Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Friday, June 20, 2014

Weekly Finds

I'm in the Blue Mountains today for the upcoming Winter Magic Festival this weekend. The folk from the mountains are often consider weird and wacky. So with that theme in mind I've found some Orks to share...

Eul Grot'Bizar! by le kouzes from Le Blog de Kouzes - Although this gretchin' isn't an Ork, it is still worth showing off. Such a brilliant collection of bitz from different kits.


Orks Gorkanaut by TEN from Tale of Painters - It is amazing just how fast TEN can build and paint miniatures. But then the style helps. I much prefer this more muted and weathered look compared to the vibrant 'Eavy Metal paint job...


Completed 2nd Edition Boxed Set by Garfy from Tale of Painters - I wasn't a member of our little hobby back during 2nd Edition. I was aware of it with my dad pointing it out to me at the shops... however, was too young to be interested at the time. But seeing a completely built and painted set using modern colours is just awesome.


Three New Dwarfs Painted by RuneCast from RuneCast Blog - Now the stunties aren't Orks or even Orcs. But whether it's the Fantasy Dwarves or the Nid-Eaten Squats there is no denying that the imagery of them fighting big green monsters just works...

Friday, March 07, 2014

Weekly Finds

Plague Centaurion by Lev Kouzes from Blog de Kouzes - This is such an amazing conversion and really works in favour of the horrible miniature.


Ork Head Step-by-Step by David from Karaikal Painting Studio - One of the articles featured in Volomir's monthly highlight of things not to miss.


Send the Eighth by Fracture from the Bolter & Chainsword - The conversion pictured below brings together so many clever components that work in favour of the Night Lord imagery. However, it is the deep shade of blue that I have fallen in love with. Fortunately there is a tutorial for it which can be found in the link provided...

Friday, October 25, 2013

Weekly Finds

Lost to the Warp...




... you don't see Ork banners like these any more.

Wednesday, June 06, 2012

White Dwarf 390 June 2012 - Aerial Assault

Inside this month's issue:
Stormtalon Gunship: An official update to Codex: Space Marines. 
Ork Bommer: An official update to Codex: Orks. 
The Battle for Cardrim: Robin Cruddace presents the background to the White Scars' invasion of the war-torn world of Cardrim. 
Ultramarines Stormtalon Gunship: Chad Mierzwa, veteran painter of the Studio's Hobby Team, shows us how to paint the new Stormtalon Gunship in the colours of the Ultramarines Chapter. 
Battle Mission: Scramble: Can you defend the airfield long enough to launch all aircraft? 
Army Project: White Scars vs Evil Sunz: This month Duncan Rhodes and Steve Bowerman show us how to paint to great armies: Space Marines and Orcs. 
Army Project: Orcs & Goblins: Duncan Rhodes revisits his Orcs & Goblins army, showing us how to paint the new Savage Orc Big Boss to add to it. 
You'll also find full details of all the latest releases and news, plus a directory featuring all of the hobby activities in your local area.

Friday, May 04, 2012

Weekly Finds #79

Highlighting Black by McVey from Studio McVey - A different look at painting black by the extremely talented McVey. This technique is something between wet blending and extreme highlights...


Gothic Sentry Tower by 2500kgm3 from Bolter & Chainsword - These are a bit rough when compared to the kits coming out from Games Workshop et al. But then again these are hand crafted. Overall  fan-fraggin-tastic and would look great in a war torn themed table.


True Scale Dark Angel 5th Company by Angels Blade from Bolter & Chainsword - These are more in-line with Lamenter's Artscale Space Marines than Doghouse's Truescale Space Marines. Regardless they look great. I particularly like the mix from different kits and marks of armour.


Sci-Fi Machinery by Morback and Urlok from Le Blog e Kouzes - The Walker Pilgrimage and the Bismork are my two favourites out of these. Both fit in great with the background. Especially the Bismork, pictured below, which looks like it is held together by sheer will power of the gretchin crew.


Colour Theory for Miniature Painters by Pirate Viking from Pirate Viking Painting - A look into colour theory from a miniature painter. Sandwyrm has done an extensive and highly detailed series on the same topic. If you want a quick read then give Pirate Viking's article a go. If your after something more head over to The Back 40K.


