. They let the army score, threaten corners, and do jobs the Boyz should not be wasting time on.
The Ghazghkull spectacle path
The fastest grail-feeling Ork route is Armageddon launch half 620 + Ghazghkull Thraka 235 + Meganobz 90 = 945 before detachment fill. Depending on detachment, legal enhancements, and paid options, you can close the gap, but I would not sell this as the cleanest beginner-balanced 1,000.
I would sell it as what it is: glorious. Ghaz turns the army into an event. He gives the Ork half a narrative center of gravity, especially because Armageddon lore is already built around Ghazghkull's shadow. Pairing him with Meganobz gives the force a brutal centerpiece that feels like the box art finally stepped off the cardboard.
The issue is opportunity cost. Ghaz plus Meganobz spends a lot of your upgrade budget on a single gravitational object. If your local games are casual, story-heavy, and excited by spectacle, excellent. If your goal is to learn 11th Edition missions cleanly, buy the Trukk, Nobz, Stormboyz, and Deff Dread route first. Then bring the prophet when the army already has legs.
Buy Ghaz when you want your army to become a story people point at from across the store.
Which upgrade route should each player choose?
If two people split the box, do not force both players into the same style of upgrade. The Marine side becomes a better teaching army when it adds range and mission pieces. The Ork side becomes a better teaching army when it adds delivery and fast scoring.
The Marine player should choose the balanced route if they want a flexible army that learns 11th Edition properly. Choose the two-kit armor route if the budget is tight, the meta has lots of big targets, or you simply want the fewest buying decisions.
The Ork player should choose the Trukk-Nobz-Stormboyz-Deff Dread route if they want the most useful 1,000-point experience. Choose the Ghaz route if the table is narrative-first and everyone understands the army may be spectacular before it is smooth.
My practical split-box recommendation is: Marine player buys Gladiator, Scouts, and Impulsor; Ork player buys Trukk, Nobz, Stormboyz, and Deff Dread. That gives both armies better mission shape instead of turning the first 1,000-point game into tank line versus boss parade.
What battlefield roles are missing from Armageddon?
The launch box is not weak. It is incomplete in predictable ways. At 1,000 points, you need units that can solve jobs while the rest of the army fights.
Anti-tank matters because the first opponent who brings a dreadnought, tank, monster, or heavy transport will ask whether your army has real reach. Marines answer that with Gladiator or Ballistus. Orks answer it more messily with Deff Dread pressure, Tankbustas, or sheer weight from the right threats.
Delivery matters because melee units do not score by dreaming angrily from deployment. Marines can use the Impulsor to create timing and protection. Orks need a Trukk sooner than their pride wants to admit.
Scoring matters because 11th Edition missions make actions, terrain areas, and asymmetric goals central. Scouts, Infiltrators, Gretchin, Stormboyz, and other cheap or fast pieces create options your premium threats should not be wasting themselves on.
Counterpunch matters because someone will enter the middle and ask what you can do about it. Nobz, Meganobz, Terminators, and dreadnoughts make that answer expensive. Spectacle matters last. Not because it is unimportant, but because the best centerpiece is better when the army around it already knows how to play the mission.
The no-regret buy order
The safest buy order is boring for exactly one step, then it becomes fun.
First, play the box at its natural size. Use the actual launch forces. Learn how 11th Edition handles terrain areas, Hidden, cover, charges, and compact coherency. You will learn more from two imperfect games than from a week of imaginary shopping carts.
Second, patch the largest missing role. For Marines, that usually means a Gladiator Lancer first. For Orks, that usually means a Trukk or the Trukk-plus-Nobz package. If your table hates vehicles or plays very dense boards, adjust, but start from the role, not the model crush.
Third, add scoring pieces. This is where newer players underbuy because scoring units do not photograph like centerpieces. Then, once the army can score, add the big thing you actually love. That could be Ghaz, a Redemptor, extra transports, another dread, or the kit that made you hover over the buy button at midnight.
What should you avoid buying first?
