Another for .45 Adventure. Its now in its 2nd edition (wasn't there in time for 1st ed.) and its fantastic. They have a WWII supplement for it, still stuck in with 1st ed. rules, but its a breeze to convert- even for a novice gamer like me. I really can't insist that enough, even buying the book (Amazing War Stories- the WWI supp) and using the 2nd edition archetype generator (character gen) rules you can easily recreate all the classic Weird War II archetypes for an updated edition.
2nd Edition now has a Occult section too for spells and items of power, though the real fun is making your own!
2 Hour War games are great from what I know, but from my experience can be a little "involved", meaning mostly its a little clunky as far as the rule set goes only to support the extreme immersion of the games.
Never got around to playing Savage Worlds when I was younger though I had a GM that wanted to run it for us as an rpg.
All I can say is about these last three games with little to more experience in all three- they allow and encourage light elements of roleplaying and that my friend is always a good thing, as I'm sure you know. (the highest form of gaming afterall)
Now for Chaos in Cairo, I've heard a lot about it, but never have got my hands on a ruleset. I think you have inspired me to try and find one, if in print.
So overall, I have to recommend .45 Adventure for a great setting, an intuitive rule set, and most of all, a community to get ideas from and share your own with- here on LAF and on the Speak East Forums over at Rattap Productions . com, respectively.
Good look, and I hope to see your battle reports up here sooner than later- as you won't be seeing mine anything soon...
