My posts last year about moving on from 1st edition Bolt Action (BA) brought forth some interesting commentary about different rules sets. I thought I'd indulge myself with a post to answer them.
Disclaimer: Everyone has their own opinion, and none are more valid than any other. Beauty is in the eye of the beholder so whatever you play just have
Fun! There is no "one rules system to rule them all"
Bolt Action: for me this is a fun and cinematic, Hollywood-esque style of game. If you want to play Commando/Battle Comics (with appropriate quotes such as "Gott und Himmel, these Englanders fight like madmen!") then you'll have a lot of fun with these. Chances are that you can easily find an opponent and there are lots of tourney opportunities if thats your thing. The new(ish) 2nd edition rules iron out a few of the loopholes which were exploitable and introduce the ability of officers to activate more than one subordinate unit in a coordinated fashion - that can quite change game play and makes Officers far more valuable (and thus juicy sniper targets too!).
Pros: Large community, tight rules sets, relatively quick play, easy to learn (Reilly beat me in his first game!), and quite expandable (we have played 3 v 3 and 2 v 2 games with minimal changes)
Cons: Several abstractions (to make the game quick and tourney friendly) which can be frustrating, lots of extra rulebooks to buy (not that you
need them), no historical organisations mandated (you can use them, like I do, but that wont be optimising you effectiveness)
Personal Note: BA allows player to build units from scratch to their hearts desire, regardless of historical ORBATs. Personally, I like to use historical section/squad organisation to retain the right feel.
Chain of Command: I also very much like these rules from Too Fat Lardies. They are in my opinion a much better tactical game, and sometimes just trying to overcome your situation is the most satisfying challenge to overcome. It also has a great scouting phase at the start of the game to establish the front line and deployment areas, which is really interesting. C2 really impacts the game in a really interesting way and delivers lots of flavour. However, as a result I think they suffer from less balance (which is, ultimately, historical right?!)
Pros: more depth/historical feel, historical organisation (well, its a pro for me anyway), good campaign system, lots of nice cheap Campaign supplements available.
Cons: less balance, smaller community, longer play time, rulebook less well laid out and difficult to read/comprehend IMHO
I quite like Anatoli's detailed review here:
http://anatolisgameroom.blogspot.com.au/2013/08/chain-of-command-rules-review.html
Conclusion: There are many other rules sets out there at the WW2 Platoon level, and each has their champion player or gaming group. Please see my disclaimer at the start; as long as you and your friends are having fun then all power to you!
For me both BA and CoC are good games for different reasons - I recommend both and will keep playing them both. However, I find that BA is a much easier game to pickup again quickly after an absence, while CoC is more difficult to do that with.