Swodaems wrote:What exactly can I learn about the new units from the crown?
Right now, all you can tell from the crown is an impression of a winged horse. No stat information is available (nor will it be before the rules are finalized and you're able to pop the first one). The dollamancy mount should provide a rough approximation, however, that you can use for comparison purposes, and it appears likely that your side will have a dollmancer.
Swodaems wrote:Will giving leadership to a mount's rider extend the bonus to the mount, or will boosting rider and mount take up two stack slots.)
No, leadership has to be applied to each unit separately. Mount/Rider combo costs 2 slots.
Swodaems wrote:How quickly can we start using the crown to pop the new units? Do we have to wait until we can actually get the crown to our ruler?
Yes, you have to wait. Magic items must be worn to be effective.
Swodaems wrote:If we send it back on the Balrug with Wanderous and Junetta, will it take 4 turns to get there? (Under the new rules, Cupid has 10 more overland hex move then anyone else. How does that compare to the Balrug and how fast can he get the crown to King Creperum and get back here?)
Tenebris is 32 move away from Dis City. The Balrug has a 40 hex move, and can carry 4 passengers. (It also has 0 combat, 1 defense, 4 hits and 8 squares move, just as an FYI.) It can reach the Capital from Dis City in a single turn, so you can get the crown there by the end of the turn and set orders for units to pop at the start of the next turn. Your side currently only has 1 Balrug; they take 4 turns for a Level 4 city to pop, 2 turns in a level 5, and can't be popped in a level 3 or lower at all.
Swodaems wrote:If we want to use the gems to upgrade either Dis city or the capital, will we need to transport the gems to Creperum?
Any unit on a side can 'use' a gem to place the gem's value into a side's treasury at any time, anywhere (including from within the Ruin Hex Dungeon rooms).
Swodaems wrote:Do I hold the position of Chief Warlord of Tenebris, or does that distinction belong to someone else?
That position is currently held by your ruler. Until a ruler explicitly delegates a title to one of his subordinates, that ruler holds the title by default.
BLANDCorporatio wrote:All stat points go to Combat. 1AP goes to the purchase of Mighty Blow x2. 1AP to purchase Mighty Blow (again) and Coordinate. Final one purchases Reckless Assault.
This puts the stats at: 19 Combat / 6 Defense / 22 Hits. 8 Square Move. 8 Overland Hex Move. Fire.
Yes, you are correct:
1: 10 Combat / 6 Defense / 10 Hits / 8 {8} / Fire / Well-Armed / Well-Protected.
2: 13 Combat / 6 Defense / 14 Hits / 8 {8} / Fire / Well-Armed / Well-Protected; Mighty Blow x2
3: 16 Combat / 6 Defense / 18 Hits / 8 {8} / Fire / Well-Armed / Well-Protected; Mighty Blow x3, Coordinate
4: 19 Combat / 6 Defense / 22 Hits / 8 {8} / Fire, Quick-Shot / Well-Armed / Well-Protected; Mighty Blow x3, Coordinate, Reckless Assault
Note that all Level 4 casters also have Quick-Shot now.
BLANDCorporatio wrote:I assume that I can use Reckless Assault without previously declaring MBx3, and that MBx3 is merely the prerequisite to purchase the ability.
That is correct. Reckless Assault and Mighty Blow can be used together in any combination. From an optimization perspective, you may wish to spend at least 1 Combat Stat on defense, so that you could take -6 to defense (Reckless Assault + 2 Mighty Blow, for example).