The Crystal ElvesSo here I am again, making yet another army...ok so it wasn't my idea, it was my usual opponent's idea.

Anyway, this army is more for fun. I doubt YMG will make another elven army so soon.
IntroductionLong, long ago, there were only two races, the elves and the dwarves.
The younger elves rebelled against the Crystal Elves, and broke up to form the High Elves. The Crystal Elves were driven to near "extinction" by their own kin. The few remaining Crystal Elves went into hiding, choosing places deep in the Earth.
A few thousand years later, a group of excavators found treasure troves of beautiful crystals and gems deep in the Earth. Most of the group was slain by the protectors, but the few survivors went back to their homes and told of the wonderful treasure they had found. Soon, kings and emperors, dukes and lords had amassed armies to try and steal the treasure, but despite the vain efforts, all their armies were massacred by the protectors of the treasure: The Crystal Elves.
Faction AbilityPenetrating blades: You may spend one command action to empower a unit with penetrating blades. Mark the unit's "penetrating blades" checkbox. During an attack, while
rolling to damage, you may erase the mark to change the result of a die into a "1". This counts as playing a command card.
Question: Can you use spirit guidance while rolling to damage? If not, I think this might be a bit overpowered.Core UnitsCrystal Elf Fighters: Offense: (5) 5/5 Defense: 3/1 Range:- Courage: 12 MC: 5" Health: 4-3-2
Equipment: Crystal sword, shield, leather armor.
Fast and cheap, these fighters form the mainstay of the Crystal Elf army.Crystal Elf Greatswordsmen: Offense: (5) 6/6 Defense: 2/2 Range:- Courage: 13 MC: 3.5" Health: 4-4-2
Equipment: Crystal greatsword, crystal armor.
Crystal Elf Halberdiers: Offense: (6*) 6*/5* Defense: 2*/2 Range:- Courage: 13 MC: 3.5" Health: 4-4-2
(-1) -0/-0 when charging.
(+0) +1/+0 vs cavalry/large units.
(+0) +0/+2 when holding vs charging cavalry/large units.
+1/+0 vs cavalry/large units.
Equipment: Crystal halberd, crystal armor.
Crystal halberds are light but razor sharp.Crystalline Warriors: Offense: (5) 5/6 Defense: 2/3 Range:- Courage: 12 MC: 2.5" Health: 5-4-2
Equipment: Warhammer, crystal shield.
Strong, tough and easy to produce, the crystallines' only disadvantage is their speed.Crystalline Battlers: Offense: (5) 5*/7* Defense: 1/3 Range:- Courage: 12 MC: 2.5" Health: 5-4-2
(+0) +1/+0 vs cavalry.
(-0) -0/-1 when charging.
Equipment: Maul.
Crystal Elves might lack power, but these battlers definitely do not.Crystalline Shardshooter: Offense: (4*) 5/6 Defense: 1/3 Range:10.5" Courage: 12 MC: 2.5" Health: 4-3-1
(-1) -0/-0 when engaged.
Equipment: None.
These crystallines can shoot piercing shards, and they are still tough fighters in melee.Standard Units Crystal Elf Songstresses: Offense: (4) 4/3 Defense: 2/1 Range:- Courage: 12 MC: 3.5" Health: 3-2-1
When unengaged after the movement and command phase, may "cast" a song.
Song of Bravery. All friendly units within 7" range get C+2 for the turn.
Wailing harmony. All enemy units within 10.5" range get C-1 for the turn.
Sonic Boom. Make an offense (3) 7/6, range 7" attack.
Song of Order. Discard X command cards Change X units within 7" range's standing order.
Equipment: Flute, leather armor.
These songstresses communicate messages, inspire the troops and taunt enemies.Crystal Elf Rangers: Offense: (4) 6/5* Defense: 3*/1 Range: 14" Courage: 12 MC: 5"
(+0) +0/+1 when engaged.
+1/+0 vs range.
Equipment: Crystal longsword, crystal bow, leather armor.
Skilled in both melee and ranged combat, these rangers are deadly.Moon Riders: Offense: (5) 6/6* Defense: 2*/2 Range:- Courage: 13 MC: 6" Health: 2-2-2
Cavalry.
(+0) +0/+1 and +1/+0 when charging (this is in addition to the normal charging bonuses).
Equipment: Crystal greatsword, crystal armor. Mount: Light horse.
Though hermits who train at moonlit nights, these fearsome fighters are no less valiant than their comrades.Crystalline Golem Archers: Offense: (3*) 6*/5* Defense: 1/3 Range:10.5" Courage: 12 MC: 2.5" Health: 6-2-2
Large.
Stupid.
Fearsome.
(+1) -1/+2 when engaged.
Equipment: Crystal bow, leather armor. Mount: Crystalline Golem.
The equilavent of modern tanks. Incredibly tough and possessing a mediocre ranged attack.Elite UnitsCrystalline Colossus: Offense: (4) 5/8 Defense: 1/4 Range:- Courage: 12 MC: 3.5" Health: 6-5-3
Equipment: None.
These crystalline monstrosities have unmatched penetrating power and resilience. Note: I wonder if this unit can be 0/5 instead of 1/4. I mean, crystal is much tougher than a reptillian or elephant skin...Moon Bowmasters: Offense: (5*) 7*/5* Defense: 2/1 Range:17.5" Courage: 13 MC: 3.5" Health: 3-2-3
(-1) -3/-1 when engaged.
Equipment: Crystal composite bow, leather armor.
Only such extremes of war will bring out these expert archers in the day. Crystal Elf Protectors: Offense: (6) 6/6 Defense: 3/3 Range:- Courage: 14 MC: 3.5" Health: 5-4-2
Equipment: Crystal longsword, shield, crystal armor.
Dedicated to protecting the Crystal Elves from another defeat, these warriors will continuously train, day or night.Command CardsCrystalBlades x2: Play during the movement and command phase. Discard X command cards (X may be 0). X+1 units get (+0) +0/+2. OR Play during an attack, before you roll to damage. Your unit gets (+0) +0/+2.
UnerringAccuracy x2: Play during the movement and command phase. Discard X command cards (X may be 0). X+1 units get (+0) +2/+0. OR Play during an attack, before you roll to damage. Your unit gets (+0) +2/+0.
Honour x2: Play during the movement and command phase. Discard X command cards (X may be 0). X+1 units get C+3.
Velocious x2: Play during the movement and command phase. A unit of your choice gets (+1) +0/+0 and +1MC, or (+2) +0/+0.