Thought you'd be curious :-)
Okay, so the short version: This is a ww2 version of my LaserStorm scifi microarmour rules, adapted by the phenomenal Russ Lockwood.
If you aren't familiar with laserstorm, here's the breakdown and how it pertains to ww2 warfare:
The goal of the -storm system is to let you get a lot of toys on the table, with a somewhat "conventional" combat mechanic but without the stacks of markers, counters and other tracking that older systems tend to get stuck in.
Each stand is one tank or one squad (so in 6mm, "what you see is what you get").
The turn sequence works by breaking your force into 3 parts, then using a card draw, with extra cards for bonus actions.
This means you can carry out actual combined arms actions, while avoiding a IGOUGO sequence.
Combat is pretty straight-forward, roll to hit, roll saving throws for armour.
Attacks can also force units to be pushed back, in addition to being knocked out.
Morale is the clever bit. Rather than units being ineffective from morale failures, we simply take them off the board.
Later in the game, their commanders can rally them and bring them back into the action, allowing the regrouped troops to shore up a flank or reinforce an assault.
This creates a very cool effect, where an attack can falter and dissolve, only to be reformed and renewed. Stuff you read about in books but a lot of games can't do (Command Decision being a notable exception).
On top of that, you get a points system if you want one.