Northgard: Lyngbakr, Clan of the Kraken Review (Celemin)
Of all DLC clans. The kraken clan is one of the more controversial ones. Primarily due to thier playstyle and theme. I personally like playing them, but understand other poeple's hate for it. If you play northgard and want a very deep review on how the clan works. keep reading this Review.
For starters the Krakren Clan is very VERY odd clan. A clan that worships a monster on the high seas, who don't build docks, and yet somehow got to... Northgard. Their unique unit is called a Valkyrie, but Valkyries don't have anything with the sea to do.. allready the theme of the clan dosen't really match well. This may not impact gameplay wise, but if you want your clan to somewhat have a reasonable theme. then the Kraken clan may not be your cup of tea, because of these flaws.
The clans stats are also weird. Listing them down as of today.
- They can't build Docks, and therefore not do the Trade victory.
- Colonizing zones is much more expensive, and fighting in zones reduces your attack, if the zone isn't close to the ocean (coastal zone)
- You can build fishing Cabins (similar to fishing huts) in zones where you usually can build docks. Fishers gather more food.
-Have access to Wyrd, which are abilities you can cast.
- Can build a structure called a Hörgr, instead of Brewary, to gain happiness and more Wyrd.
This is alot to pack in, But in short. The Kraken Clan is the definition of a late game Clan. Very weak early, but very strong once it get's it's millitary up. Since Trade victory isn't an option, the only other methods are Fame, Conquest or Lore Victory. which means you will be fighting alot. They have easy access to food, thanks to their fishing cabin bonus, but will require you to plan out your build order carefully due to space.
The Wyrd abilites is their main strengh, and is very important to gather and use, because it helps the kraken to bypass thier weaknesses as time goes and be a ture terror to fight.
The weakness of much more expensive colonizing and reduced fighting power is very rough, and makes them unable to rush middle of the map, or harras other clans early. The way to bypass this weakness, is to use an ability from your Wyrd called "High Tide". This requires you to select a zone, which then marks it with water and removes the downside, allowing you to colonize for regular food prize and fight there without lower damage panelty. However it's very expensive early, meaning you won't be able to use it frequently at the start of the game.
As mentioned before The Kraken Clan can build the Hörgr, which acts like a bwewery, but instead of making beer, it's an altar, that gives happiness, and produces Wyrd, so it's an important building. Only female Villigers can work at the Hörgr. If you manage to gather enough Wyrd, you can transform one of the workers at the Hörgr to a Valkyrie.
As a unit, the Valkyrie has more hitpoints then a warrior and alot more defensive, but low attack. It is primarily a tank unit, good at taking Aggro for fighting wolves, Bears, and zombies so you can clear those zones out. You're limited to only have one however, also important to note, is that it's not your warcheif unit. You can both have a warchief and a Valkyrie in your army.
Speaking of millitary, alot of the Kraken Clans lore bonuses help their millitary, One lore tech the Kraken has, called "Endless Tide" grants attack, and allow millitary camps to have 1 extra warband, meaning you can train 3 millitary units per millitary camp. and "Near the sea spirit" which gives you money per struture close to the sea. it's therefore not wrong to call the Kraken Clan a millitary focused clan. Their wyrd also has an ability called "Ancient spirit" which summons spectral warriors to attack a selected zone of your choice, close to the ocean. It is however the most expensive Wyrd ability to cast.
In terms of lore gathering, the Kraken is somewhat good at that area. but they are better for conquest or fame victory, with all these bonuses focusing at millitary. Their ecomomy is pretty good, and with an Wyrd ability called "Shallow Waters," the kraken can build an additional building on a territory close to the sea, and they can still upgrade that zone for 100 Krowns, and build another structure there, allowing them to have 2 more buildings on a territory close to the ocean.
I guess the best way to compare the Kraken Clan, is to the Goths from Age of empires 2. Weak early, but once you survive to late game, you become a terror. The kraken is all about prepare for late game. your army can grow larger then most other clans. i must also adress that they aren't easy to use, because you have to plan carefully with them. They rely on "good map generation luck" more then other clans.
I'll recommend this DLC, despite thier odd theme, and millitary focused playstyle. i know most don't like them for this reason, but i think it's always good to welcome challenge, both playing as, and fighting against them.