Just played my 3rd game tonight, and have a few questions.
1. Is it just me, or are large monsters extremely vulnerable to being routed before they get to draw fate cards? It seems like dragons and giants should be pretty scary to face, but all you have to do is swarm them with a bunch of triangles and you can probably route them before they get to do anything.
Alone, yes. The neutral units on the board don't strike me as intended to be uber-defense, even the big ones. However, a Dragon or Giant in your army, when protected by cannon fodder units that can absorb routs, can be extremely nasty if used right. They are much better in your army than they are alone. But even unallied, neutrals can often clump together, where they get nastier and nastier.
2. Rally Support order: If you have more than one city, you can pick different bonuses for each one? The description on page 36 seems to say that, but it could also be interpreted that each city has to give the same bonus category (only influence tokens from all cities, etc). My opponent tonight had two cities to my one, and we both thought that gave him a HUGE advantage and made rally support a no-brainer order for him to use each year.
Correct, you can pick a different icon for each city. Having two cities IS a big advantage in many cases, though it largely depends on which cities they are.
3 Dueling: can you tag-team duel in the quest phase? You have 2+ heroes within 2 spaces of an enemy hero. You move one hero and duel the enemy and your hero loses. Can you then keep moving heroes in and duel him one at a time until you win or all of your heroes have lost?
Yes, you can do that. Each individual duel is one vs one, but you can bring in multiple heroes in succession if you want; eventually, one should hopefully kill the enemy.
4. Unit Special attacks: Human footmen: How does this one work exactly? Your opponent just has to put the first damage on a 1 HP unit and the special is pretty much negated, right? It just becomes a regular 1 damage result.
It forces your opponents hand a little bit; if they have higher-HP units, they have to choose to either take TWO damage to those units, or kill off a weaker unit. If it was just one damage, they could potentially risk putting it on higher-HP units to reduce the number of casualties. Often it will be put on the 1-HP units, yes, because it's the THREAT of what it can do that can be just as powerful.
5. Fulfilling Objectives: When a player fulfills an objective, he then draws a new one; correct? I thought that was the case, but it isn't mentioned under Objective cards on page 30.
No, you do not draw a new one for fulfilling an objective. However, there are two Spring season cards which allow you to draw another objective. If you still have your old one, you then choose one to keep. If you already completed your old one, though, you can just keep the new one. (The card is called Prepare for the Coming Year - there are two copies of it).
6. Placing Map tiles: During board set up, it makes sense to me that cities should be spread out, though the rules don't specify this. Do many players have house rules that city hexes cannot border each other?
Not really needed, in my opinion; you don't know what the cities will be, and clumping them too close together isn't always good, because cities also have less resources. Most people I've seen play tend to naturally spread them out.