The Bastion by Stelek from Yes The Truth Hurts - This is a tactic I'll have to try with my Terminators... having two squads of them offers in theory two bastions. This method of deployment works particularly well for me as placing my Terminators centrally ensures that their Storm Bolters have greater reach of the board.

Friday, March 02, 2012

Weekly Finds #70

Reviewing RDG Tools 3 in 1 Airbrush Cleaning Pot by Garfy from Tale of Painters - A look at an air brush cleaner. This one seems rather cool as it also includes a palette and an airbrush holder. The other brands that I've seen also include the paint holder. Iwata also offers a cleaning pot as well as this rather funky naked jellyfish from Harder & Steenbeck.

Friday, February 17, 2012

Weekly Finds #68

Ork Thunderhawk by Loken from Apocalypse 40K - This is an amazing scratch-build by Romeo from Battlefoam... yes you read that right, scratch-built. I can't not look at this and think Thundaork. Since seeing this I've been tempted to start collecting an Orks army just so I can scratch build all sorts of Orky things. As well as an excuse to buy an Ork Kill Busta Tank.

Friday, January 06, 2012

Weekly Finds #62

The Best of December 2011 by Corvus from Corvus' Miniatures - This is a great collection of links looking at some of the latest releases, paint jobs and sources of inspiration. I've been a huge fan of Seb Archer's miniature range from Guild of Harmony ever since I stumbled across his website. The Dorothy miniature below is without a doubt my favourite big fan of steampunk. Both links to the sources of inspiration should be looked at. The pictures of the unbuilt Wonderland castle looks great as does the huge range of pictures from Industrial Decay Network... great inspiration for streampunk terrain.

Thursday, June 02, 2011

Warhammer 40K: Kill Team


This actually looks like lots of fun for a 10 dollar game... 

Thursday, April 14, 2011

Community Shoutout - Heroes of Armageddon

After the success of the Storm Warden project, as well as work of Dave Taylor with his Custodian auction, the interwebz is at it again. However, this time it is back bigger and better than ever before...

Wednesday, March 02, 2011

White Dwarf 375 March 2011 - Orcs & Goblins

Inside this month's issue:
Waaagh! Da Orcs: Adam Troke braves the encroaching Waaagh! and talks to Jeremy Vetock and Mark Harrison about the new Orcs & Goblins army book and miniatures.
Karak Eight Peaks: Not content with writing a whole new army book, Jeremy presents a three-player Warhammer campaign to capture the ruined Dwarfen halls of Karak Eight Peaks.
Wych Cults of the Dark Eldar: Phil Kelly takes an in-depth look at the Wych Cults of the Dark Eldar and how their savage arenas provide sustenance for their race.
Dol Guldur Awakens: In this War of the Ring mini-campaign, the forces of the Necromancer are unleashed upon the Elves of Mirkwood, resulting in a titanic clash of the two forces outside the very gates of Dol Guldur itself.
Blood Angels: Ancient Heroes: Mat Ward is roused from his ancient slumber to dispense wisdom on the Blood Angels' mightiest warriors - the Dreadnoughts.
The Forest of Spiders: Da Great Green Prophet leads a huge invasion of greenskins down from the Grey Mountains. Can the Dwarfs and Bretonnians stop them? 
Standard Bearer:  Jervis Waxes lyrical on the history of dice.
Return to Armageddon: Last month the White Dwarf team kicked off their new campaign to determine the fate of Armageddon. This month it reaches its climatic end with the Black Templars forming the front line of the Imperial Forces. The natural ferocity and never-say-die attitude of the Black Templars saw them cut down the Warlord of da Burning Death.
'Eavy Metal: We showcase the 'Eavy Metal team's Orcs & Goblins. 
Army Workshop: Orcs & Goblins: Duncan Rhodes takes up his paintbrush and shows us how to paint a distinctly savage Orc & Goblin army. 
You'll also find full details of all the latest releases and news, a directory featuring all of the hobby activities in your local area.

Wednesday, December 29, 2010

The Swarm Returns

The interwebz is consistently spewing out more and more content directly into our brains with each passing day. Guess we know how these feel during a turbulent flight. So it comes as no surprise that there is newer 'Nid and Ork content to be stolen added to the blog.

