Typhon is a great set of rules that provides an atmospheric game.
The idea is you buy your starter warband with a set level of points and money (though there's no reason you couldn't increase both if you wanted to) and then go adventuring either against other bands of humans or shades (skeletons) or the monsters of myth. Your starting band will probably be relatively weak, with one champion, a sidekick, and perhaps a few flunkies along for the ride. Armour is very expensive and so one or more of your group will likely be unprotected; to make matters worse, armour and shields can be broken in combat, forcing you to buy a new set. (As an aside, Typhon is the only game I know of where stripping the bodies of fallen friends or foes actually makes sense. It's a nice touch.)
Heroes and their sidekicks can pick Gifts of the Gods. In my opinion this is the strongest part of the game. Gavin Symes, the author, obviously knows his mythology, and each of the pantheon's principal gods has his or her own powers to bestow. So for example, if my hero Sarpedon is a follower of Poseidon, I can pick several powers of varying potency from the sea god's list. It's all very colourful and a lot of fun. Many powers are one use only. Though it hasn't come up in my games, I sometimes worry that a few of the gifts are a little too powerful, which could potentially lead to a "Hmmm, it's turn two and my hero just drowned due to the flood you summoned--Game Over" sort of situation, but again, it hasn't actually happened in a game I've played.
Combat is gritty, which quite suits a game with low figure count, I think. First you roll to hit, then to penetrate the enemy's shield (if he has one), then again to penetrate his armour. If you do all that, there is another roll to see what your hit actually does to him. It sounds more labour intensive than it is. I like it a lot.
The monsters and evil things of the Greeks are very well represented. Name a famous wicked creature and it is probably statted for the system. If you decide to go forward with the rules, be sure to contact Gavin at Alternative Armies and ask him to send you the additional creature pdfs he has; unfortunately, many of the best (Cyclops, harpies, etc.) didn't make it into the rulebook itself (I would assume for space reasons).
The rulebook finishes with a relatively simple starting campaign of three games. I wish there was a little more panache to this section, but it can at least get you going.
If I had to criticize them, there are a few things I would say: the rulebook could be laid out a little more clearly--it's not huge issue, but it can lead to some unneeded page-flipping; movement for armoured characters can be frightfully slow--they literally crawl along in some circumstances (in 6mm, it will look like they've hardly moved!); there are no rules at all for stunts and other activities besides moving (often slowly) and killing each other, which I think is a relatively large omission for games like this--such rules would be easy to add, of course, but would take a little effort on your part).
So there you have it: overall, a great set of rules, reasonably priced, that I'd guess you'd have a lot of fun with. They don't require tokens, so you're set there. I'd suggest you give them a try. I'll add that recently I've played some Greek Mythology games with Pulp Alley and it works wonderfully. I'd strongly urge you to give them a try as well; though they are made for 30's pulp, they are generic enough that the swords & sandals feel of mythological games is represented perfectly. They are tremendous fun!
Right, that's probably more information than you bargained for, but I hope it gives you some idea of what to expect if you purchase Typhon. Finally, be sure to share photos of your 6mm skirmish when you set it up!