1. Multi-hex (combined/coordinated) attacks (as asked in another thread)?
Yes. You can attack from many directions. There's even a 20% penalty for attacking from one direction only.
2. Zones of Control or Areas of Influence that affect movement and/or supply of enemy units?
Yes, there are ZoCs for both movement and supply. Different types of units suffer different penalties for moving in ZOCs (2 extra Action Points to move in enemy ZOC). Armoured units are less affected by enemy ZOC (1 extra AP) so they can be used for moving through the punched holes and encircle the enemy.
3. For that matter, traceable supply lines with supply sources that can be captured/destroyed?
Cities serve as a supply sources. Each country has at least one Main Supply Sources which always has max supply, all cities that have land connection with this MSS also have max supply. To supply cities overseas you have to create supply convoys. Units draw supply from nearest (in terms of AP) friendly-controlled city, they have to have a land connection with this city over friendly-controlled hexes. The further the unit is from the city the less supply it will get (and suffer more eff. penalty)
If you completely cut off enemy unit from any friendly-controlled city, this unit is also cut off from supply and will suffer severe penalties. Game draws borders between hexes controlled by different sides, they are re-drawn automatically after each movement so you can easily see the pockets. If you capture MSS - it will hit enemy supply very hard all over the map, as they will have to rely on individual cities supply values which are always lower than maximum value from MSS.
4. Stacking (multiple units per hex)?
Unfortunately, there's no stacking.
5. Step losses for the units in combat - if so, how is that handled exactly?
Yes. There's a classical CRT with odds/die roll combination. Losses are a percentage of strength, so if unit takes, say, 25% losses in 3 subsequent attacks it'll survive. There's another CRT for attacker: attacker losses are determined as a percentage of defender's losses (0.5 means the attacking unit(s) took total half of defender losses, 1 means same losses ('exchange'), 2 means twice the defender's losses etc.)
6. A CRT that can be seen (perhaps it's in the manual)?
I'm not sure if it's in manual but it's in consts.csv file - there are all game variables, CRTs etc. there, there's a description for each variable.
7. How are new builds handled - does the player make purchases (based on...?) or are the units all set on a reinforcement schedule?
Similar to SC: you purchase units for Production Points and can deploy them immediately.
8. Terrain effects; does terrain effect movement and combat (this is probably obvious, but still....).
Yes it does. There's an effect of movement and combat. Different types of units (infantry, motorized, armoured) have different movement values for given terrain type.
Also, I have tinkered around with an early alpha build of this game (that offers the chance to play Case White). Can that be used as a demo for the game or were significant changes made for the final release?
There'd been lots of significant changes. Fog Of War, HQ units, generals' experience, many balance tweaks, and bugfixes and more... :)
I too am an avid fan of Clash of Steel, still play it (via DOSBox) and even Pbem it (as I posted in another thread here). I'd be interested in an "update" of that game - but it's going to have to support Pbem in some form or another.
Looking forward to the replies - thanks.
Thanks for all questions and comments. I'm also a big fan of CoS and always wanted to play a similar but better game. There hadn't been any so I started writing my own and here it is :)