M2E+Ice+Gamin


 * Ice Gamin, Arcanist Minion**

=__Overview__= Ice Gamin are a 4ss, **Frozen Heart** construct with average movement and combat. Thematically part of Rasputina's crew, they can also find a place alongside Sandeep Desai.

=__Mobility__= With a walk of 4 and a meager Cg of 5 - and no in built movement tricks - Ice Gamin won't be winning any races.

=__Offense__= The Ice Gamin have 2 attack actions, and a single (0) tactical action. Their close attack, **Icy Claw**, is slightly more accurate than their ranged **Ice Blast**, and has a trigger on a tome to hand out **Slow** which can be rather neat if you happen to flip a high tome.

Both attacks can have their damage track increased by the Gamin's **Bite of Winter** (0) action. This Aura affects all nearby models with **Frozen Heart** as well as the Gamin itself, so for the low cost of discarding a card from your hand it's often worth using early in the turn. The aura specifically states that it doesn't stack, so having lots of Gamin in one spot will give no added benefit.

They also have **Explosive Demise 2**, which we'll talk about below.

=__Resilience__= Rasputina's diminutive constructs aren't the most resilient creatures available to the Arcanists. A low Df is made a little better with **Armor +1**, but with only 5 wounds the Ice Gamin will fold rather quickly to focused attacks.

Where they really shine is their immunity to horror duels and **Paralyzed** thanks to their **Frozen Heart** ability. Due to the built in Tomes on their Df, if you have a model with the Subzero upgrade nearby enemy models will only be able to attack once before having to end their activation - so no **Flurry** shenanigans, as well as discouraging charging them.

And finally they get to go out with a bang thanks to **Explosive Demise**, which deals damage in an indiscriminate pulse when the Gamin is killed (not sacrificed). Due to this - and, if you have taken it, Subzero - most people will try to take Ice Gamin out from range. An Ice Gamin on 1wd can be turned into a missile with the Golem's **Toss** as if the Gamin ends the movement touching terrain or another model. It's last ditch, but it's better than a having a Gamin exploding in your own lines.

=__Tactics and Tips__= At height 1 the Ice Gamin are great candidates for the Ice Golem's **Toss** tactical action, which will get them up the board quickly - though remember that **Toss** makes them insignificant for their next activation so you'll need to keep them alive if you want to drop scheme markers. I will usually use this to set up for Frame for Murder, as being thrown into the middle of the enemy crew makes it rather hard to ignore the Ice Gamin.

If you have December Acolytes coming in **From the Shadows**, the other trick is to **Toss** Ice Gamin to with 10" of them and upon their Activation Wk towards them and use **Bite Of Winter** which will give the Acolyte +1 damage on attack roles for this turn.

Most importantly though, Gamin provide Rasputina with **Ice Mirror**s to work through, so getting them into a prime position with **Toss** (and keeping them alive) for Raspy can mean a world of hurt.

They also work very well with Sandeep, since he can summon them and use them to summon Banasuva. A nice combo is to activate the Ice Gamin to use **Bite Of Winter**, then activate Banasuva to use its (0) to copy **Frozen Heart** - giving Banasuva not only an immunity to Horror duels and **Paralyzed**, but also +1 damage while it stays near the Gamin!

=__Playing Against Ice Gamin__= As mentioned in Resistance, Ice Gamin are best dealt with from range to avoid losing activations or being hit by **Explosive Demise**. While they're not great fighters by themselves, they can give Rasputina valuable firing lines as well as increasing her damage track, so if you get the chance to take one out it's usually worth it.

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