OK, first, disclaimer: I have not played Ancients. It's the only C&C game I haven't played. Having said that...
phlipy wrote:
I fear I have to disagree here. In my mind the battleback-mechanic in Ancients is far from being 'clunky' and I prefer it. I simply do not comprehend why a heavy armored troop should just stand still and do nothing while being beaten by a lightly armored unit (the better mobility alone of the lighter one is no justification, because better mobility is not the same as a surprise attack which would explain a missing battleback) which is the BL-style.
The problem is, the CnC system isn't depicting combat at a level where you can really make this argument.
You might as well ask why a unit would not always attack another unit that's touching it, regardless of whether a previous attack took place or not... The fact is that the mechanics of any of these games make this very situation reasonably likely - you may not have a card in that unit's section, you may have a card in the section but more important units to spend the card's orders on. Why wouldn't a unit always be able to attack another unit that's that close, regardless of what cards it's owner has? If you can't comprehend why a unit wouldn't always be able to battle back, then why does this situation not bother you?
Regardless of this point, I can think of at least one valid reason why support would allow a Battleback. For instance, without support the unit is too concerned with accepting the attack and not getting cut to pieces and/or having it's line totally broken to make any kind of effective counterattack. When a unit is supported it has the benefit of friendly nearby troops to relieve that pressure (or, alternately to put that pressure on the attacking unit), allowing it to make an effective counterattack. Effective is a key word here. These units represent a sizable number of "men" and an effective attack is not one or two guys swinging their swords at one or two guys in the opposing line but is the entire line of soldiers making an effective and concerted attack on the other line of soldiers. Commanding and controlling that many people into doing that effectively while under serious attack/pressure is NOT a simple task. A good chunk of the premise of the CnC system is showing the difficulties of command and control at this level of combat, so this really isn't a stretch, IMO.
Back to strictly mechanics, and again, not having played C&C I really can't say how it plays, but my gut reaction is to prefer Battlelore's method. The realism of a unit taking, or not taking a counterattack is hard to argue either way so even discounting that, the BL system encourages units to try to stay together, which results in the player needing to make interesting choices. Do the three green units abandon the red with their faster speed? What are the advantages and disadvantages to each unit of doing that? I find that this comes up in many of the BL games I've played and I would really miss this if it were handled the way C&C handles it.
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I would decide based on what theme you prefer: WW2 or fantasy/medieval.
I'd agree here. Of course the other possibility is to get both.

The two systems have their similarities and in addition to which theme is preferable there are subtle differences in the gameplay. I'd say that maneuver in BL is more important while in M44, the use of terrain is more important. This is not to say that manuever is not important in M44, just where I see the focal point of each system.
Also worth noting is complexity. If you fully trick out both games, they're at a similar level of complexity, though I think BL is probably slightly more complicated at that level. If you take each base game by itself, BL is a full level above M44 in terms of complexity.