M2E+Ice+Golem


 * Ice Golem, Arcanists Enforcer**

=__Overview__= The Ice Golem is a massive force of destruction that true to his size is easy to hit but may take a concentrated effort to remove. He provides a unique boost to the mobility of his crew, and his mere presence may distract enemies facing him. toc

=__Mobility__= The Ice Golem is slow but has a few tricks.
 * Frozen Heart** ensures that //a Horror Duel// or //Paralyze// doesn't lose him an activation.
 * Toss** gives some mobility to **Ht 1** models.

=__Offense__= The Ice Golem has two really good attacks and **Melee Expert**.

** Icy Talon **
This is his primary attack with a fair damage line with identical weak and moderate and good severe. The triggers elevate its utility a good deal. The first trigger //Chill// gives out the **Slow** condition and is automatic with the attack. The second trigger //December's Sigh// requires a crow, it debuffs the targets **Wk** and **Cg.**

**Smash**
This heavy hit requires his Melee Expert to attempt. It has a devastating damage line with weak and moderate higher than most severe damage. It's severe damage is easily capable of ending most things.

Not really and attack but when the golem finally bites it he nails surrounding models for some damage.
 * Explosive Demise **

=__Resilience__= Incredibly low **Df** on this guy, average **Wp**, but a high **Wd**.

Pretty much means most weak damage flips will only do 1 damage.
 * Armor +2**

Immune to those nasty Horror Duels whether they be terror or luring spells and it also grants immunity to the ** Paralyze ** condition outright.
 * Frozen Heart**

=__Upgrades__= // Sub Zero // gives nearby frozen heart minions a nice defensive trigger that ends an attackers activation. //Armor of December// gives another tactical option that provides some extra mobility and more armor makes for good screening for smaller minions.
 * Frozen Heart** **Upgrades**

//Imbued Protection// can push his def up to a reasonable 4.
 * General Arcanist Upgrades**

=__Tactics and Tips__= The Ice Golem has a couple of things it can do for its crew. The first few turns its likely to use its **Toss** action on Ice Gamin, Hoarcat Pride or even the Wendigo for positioning and threat. After that its likely to plod forward towards some medium targets or even beeline towards the master. It has low Df so he will die before the end of the game but his **Smash** attack makes him a threat that cannot be ignored no matter how slow he may be.

For survive-ability always make sure that you have a way to protect the Ice Golem. Both Snowstorm and Metal Gamin can serve this roll quite well for different reasons. Snowstorm will be able to move the Golem to whichever target he wants and stop the opponent cold if Snowstorm takes //Sub Zero// instead of the Golem. (See what I did there?) Metal Gamin on the other hand turn the Ice Golem into a damage sponge boosting the Golems **Df** to a solid 6 while he trudges through incoming bullets and spells.

In case you really don't like shooting The Captain can also supplement Snowstorm for when you aren't feeling thematic and want to push everyone around. His ** Middle of the Storm ** ability adds to the Golems already considerable +2 Armor so you unless the opponent is shooting average 5 damage you won't be losing the Golem any time soon.

=__Playing Against the Ice Golem__= The best offense against this beast is denial or range. Giving him Slow makes it harder to get to targets. Shooting or ranged spells is the best way to take him down. Conditions like Poison or Burning are really good if you can apply them from range.

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 * __Ownership__ **