A clan all about the warchief
Is actually a really fun clan.
If you can survive long enough until you get your warchief out, that is, which costs 250 kröwns instead of 150 and 15 iron (an entire iron mine's worth) instead of 5.
So usually that takes a while.
And even when you have your warchief, Torfin, it takes a while to ramp him up to the point where he's worth the actual time & resource investment, as for that he has to collect ancestral equipment that gives him buffs which non other clan has access to.
While the first ancestral equipment will spawn in your own territory very soon after you summoned Torfin, there is no telling when the second one (or any of the remaining four after that) will appear. While the second one spawns in neutral territory, the only certainty about the spawn location of equipments #3-6 is that it will not spawn in your own territory, at least that's what it was like in the 33 Ox games I've played at the point of writing this review, and only in the very, very late game stage will 2 equipments be available at the same time.
Also you can get pretty unlucky, like the (potential) equipment that gives you a bonus against projectile damage spawning in a heavily defended, lvl3 tower horse clan tile. So what's the only thing I would change about the Clan of the Ox: At least let the player know beforehand what item is on that lvl3 horse clan tile so we at least if it's worth it. Although from a logical point of view, I guess it makes sense, or do archeologists know ahead of time what the might unearth?
If you make it to late game, adjust equipment according to the needs of the specific situation and have all equipments and the lore knowledges "medicine" and "unstoppable", combined with 3-5 axe throwers your warchief is pretty close to that: Unstoppable. Unless you run into an army of 10 enslaved Jötunn from the dragon clan.
UPDATE:
As of March 2024, due to an update, the warchief now apparently costs 150 Kröwns, like almost all others.