ORIGINAL: Dixie
Individual officers have values for rank (A-Z), co-ordination (important during army by army activation), pursuit (# of corps that can expoit a breakthrough), sacking (how easy it is to get rid of them), obstination (how many rounds you're forced to fight before you can retreat) and attack and defence bonuses. There are also other bonus 'abilities' that they can have. The Russian general Rennekampf is easier to sack because he loyalty is suspect. Others can't be sacked as they're part of the royal family of their nation. Some get bonuses to gas usage or tanks.
Units don't gain exp, but at the rate I've been taking casualties that's not a surprise [:D] Destroyed corps aren't always destroyed, it's used to describe a unit which has become so badly hit that it's removed from the front line. They usually get put back into the front the month after as reinforcements at half strength.
The Russians start the game in pretty poor shape really. No railway usage for the initial turns and they suffer penalties to mutinies, strikes and industrial rolls. The possible Russian coups can remove some of those penalties or have other effects.
'Red' coup (CP advantage): Lenin takes power and will sue for peace.
'White' coup (Entente advantage): Kornilov takes power. Civil production is decreased and military dictatorship carries on fighting.
'Blue' coup (Entente advantage): Kerenski takes power, gives advantages to social rolls (strikes etc) and a bonus to Russian Grand Offensives.
Interesting stuff, Dix. How poor must the Austrians be if Russia is to be able to replicate her initial successes?
"Mighty is the Thread! Great are its works and insane are its inhabitants!" -Brother Mynok