Northgard: Garm, Clan of the Hounds Review (ThiccDickMystic)
UPDATE: I PLAYED A FEW MORE GAMES AND I UNDERSTAND THE CLAN NOW, a lot of my points still stand unfortunately, but essentially what you want to do is:
1. Use the infinite Brawler thing to slowly replace every production unit in your clan, this requires the lore upgrade in the top tree, second tier.
2. You can use the soul counter to summon ghost animals in your arena for your brawler units to fight, this solves the issue of wiped animals I mentioned below, as well as the choice option as you can upgrade your brawlers into which ever berserker you want from the ghost animals as long as your brawler can defeat it.
The gold cost for creating brawlers needs to be adjusted still though, as the cost just ends up being way too high for what this clan needs, so be prepared to spam marketplaces, shipyards, and trading posts.
OLD REVIEW BELOW: Some points have been adjusted or outright deleted.
If you want an idea for the early game of this clan, mix the slow start of the ox clan (+ the troop limit, you can have as many brawlers as you can produce, but the specialized versions take up slots and each arena only counts for one) with the sacrifice mechanics of the Dragon clan.
The main ideas for this clan are 1. It's leaderless, you have no warchief, you have various upgraded military units who are supposed to fill the role. 2. Your villagers have to fight to the death and you have to spend gold for it just to produce a unit.
How are the brawler units? They're okay, they can pack a punch, sure, and they even gain health regen if you're fighting wildlife, plus, there's the unique mechanic of taking souls, to upgrade your units, a wolfskin unit is your main damage dealer, bearskin is your tank, boarskin I think is supposed to be your shock trooper, and foxskin is your ranged. They need some tweaking as these units don't live up to your expectations, the wolfskin damage is marginally better than a normal brawlers, the bearskin goes down way too easily, etc.
This clan doesn't have a military path, instead your warriors level up and collect XP from fallen souls, depending on what type of berserker you collect souls with, you also get an additional resource from every dead unit (minus actual human units like fighter or villagers), you can gather food with foxkin, lore with boarkin, etc. Leveling does make somewhat of a difference,m though it's rather negligible level to level.
The biggest flaw, in my opinion, with this clan, is that your early game is going to be slow, slower than everyone else's. You need to sacrifice a villager in the arena to make a brawler or two so you can expand and fortify your prodcuction, I love the idea, but in practice, it harms your clans pacing, not to mention that each arena fight is going to cost you money, an ever increasing amount of it. You can assign the brawler units to help out in production buildings but you're just putting off the inevitable kneecapping when you need to pull them out to defend or fight.
Now, pair all of this with aggressive players/AI. Pair it with a military made up of weaker units but they have more of them, especially in the early/mid game, especially if the rival clans have their warchief. The Clan Relic sounds better than it actually is, it just gives you what the Snake Clan already get for free. If you manage to fend off any attackers, and keep your economy steady, you're pretty damn scary in the late game, but getting there is so damn arduous. I really, genuinely like this clan, the aesthetic/idea alone carries it, but it needs some significant updates.
What I really hope doesn't happen is that this clan is left behind like the Dragon clan, who still, all these years later, desperately need a rework. There's no reason for clans, especially DLC clans, to be bad or just "okay", they should be great.