Avoid any purchase that creates a second version of a role you already have while leaving a core role empty. Extra elite characters are the classic trap. They feel meaningful in the checkout cart, then spend the game competing for the same bodyguards and the same job.
Avoid buying a giant centerpiece before you can deliver or score. A centerpiece is not bad. Ghaz is not bad. Redemptors are not bad. The mistake is using a centerpiece to hide the fact that the army still has no cheap action unit, no transport timing, or no answer to armor.
Avoid buying based on old 10th Edition instincts. 11th changes missions, terrain, Hidden, charges, and some points logic. A unit that was an automatic reflex last edition may still be good, but the reason has to survive the new mission structure.
And avoid exact-list arrogance. If a forum post gives you a 1,000-point route without a date, the list is half information. Points move. Paid options matter. Enhancements depend on detachments. Treat this guide the same way: use the logic forever, use the numbers after checking the current app.
How to make the first 1,000-point games more fun
Use the routes above, but do not turn your first 1,000-point game into an exam. The goal is to learn why the army works.
Play one mission twice, swapping only the first-turn player or terrain side. Keep the same detachments. Put the mission goals in the open. Mark which units are supposed to score, which units are supposed to kill, and which units are allowed to die cheaply. That last category is important. A good 1,000-point list has units you can spend without feeling like the whole army collapsed.
For Marines, practice refusing a mediocre shot if remaining hidden or staged is more valuable. Practice putting Scouts somewhere inconvenient and asking the opponent to deal with them. Practice using the Impulsor to create a turn-two problem rather than a turn-one accident.
For Orks, practice staging behind terrain instead of sprinting everything into the first available gun. Practice sending Stormboyz to jobs that are beneath the dignity of your big hitters. Practice using the Trukk as a timing tool, not just a box with wheels. The culture lesson is simple: Orks are funny, but good Ork play is not random. It is pressure with a punchline.
A good cheap unit is not beneath the army. It is the part that lets the glorious nonsense happen.
Final verdict: which side upgrades better?
Space Marines upgrade more cleanly. Their path to 1,000 is obvious, efficient, and easy to tune: add long-range armor cracking, add a mission unit, add a transport, then fill with an enhancement. If you want the smoother learning army, Marines win.
Orks upgrade more dramatically. Their best route asks for more boxes, but each purchase changes the table in a visible way: the Trukk makes the army arrive, Nobz make the arrival hurt, Stormboyz make the mission breathe, and the Deff Dread makes the center less comfortable for everyone else. If you want the side that becomes more alive with each add-on, Orks win.
The best overall answer is not factional. It is structural. Build each half toward the job it is missing. Marines need reach and utility. Orks need delivery and mission speed. Do that, and the Armageddon box becomes what a good launch box should be: not the end of the purchase path, but the beginning of a table that teaches you why the war matters.
From the rabbit hole
Real voices from players, reviewers, and the communities who know these games best.
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Common launch-box buyer question
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11th Edition points culture
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Split-box table reality
The picks
Some links below are affiliate links — as an Amazon Associate, Puzzlewick earns from qualifying purchases, at no extra cost to you. It never changes a pick.
Warhammer 40,000: Armageddon launch box
The required foundation for this upgrade path: Space Marines, Orks, Core Rules booklet, campaign lore, mission deck, narrative deck, datasheets, and transfers. Buy it because you want the launch armies and Operation Imperator experience, not because it is already a 1,000-point box.
- Two armies and the launch play materials in one box
- Strong story hook for Armageddon campaign play
- Best single purchase if two players are splitting the cost
- Neither half reaches 1,000 points by itself
- Marketplace pricing can drift above MSRP
- Requires role-focused follow-up purchases
Space Marines Gladiator
The Gladiator Lancer route gives the Armageddon Marines a serious ranged answer to armor and monsters. It is the first Marine purchase I would make for a balanced 1,000-point escalation.