I'm not sure where to start with the 'Nids to be honest. Anybody who has taken a look at Mid-Life Gaming Crisis will be aware of just how much new content there is. Even just the list compiled by Old School Terminator would take days of free time to read. Fortunately for my imaginary readers I am willing to waste the time to gain some insight into the thoughts of others. First, I'll take a look at Dark Future Games and then the series by Hulksmash.

As for Orks... there is the stuff produced by fester that needs to be run over with my purple italics. And there is more content to be added to the Ork Defence Force.

Friday, November 12, 2010

Weekly Finds #2

Second instalment of my findings on the interwebz. And this is the one that will help illustrate why I'm not a member of From The Warp...

Holy Fucking Shit by Aaron Dembski-Bowden from Aaron Dembski-Bowden - He is my favourite BL author for a number of reasons. He swears alot is probably the most obvious. He dislike Star Trek is another obvious reason. Live Long and Prosper is the only good that has come out of the entire franchise... and these. And best of all, my words have been immortalised on his blog. The only thing that bugs me is that his blog is his him...

Saturday, November 06, 2010

Spotlight: Winterdyne Commission Modelling

Another Spotlight that looks at a blogger I first discovered on The Bolter & ChainswordThe greatest forum of them all. This time we take a look at Winterdyne...

Dreadnought Vorneus
The above Dreadnought won a participant pin at the 2010 UK Golden Demons. The pictures below will help illustrate why Winterdyne deserves such an honour... and will no doubt get some trophies in the years to come.

Tuesday, October 05, 2010

Hall of Honour - The Declates Crusade

The Declate Crusade has been a big source of inspiration for my own Black Templar crusade. So in an attempt to save the information on the off chance the GW article disappears off their website like lots of other great resources in the past I will be copy'n'pasting it here. I actually had to type this out since their website was c-blocking every attempt I made to copy the content...

When the Declates System got in the way of Waaagh! Gitzmott, entire worlds fell overnight. The Crimson Fists were dispatched quickly to stem the bleeding and deal with the Ork threat. Upon arrival, the venerable Chapter at first scored victory upon victory with hit-and-run attacks. However, the Crimson Fists began to lose ground as the immense Ork invasion brought its full weight to bear. It became apparent that help was needed, and fast. The massive Ork incursion was definitely heading in-system towards the valuable Forgeworld Declates IV and the densely populated hives of Declates V. The Imperium could not let these centers fall.

Nearby Black Templars heeded the call to arms, and soon the campaign was brought back to a sort of balance. It was on Declates VII that the fate of the system was determined. Gitzmott was located and slain on the barren plains of the planet by an Emperor's Champion. Leaderless, Gitzmott's forces lost focus and abandoned the field of battle. From there, it was a simple matter of mopping up the scattered alien forces. Hideous losses were incurred by both Chapters as the numbers were often 5 to 1. Despite these difficulties, both Chapters earned battlefield renown and are forever heroes of the Declates System.

Symbolic Crimson Fist
As a symbol of solidarity against what seemed to be an innumerable foe, Astartes from both Chapters "exchanged" iconography and often fought in mixed squads. Black Templars painted their left hands red, and Crimson fists painted a Templar cross onto their right knee. This unusual gesture of unity helped establish a tight bond that steeled the resolve of the brave warriors involved.

Crusade Veteran
Brother Atheon is a seasoned veteran of the Declates Crusade. He participated in several major operations geared to halt the greenskin menace. During this Crusade, right knee pads were reserved for Veteran designation. A plain white pad denoted 6 months service, with a red stripe added after the 1st complete year of service in the Crusade. Each 6 month period beyond a year would be represented with yet another red stripe.

Squad Designation (Knee)
Though it is slightly unusual for Black Templars to use numerical squad markings, this practice became necessary in this Crusade. Once heavy losses began piling up, ad-hoc squads became the norm, often with Chapters mixing together out of need. A quick number designation on the left knee helped commanders keep track of squad movements on the battlefield.

Chapter Unity Symbol
Another instance of Battle Brothers cementing their unity in the face of almost certain death was that of the red-and-black Templar cross. Adding a red sliver to each of the four spokes of the Chapter symbol visually conveyed this bond. Shown here, Sergeant Atheon was awarded a special Crusader Squad decoration for surviving injuries he received during the Eteron Push.

Squad Designation (Shoulder)
Shoulder pads were enumerated in the same fashion as the left knee pad to help keep squads straight. However, this number denotes the squad from which the Initiate originally came. In this case, Sergeant Atheon part of the 7th Crusader Squad and is consequently the only surviving member.

