3. Both systems offer depth in their own way. You exclude the advantages of the CoH2 system and emphasize the advantages of the CoH1 system. CoH2 allows for direct counterplay to stop a crucial cap which is absolutely huge. In CoH1 you can't stop a cap unless you pin or kill the unit. So at the centre vp the late game basically becomes you cap -> I cap -> you cap -> I cap ad infinitum. In CoH2 you actually need to decisively win the engagement before you can cap which shifts the focus away from the "throw shit into the meatgrinder trying to neutralize the mid vp" type of late game.
Both games have their own playstyle, uses and abuses towards the capping execution.
We shouldn't lie to ourselves if we say 4379827 different capping speeds for units (Coh1) or a lot cheap combat engineer squads capping in front of an Ace to cheese out the last VP (Coh2) is the greatest thing ever.
But when it comes to gameplay possibilities and the diversified actions around it, i must say the COh2 system offers so many more layers around it.
In coh2 the meatgrinder exists in a different way, but stopping someone or something from capping in the last second by just walking into the circle is always a huge win.
What did coh1 offer there? Full blown Arty strikes or vehicle pushes. The same things i've seen in Coh2...
But then there a lot more tools that we had in coh1.
Think about what happens if you smoke the whole VP area for example. How the gameplay suddenly changes in what you have to do to stop the enemy from capping?
If there is a tankwreck, the LOS that screws your mg placement up since he can decapping on the dead angle is suddenly possible.
You jave to be precise about where to put down your fllame mortar shells...
Or You notice that there is a point about to be decapped but you don't see anyone there... find the corner of the spec op squads or eat a grenade.