- Patches the launch half's reach problem
- Fits both the balanced and two-kit Marine routes
- Makes the army less dependent on short-range trades
- Vehicle pricing and availability vary
- Needs mission pieces around it
- Not as visually iconic as a dreadnought
Space Marines Ballistus Dreadnought
The Ballistus is the clean shortcut partner for the Gladiator route. It adds another hard shooting piece and gets the Marine half to a simple 1,000 with a 20-point enhancement.
- Obvious battlefield role
- Pairs neatly with the Gladiator shortcut
- Feels like a satisfying launch-box escalation
- Does not solve cheap scoring
- Can make the army feel threat-heavy and mission-light
- Less flexible than buying Scouts and transport
Space Marines Scout Squad
Scouts are the least glamorous Marine recommendation and one of the most important. They give the army small-unit texture for corners, actions, screens, and trades.
- Cheap scoring and utility role
- Makes 11th Edition missions easier to learn
- Complements expensive armor and characters
- Not the exciting display purchase
- Can be misplayed if treated like a damage unit
- Availability can vary by packaging cycle
Space Marines Impulsor
The Impulsor turns static infantry into a timing problem. It is not just a ride; it is how the Marine player learns to stage, deliver, and threaten objectives on schedule.
- Adds real delivery play
- Pairs well with infantry mission plans
- Makes the army less predictable
- Takes practice to use well
- Less direct damage than another gun platform
- Not needed in every local terrain setup
Ork Trukk
The Trukk is the boring-looking buy that makes the fun Ork buys function. It turns Nobz and other punch units from wishful thinking into a real midboard schedule.
- Fixes delivery
- Pairs naturally with Nobz
- Teaches Ork timing instead of just Ork enthusiasm
- Not the flashiest kit
- Requires careful staging
- Can be overextended by impatient players
Ork Nobz
Nobz give the Ork half a real brawling package. In the recommended route, they ride the Trukk, threaten the midboard, and make opponents pay for contesting areas.
- Strong midboard punch
- Pairs with the Trukk
- Feels satisfyingly Ork without becoming a giant centerpiece
- Needs delivery support
- Can trade poorly if thrown away
- Loadout choices should be checked in the current app
Ork Stormboyz
Stormboyz give the Ork half speed that is not tied to the main mob. That matters in 11th, where missions can ask you to do jobs away from the glorious central mess.
- Fast mission piece
- Threatens corners and actions
- Keeps Boyz and Nobz focused on brawling
- Fragile if exposed
- Not a primary damage unit
- Requires discipline to use for jobs instead of jokes
Ork Deff Dread
The Deff Dread is the route's table-pressure piece. It gives the Ork player a threat that feels right beside the Dakkarig and helps contest the center with menace.
- Adds a durable-feeling midboard threat
- Fits the Dread Mob flavor
- Pairs well with the launch box's mechanical centerpiece
- Can be targeted early
- Needs the rest of the army to score around it
- Not a replacement for fast mission units
Ghazghkull Thraka
Ghaz is the emotional upgrade, especially for Armageddon. He is not my first competitive learner purchase, but he is the kit that turns the army into a story people notice.
- Massive narrative tie to Armageddon
- Immediate centerpiece energy
- Pairs naturally with Meganobz for spectacle play
- Not the cleanest first 1,000-point route
- Consumes a large share of the upgrade budget
- Needs support and mission tools around him
Ork Meganobz
Meganobz are the natural companion purchase if you are taking the Ghaz route. They are not the first thing I would buy for balanced learning, but they make the spectacle path feel coherent.
- Pairs with the Ghaz route
- Adds brutal elite presence
- Looks excellent on an Ork shelf
- Less mission-flexible than Stormboyz or Trukk tools
- Can make the army too elite too quickly
- Needs current-app loadout checking
At a glance
| Route | Adds | Total | Best for | Dax take |
|---|---|---|---|---|
| Marine balanced | Gladiator, Scouts, Impulsor, 25 pt enhancement | 1000 | Learning 11th missions cleanly | Best overall Marine route |
| Marine fastest | Ballistus, Gladiator, 20 pt enhancement | 1000 | Fewest additional Marine kits | Strong but mission-light |
| Ork balanced | Deff Dread, Trukk, Nobz, Stormboyz, Press It Fasta! | 1000 | Delivery, scoring, and brawling | Best overall Ork route |
| Ork spectacle | Ghazghkull, Meganobz, detachment fill | 945+ | Narrative grail energy | Amazing, not beginner-clean |
Questions, answered
Is the Warhammer 40,000: Armageddon box a full 1,000-point army?