Ork Boss Kill Count
It is not uncommon for troopers to keep unofficial track of their kills or major accomplishments. This is seen as a good motivational tool by higher-ups, as Initiates seek to outdo one another on the field of battle. In this case, each white checker represents a particularly large or important Ork slain during the crusade.

Distinguished Combat Service
Sergeant Atheon displays not one, but two awards for Distinguished Combat Service. A golden elbow plate coupled with the Templar cross signifies that this is one Black Templar to heed when he speaks. Sword Brethren status can't be very far off for this devout servant of the Emperor.

Declates Crusade Badge
As is the case in nearly every Crusade, a unique badge is designated to signal in what actions a particular Initiate is currently involved. This badge helps identify who's who when diplomatic or other duties call a warrior from the battlezone. In this case, a thick red stripe through a white shield icon on the right leg signifies Atheon is currently involved in the Declates Crusade.

Previous Crusade Badge
The scraped remnants of a previous Crusade badge (possibly The Burning of Hemoria IV) decorate the inside of Atheon's left leg. It's not uncommon for warriors to continue to display earlier Crusade badges on their armor, though these old badges are normally shown with smaller markings elsewhere on the armor so as to avoid confusion on the current battlefield.

Disclaimer - All content taken from the Games Workshop website without permission and will be removed if requested.

Saturday, October 02, 2010

Why Orks Are Bad: Summary

The last part of the wall-of-text...
Summary Part: Good Lord, Wasn't That Enough Text?

Please understand that, despite all of this, I do not think Orks are a terrible army for most people. They are pretty much strictly better than Necrons and any kind of pure Daemonhunters force. They scale better than Dark Eldar and they bring a reasonably unique playstyle to the table that some opponents may not be ready for. And, as discussed far back in the misty depths when this article began, they can do quite well at low- and mid-tier play. For casual players and beginners, for hobbyists and converters, for those who like goofy backstory and great visuals, Orks are a fantastic army. For the competitive player who wants to excel at the game and make the most out of a powerful and flexible army, however, they are a very poor choice, and they are not "broken," "overpowered," "cheesy/beardy," or any of the other adjectives the internet ascribes to their allegedly-strong lists. They are an army with major limitations and one that suffers greatly because of this. I do not doubt that many of you have played nail-bitingly close games against Orks: this does not change the fact that they are a poor army. A good general can make a sub-par force perform at surprising levels, so if you are winning with Orks, please do not take this article as an insult to your favored army or your opponents, but rather as a compliment.

Comments, criticism, and cross-linked counterpoints (as well as any other alliteration anyone aroundabouts adamantly advises) are quite welcome. If you believe you have created a good, take-all-comers Ork army that sidesteps the problems outlined above, I would be interested to see it. Please note that "I win with it" is an insufficient support of your thesis, as explained in the above paragraph.

And to see just how much you enjoy making yourself suffer here is an equally long post by Abuse Puppy in reply to Neil from 11th Company.

Friday, October 01, 2010

Why Orks Are Bad: Part IV

Almost finished the wall-of-text...
Part the Fourth: Specific Rules and Meta

Now we will look at some other, more specific ways that Orks suffer in the 5E metagame. There are many changes that were brought on by the new ruleset, and not all of them were good. In fact, some of them were downright crippling to Orks, while others are merely a hindrance.

Changes to weapon usabilities mean that both Melta and flamer weapons are much, much more common than they were before. Melta we have already covered in the vehicles discussion above, but flamers are also worth specifically picking out. They are- and always have been- a very good weapon against Orks, who are among their most stereotypical targets. However, with the advent of 5E, they became effective enough against other targets to warrant inclusion in most people's take-all-comers lists, rather than being a specialist weapon that was more rarely used. For Orks, this means they had to expect that most types of armies would bring much more effective firepower against them, and that crossing that final ~12" gap would be a real difficulty.

Another big strike were the changes to the No Retreat! rule and combat resolution in general. Although it sometimes helps them (forcing the enemy to make impossible Ld checks due to casualties), it is not uncommon for Orks to lose a combat against a competent enemy force- at which point the tide begins to turn very quickly indeed, as the end-of-combat wounds quickly stack up and chew away at the Orks only advantage, numbers. Other armies (like Tyranids) also have to deal with this, but generally have ways of mitigating it or working around it (Catalyst, leaving Synapse, etc.) Orks are stuck with it, and it is a tool easily used against them by smart opponents.

