I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order.
As a result, XNA is culling half of them.
However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer.
Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?