To beat Chapters 5 and 6 in the Northgard story campaign, you must switch between two opposing playstyles. Chapter 5 ("Alienated") requires playing as the Clan of the Raven, using Kröwn-based expansion and naval harassment to outscale enemy defenses. Chapter 6 ("Intervention") requires establishing border choke points and stockpiling food so you can defend an allied town hall through winter raids before mounting a final assault.
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Chapter 5: Beating "Alienated" with the Raven Clan
In Chapter 5, the Clan of the Raven replaces the normal food cost for colonizing new zones with a Kröwn cost. Because your food stockpile is not depleted by expansion, your primary goal is maximizing gold generation while scouting the coast.
Early Build Order and Kröwn Economy
Build a Scout Camp and a Woodcutter’s Lodge immediately. Direct your Scouts to reveal adjacent coastal sectors and nearby points of interest. As soon as you secure a coastal tile, construct a Longship Dock to generate your primary income.
| Early Structure | Assigned Workers | Primary Function |
|---|---|---|
| Scout Camp | 2 Scouts | Discovers coastal zones, ruins, shipwrecks, and hostile borders |
| Woodcutter’s Lodge | 2 Woodcutters | Supplies construction wood and winter firewood reserves |
| Longship Dock | 2 Sailors | Generates baseline Kröwns and Lore progression |
| Trading Post / Market | 1–2 Merchants | Supplements commercial income for rapid zone purchases |
| Defense Tower | None (Automated) | Secures outer borders against roaming wildlife attacks |
Direct Scouts to search out shipwrecks and ruins, which provide immediate cash and wood infusions. Unlock Raven-specific lore early, prioritizing Shipbuilding and Coinage to increase sailor resource yields and reduce marketplace trading penalties.
Clearing Threats and Launching Harbor Raids
Clear Wolf Dens and Draugr portals threatening your borders using a small clearance force of four Warriors led by Liv. Do not maintain standing military units when borders are quiet; recruit them immediately before a skirmish and return survivors to civilian roles or heal them at a Healer’s Hut to stop upkeep costs.
Once your Town Hall is upgraded and you have built a second Longship Dock:
- Upgrade the docks to unlock harbor raids.
- Launch a naval raid targeting the enemy's rear coastal tiles to pull their defense force away from the front line.
- Advance your ground army into the vacated border sectors, marching directly toward the enemy Town Hall to finish the scenario.
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Chapter 6: Beating "Intervention" through Allied Defense
Chapter 6 tasks you with keeping an allied AI clan alive against regular, aggressive enemy incursions. Allowing the allied Town Hall to fall instantly fails the mission.
Securing the Border Choke Points
Begin with a balanced economy using a Scout Camp, Woodcutter's Lodge, and a food building (either a Farm or a Hunter’s Lodge depending on your starting tile resources).
- Scout the route to your ally: Identify the tiles connecting your base to the allied settlement and locate the enemy's raid corridors.
- Colonize connecting sectors: Claim two or three buffer zones leading toward the allied base rather than expanding outward into neutral territory.
- Build defensive structures: Erect a Defense Tower on the most exposed border tile along the enemy's attack route. This tower stalls hostile forces long enough for your army to respond to raid warnings.
- Maintain a response squad: Keep three to four Warriors stationed near the shared border to assist allied forces whenever raiders arrive.
Managing Winter and Blizzard Raids
Enemy attacks frequently land during winter, when your food production drops and military units suffer combat penalties outside friendly territory.
- Erect a Food Silo: Place a Food Silo on your primary gathering zone to gain a 10% production bonus (20% when upgraded) and mitigate seasonal gathering penalties.
- Avoid offensive moves in winter: Keep your warband strictly within your own or your ally's borders to avoid severe winter attrition debuffs.
- Rotate wounded soldiers: Cycle injured units through a Healer’s Hut or Medicine Lodge between raids to maintain army strength without paying recruitment costs for replacement units.
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Launching the Final Counteroffensive
Once your economy stabilizes in either chapter, prepare a decisive military strike to destroy the hostile Town Hall:
- Stockpile 500 Food and 300 Wood: Build sufficient reserves so your settlement survives while your workforce is converted into an army.
- Upgrade Training Camps: Upgraded camps boost your total warband cap and increase the base attack power of your military units.
- Draft a mixed army: Recruit a strike force of 8 to 12 units. Place Shield Bearers in the front ranks to soak tower arrows while Warriors deal burst damage to enemy defenders.
- Advance tile by tile: Eliminate defensive towers first in each sector, destroy production buildings to prevent enemy reinforcement, and then destroy the main Town Hall to claim victory.
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Player Comments
105 players commented on this guide.
This helped me understand strategy much better.
This saved me time in the early game.
I tried this today and it worked better than my old setup.
I wish I had read this before upgrading the wrong thing.