In response to http://forums.relicnews.com/showthre...235#post938235

Here's a design document on what Ork's problems are. No one else is posting one, but we need one to appear and to be approved in order for the repair process to go on.

Orkish problems:

a) The weakness of Ork buildings makes harassing Ork a very effective method for crashing Ork technological advancement.

b) Orky vehicles have been pushed back to the point where wartrakks and wartrukks are not useful.

c) Tier 3 Orky vehicles are generally not useful, with the Killa Kan being too slow to engage enemies and the Looted Tank being inaccurate with its main cannon and doing little damage with its other cannons.

d) Orks have trouble closing in and catching units in melee. Ranged units can continue to retreat ad infinitum, wearing Orks down all the while.

e) Ork has very few effective anti-vehicle tools. Rokkits do little damage and have low range, and must either be put on extremely frail boyz or extremely expensive (and not any more damaging) tankbustaz. Ork vehicles to not counter other vehicles.

f) Ork has extremely limited ranged capability. If Orkish melee were up to snuff, this would not be a problem (except for the non-differentiation between shoota boyz and slugga boyz) but at the moment, all routes and all versatility for Ork builds have serious obstacles.

Please don't post comments here, if you have comments to make, then just vote this design document down and we can go back to the drawing board.

Regards,
Dibujante