Several of the recent army releases have put Orks in a bad position as well- Imperial Guard can bring vehicles in large numbers and tend to wield pie plates and flamers with impunity, as noted earlier. Tyranids have greatly superior combat ability on nearly all fronts and can often muster superior shooting as well, as their guns can't be shut down with a damage roll. Blood Angels and Space Wolves are both CC-focused MEQ forces that have many of the advantages expected of Marines, but also have the melee strength to chew up mobs of Orks once they have been softened up a bit- or sometimes simply dive straight in for the kill. With all of these armies being popular "new" choices (used loosely, as some are half a year or more old at this point), they are a common sight at tournaments and ones that makes most Ork armies worry about their prospects.

Thursday, September 30, 2010

Why Orks Are Bad: Part III

Continuing wall-of-text...
Part the Third: The Art of War

While certain sites may overestimate its applicability to the game, Sun Tzu's classic book on warfare can actually be summed up into one very useful point: never let the enemy fight the way he wants to. If someone brings a static gunline to the table, your first priorities should be forcing assaults and movement on him, because he is poorly-equipped to handle these tasks.

This is where the inability to stop AV14 starts to come back to haunt Orks. One of the strongest "rock" armies in the game, using a Land Raider to deliver TH/SS Termies and backing it with strong shooting support or other assault elements, simply takes them to pieces. Both of the common Raider variants (Crusader, Redeemer) will cause extensive damage to the Ork forces on their own and the contents are all but untouchable- the Hammers in the squad will make short work of Nob Bikers and Lightning Claws combined with No Retreat will inflict pretty horrific casualties to large mobs of Boyz, already weakened from the Raider's shooting. Since they have no meaningful ways of threatening it with shooting- even Rokkits are a slim chance at best- Orks are forced to send in units to assault it (exactly what the Terminators want) or to try and block it (which they have few options for, since Trukks can't be expected to do so thanks to Ramshackle). Deff Rollas can wreck them with reasonable consistency, but they do so only by putting themselves right in the heart of the enemy formation, meaning either the unit they carried dies to the Terminators (bad) or they are running empty (also bad).

But that's only a single army. How do Orks fare against other major strategies? Another popular example might be the Alpha Strike army, which intends to shoot the enemy right off the table early on and never look back. Many armies deal with this by either using a refused flank (awkward for Orks because of the large footprint of their army) or by holding in reserve (also a poor choice because Orks have no reserve manipulation and aren't mobile enough to rush in from off-table- they're fast, but not that fast.) So we have another major strategic failure, as this sort of army is almost perfectly poised to annihilate Orks with its plethora of high-strength ordnance and other powerful shooting. Over and over again, looking at any given army's major stragegy, the Orks' only real counter to it is "get stuck in, kill them all." Now, this in and of itself is not a fatal flaw- indeed, it's the fundament of most hammer armies- but it is a major weakness that, combined with their other flaws, starts to push the army towards unplayability in high-level matches.

Wednesday, September 29, 2010

Why Orks Are Bad: Part II

The wall-of-text continue...
Part the Second: Transports and Mobility

One of the reasons for the extensive use of vehicles in 5E, of course, is the mobility they provide, and this lack of mobility compared to other armies is a second major issue with the Ork codex. Ork armies come in two major styles: Green Tide and Speed Freaks. Green Tide hardly even needs to be discussed in terms of mobility: it doesn't have any. Its large number of models and space required for them make it incredibly unwieldy and, combined with the short range on most Ork guns, it becomes a simple matter to chop it apart piecemeal. Speed Freaks are the Ork lists using (generally) Trukks and Battlewagons; Warbuggies and Bikes are also common, but they aren't really relevant to this part of the discussion, as all-bike armies are not really feasible for Orks and Nob Bikerz are a discussion all their own. (Suffice to say that you are not likely to control multiple objectives with them.) So instead we will look to the two dedicated transports available to Orks and how they fit into the game.