No. Using the June 17, 2026 Munitorum Field Manual, the Space Marine half is about 670 points and the Ork half is about 620 points before paid options. Both sides need upgrades to play a clean 1,000-point game.
What should Space Marines buy first after Armageddon?
For the best balanced route, buy a Gladiator, then Scouts, then an Impulsor. With a 25-point enhancement, that takes the launch half to 1,000 points and adds range, scoring, and delivery.
What is the fastest Space Marine route to 1,000 points?
The fastest two-kit route is the 670-point launch half plus Ballistus Dreadnought at 150, Gladiator Lancer at 160, and a 20-point enhancement, for 1,000 points using the June 17, 2026 points.
What should Orks buy first after Armageddon?
The most useful Ork first wave is Trukk, Nobz, Stormboyz, and Deff Dread. With the launch half and a 35-point Press It Fasta! enhancement in a compatible Dread Mob frame, that reaches 1,000 points.
Should Ork players buy Ghazghkull first?
Buy Ghaz first if your table wants narrative spectacle and Armageddon flavor. For smoother beginner play, buy Trukk, Nobz, Stormboyz, and Deff Dread first, then add Ghaz once the army has delivery and scoring.
Why does the guide use Amazon search links instead of exact ASINs?
Games Workshop listings can shift, sell out, or be split by third-party sellers. Search links with the Puzzlewick affiliate tag reduce the risk of sending readers to an outdated or wrong ASIN. Always verify the product title and image before buying.
Are these lists tournament legal?
They are practical upgrade paths built from the current points file, not a substitute for the app, event pack, codex rules, detachment legality, or final list validation. Recheck everything in the Warhammer 40,000 app before an event.
Which Armageddon side is easier to upgrade?
Space Marines are easier to upgrade cleanly because their missing roles are obvious: long-range anti-tank, cheap utility, and transport timing. Orks are more dramatic, but they need several smaller role patches to feel smooth.
What is the best split-box escalation plan?
Let the Marine player add Gladiator, Scouts, and Impulsor. Let the Ork player add Trukk, Nobz, Stormboyz, and Deff Dread. That gives both sides better mission play rather than only bigger threats.
Do I need the Armageddon box to start 11th Edition?
No. The Armageddon box is the premium launch bundle and a strong two-player starter, but the Core Rules are available separately and current armies remain usable. Buy Armageddon if you want its Space Marine and Ork armies, cards, and campaign package.
What does 1,000 points teach better than the launch-box size?
At 1,000 points, armies have enough tools for mission play, transport timing, anti-tank decisions, and scoring trades without becoming as complex as 2,000-point games. It is the best learning size after the launch-box games.
Can points change after this guide?
Yes. Games Workshop uses the app and Munitorum Field Manual as live balance tools. This guide is date-stamped to June 30, 2026 and uses the June 17, 2026 MFM, so recheck before buying or playing.
Dax's verdict
Verdict: Space Marines have the cleaner and more efficient upgrade path, but Orks have the more flavorful transformation. For Marines, buy Gladiator + Scouts + Impulsor if you want the best learning army, or Ballistus + Gladiator if you want the fastest two-kit route. For Orks, buy Trukk + Nobz + Stormboyz + Deff Dread for the best mission-ready 1,000, then add Ghaz when the army already has structure. The eternal rule: buy the missing job first, then buy the model that makes you grin.
Sources: warhammer-community.com, warhammer-community.com, warhammer-community.com, warhammer-community.com, mfm.warhammer-community.com, warhammer-community.com, warhammer-community.com

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