The Ice Court

:This article is about the playable faction. For the recruitment mechanic, see The Ice Court (mechanic).
The Ice Court is a playable faction introduced in Total War: Warhammer III. It is led by Tzarina Katarin.
==How they play==
* See Kislev article
* Note that Kislev engages in the internal political conflict with The Great Orthodoxy, competing to gain followers in The Motherland.
==Legendary Lords==
* Tzarina Katarin
==Starting territory==
The Realm of Chaos
* Kislev, River Urskoy ([ map])
Immortal Empires
* Kislev, River Urskoy ([ map])
* Zavastra, Southern Oblast
Something Rotten in Kislev
* Kislev, River Urskoy
==Climate preferences==
* Suitable: 
* Unpleasant: 
* Uninhabitable: 
==Faction effects==
* Devotion generated: 10 from successful Frost Maiden Hero actions
* Control: +6
* Hero recruit rank: +3 for Frost Maidens
* Ice Court training duration: -2 turns
==Victory objectives==
===The Realm of Chaos===
====Forge of Souls====
Complete the survival battle for each Chaos Realm and then win the final battle
=== Immortal Empires ===
==== Short Campaign Victory ====
* Occupy, loot, raze, or sack 30 different settlements
* At the start of your turn, have at least 600 supporters
==== Long Campaign Victory ====
* Occupy, loot, raze, or sack 70 different settlements
* Destroy the following factions: Legion of Chaos, Warhost of the Apocalypse, The Ecstatic Legions, The Fecundites
==Diplomacy==
===Diplomatic traits===
====The Realm of Chaos and Immortal Empires====
* Faithful to the Motherland
* Purifier
===Starting agreements===
====The Realm of Chaos====
* War with 
* War with 
====Immortal Empires====
* War with 
==Strategy==
In all campaigns the Ice Court's starting settlement is the city of Kislev, an incredibly useful asset that needs to be held onto, particularly in the early game. Kislev the region does not have large cities outside of the big three of Kislev, Praag and Erengrad, meaning that all of your high tier units will have to come from them until you expand beyond its borders - and you'll want to save room for their landmarks, which all have extremely valuable effects. Bear this in mind when you are deciding which buildings go where.
===Realm of Chaos===
In Real of Chaos the Ice Court has a relatively easy starting position, buttressed by friendly factions to the south and west. Once the starting Norscan enemies have been dealt with, it is imperative you first march north to Praag and seize it. It is worth far more than Gerslev, and if it's necessary to sacrifice one for the other then that's a deal you should take all day. Raise a second army to defend Kislev if necessary. 
Once you've beaten them a couple of times the Ropsmenn should offer the white flag. Depending on your position at the time this may be worth accepting - your tech tree has many ways to boost relations with Kislevite factions so they're unlikely to attack again, eventually allowing you to confederate them easily (absolutely don't accept it before you've taken Praag, though). The same is true of the Druzhina Collective to the west, cosy up and confederate them before Kostaltyn has a chance to. 
Beyond them your biggest early threat is Clan Moulder, but you will have a lot of help wiping them out. Mid-term your best option for expansion is southwards into vampire territory. Ultimately though, once you've claimed the big three cities you can afford to play defensively and wait for those gates to show up in your territory. This fact makes Katarin quite a good pick if you simply want to complete the story campaign - and unlock Boris.
===Immortal Empires===
es:La Corte de Hielo
Category:Total War: Warhammer III Kislev factions
Category:Playable factions introduced in Total War: Warhammer III
Category:Total War: Warhammer III factions
Category:Kislev factions
Category:Immortal Empires factions