The first thing to note is that they are both Open-Topped vehicles. This is necessary in some ways, as Orks really need to be assaulting out of their transports and their shooting comes in numbers, not quality, so Fire Points are all but worthless to them. There is a big downside to Open-Topped, however: it makes you much more fragile. Vehicle's greatest asset in 5E is the damage table, which forces one more roll beyond what most units get in order to do anything to them, and even a penetrating hit is only 1/3 likely to kill. This is part of why Melta is so good- you raise your kill percentage to 50% and can destroy even on a glance. Well, all weapons are Melta when they're shooting Orks, and Melta is 66% likely to kill them after penetrating (and is guaranteed to at least strip a gun or immobilize). Combine this with the comparatively low armor values of Ork vehicles and their transports start to look very, very fragile. Yes, they have the Kustom Force Field to help mitigate this, but other mech armies generally have access to cover saves of their own (be it from going Flat Out, Smoke Launchers, psychic powers, or the universal save from Disruption Pods), so this is not an advantage they have- it is merely keeping up with the Joneses.

The second problem is that Trukks are not reliable the same way other vehicles are. Even once wrecked, Chimeras and Rhinos often provide excellent terrain to hide behind, as it's not hard to form strategic walls with them. Trukks cannot hope to do this- their Ramshackle rule not only bounces them about the table randomly, it also (under most interpretations) does not leave a wreck behind afterwords, thus denying them the benefit against other shooting for the turn. As Trukks are the only dedicated transport available to units other than Nobz, this means that Orks cannot reliably create cover saves for their vehicles outside of the KFF, and anytime your army has a linchpin that can be broken, you are asking for trouble.

The third issue is also specific to Trukks: they carry twelve models. When you are talking about Space Marines, this is plenty; when it comes to Guardsmen, that is also a fine number, since eight of the squad members are just wound markers anyways. But for Orks, who rely on superior numbers to overhwelm opponents, this is a problem. Squads of Boyz in Trukks do not have the numbers to soak up casualties during an assault- losing 5-8 members will severely hurt a squad, possibly causing them to lose combat, at which point their poor Leadership (as Mob Rule no longer helps) and Initiative virtually guarantee that they will be wiped out. Now, for a squad of twenty or so Boyz, this is not an issue- they can afford to take some casualties from shooting, exploding transports, assaulting, etc, and shrug it all off. So long as those last ten or so Boyz (and Nob) get to swing, they will probably win the fight- Orks on the charge can do a ridiculous amount of damage if they have any significant numbers. This is where our issues with the Ork army start to coalesce, however: those same Battlewagons that you need to carry your large squads of Boyz into the fight are also needed to carry your anti-tank and to function as AT themselves (via Deff Rollas), not to mention carrying harder units like Nobz. So our poor, benighted Battlewagon- which the Ork army only has access to 3-4, in most cases- is stuck trying to do quadruple duty for the army, and that's a no-go.

Transports are also valuable to other armies because they allow not only speedy delivery of units to where they need to be, but also protection against incoming fire and assaults while they are getting there. Ork transports... do not offer this advantage. A Rhino makes the unit it carries immune to being shot by Bolters; a Trukk does not, because the Trukk itself can die to Bolters and other light weapons fire. Battlewagons are immune to this issue, but they are not available in great enough numbers to solve the Orks' problems here. This is why mechanized Orks are a failure compared to other, even older, codices; unlike, say, the Tau Devilfish, a Trukk does not function the same way that other transports do. Orks are too different- and their needs and rules too different- to have a shoddy, overpriced knockoff of other people's vehicles work for them. (Remember, Rhinos cost as much as a Trukk and have none of these issues; BA Rhinos are only 15pts more and are just as fast with an effectively larger carry capacity.)

Tuesday, September 28, 2010

Why Orks Are Bad: Part I

Next up in the wall-of-text...
Part the First: Anti-Tank

5E has variously been called Tankhammer, the Transport Game, etc, etc, but the simple truth is that vehicles are good again and sheltering your fragile soldiers with steel has become a very good policy. Steel Coffins FTW! All armies have had to adapt to this- some better than others- but Orks take their place alongside Tyranids and Daemonhunters for being unusually lacking in this department. On the other hand, many proponents of the Ork army scoff at this, pointing out that they have Rokkits and Klaws in abundance as well as Lootas and other shooting. Obviously, being that I am writing this article, you know which side I am on, but I would like to take a closer look at the failures of each of the methods in the Ork codex to deal with AVs.