Gave COC2 a quick solo outing to see if I could pick up on changes.
Must confess I was not a great fan of first edition as any game I was involved in always seemed to end up as 'I am in my bit of cover you are in yours and we just have a dice fest until somebody breaks', very little movement of units once deployed from Jump Off Points and Mortar Barrages just seemed to kill a game.
Rules always read well but game seemed lacking (we much preferred IABSM) although doubtless we were not using to full potential and my grasp them is therefore limited.
Having followed the TFL blurb re new edition it did seem to be addressing these very issues (obviously not just us) with numerous other add-ons that sounded fine.
So having bought new edition (as if it was ever in doubt) I set up a scenario from one of the excellent Normandy Pint-Sized Campaigns, 'Attack On Mouen' with British defending (with 6 support points) an SS attack (with 15 support points).
There a several differences in the OOBs and Support options between PSC and old/new Rules with LMGs now mainly having their accompanying soldiers as 'pure' crew rather than additional riflemen and costs/types of some support options differ, but I just fudged things and avoided taking mortars to keep things simpler (there are several changes to how mortars work and their duration on table).
Of course WWII not very solo friendly generally and COC is especially awkward with the Patrol Phase and Jump Off Point systems but again fudged through to generate the situation (this is one of COCs strengths giving a plausible set up).
Have so far played through several phases and indeed game does seem improved especially with the new uses of COC Dice Pips, several times I used the 'Hit The Dirt' option (3 pips) to reduce hits on advancing Germans.
Germans have a PzIVG (6 pts in rules but 7 in PSC list) and these now can use rolls of 1 to activate a crew position (ie driver or gunner) in addition to usual roll of 3 to activate Tank Commander and whole crew, there also seems to be new (?) rules regarding speed of turret traverse giving Shermans a possible advantage over say a Tiger.
Issuing of orders via Command Dice, Movement and Shooting all mostly same (a few changes to use of Command Dice and how COC Pips are accumulated) and indeed when it comes to Shooting it is same dice heavy system so for example a PzGr section comprises 2 MG42 teams with 3-4 crew and fire 16 dice as a section but with no 'spare' riflemen so bit reduced from previously (think it was +3 rifles so 19 dice ?) generating hits that can cause Shock (this TFL system appears unchanged) or Kills.
MMGs such as Vickers or MG42 on tripod (10 dice and 5 crew) are deployed in Entrenchments which I think is a change ?
Suppressing Fire (previously Covering Fire ?) was bit awkward as it only last 2 phases so I kept forgetting if/when to remove it but is good for hampering deployments from Jump Off points (it covers a zone 4.5"-9" wide by 4.5" deep) or reducing enemy firing.
One interesting new addition is the new 'Time Clock' system wherein if attacker (in the Attack/ Defend scn) captures an objective either side can initiate a 'Count Down' to game end (number of remaining phases equalling enemy Force Morale), this should force enemy to attack to recapture objective rather than relying purely on shooting to break the enemy.
Alongside playing solo the biggest 'issue' by far is distinct lack of a QRS (in pipeline I believe ?) as this means lots of flicking through book to check or re-check just about everything.
Of course only dipped toe into rules and doubtless several other changes I have not used/encountered (including National 'Traits') as yet but so far so good.
PzIV moves up to support PzGr sections

Another PzGr section has advanced and been engaged by Brits in house and along hedgeline.
Tree areas are orchards in scenario but not sure from map if 'clumps' of 2-3 trees are orchards or just trees ?
British Jump Off points clustered around village
Hedges here aid manoeuvre as whilst not Bocage they do block LOS unless unit within 2" (not sure if that applies if unit is in upper storey of building)
As is often/usually the case with attackers the German Jump-Off points close to their base line
Those Objective buildings look to be a long way away (more pronounced using 15mm kit)