Hind & Seek.
I have played about a half dozen games. The scale is one unit is a single vehicle, weapon, group of troops (varies depending on unit organization) and infantry weapons team. It has a systems to give the mujaheddin strengths arising from assistance from locals and knowledge of local terrain among others. A unique feature is what are called "assets" which may or may not affect the combat of a scenario but can modify initial conditions or during game play. One thing (which I like) is infantry units can be affected reducing or in some cases eliminating their functionality during a turn and they don't "just die" but are affected by their morale being eroded by combat.
Downsides are lots of counters, units take quite a while to die but can never loose adverse morale results, there are no leaders and the play is IGOUGO.
Having said that I am working on some modifications to address these and other issues. That work has been stalled while I learn a skirmish game to play with my teen son. That game, No End in Sight, has a lot of great mechanisms I am looking to incorporate into my modifications wrt leaders and potential morale or casualty mechanics.
I am really pumped on the system, what I am working on are mostly tweaks.