I've recently played a couple of games of Sam Mustafa's new rules Eisenhower. These rules take the Rommel rules up a level, so each base is now a battalion, giving you around a couple of Corps / an Army on the table!
It shares a lot of mechanisms with Rommel (grids, ops, limited unit types) but simplifies a number of things, combat resolution is much simpler, and the complex Ops Board is replaced with a small number of cards per side. Overall we like it, it gives a good game.
On to Operation Epsom

This is 1 activation into turn 1. The table is aligned so the camera is looking SE, with Caen off table to the left, the various hedges represent Bocage in game terms, and historically are a mix of small villages, bocage, copses etc. Basically good terrain for infantry. There are several rivers represented these are all fordable.
British forces are nearest the camera, with 15th Scottish division (on the left) having being able to cross the first river line un-opposed. The rest of the British are crammed into their deployment zone (my troops just fitted in the space given to them). They are 43rd infantry Div, 11th Armoured and 49th Infantry, in reserve are 3rd Canadian Div, they are classed as Veteran in this scenario, and I have left them in reserve to exploit a break through). So lots of infantry for the British, with some Tank support, including some Infantry Support Tanks with 15th Div.
Facing them are the remaining components of 8 Panzer Divisions!! For the scenario 3 are deployed as individual divisions (1st, 9th and 10th SS), with the remaining ones combined into 2 KampfGruppe (Bayerlin and Meyer) for activation purposes. 9th and 10th SS are off table in reserve and will arrive on the second night. The Germans have a lot of armour, about half of which is classified as Superior (the Tigers and Panthers), and quite a bit of their infantry is in half-tracks.
A scenario setup rule is that at least 25% of each German formation must deploy in the back 3 rows of the table. This could really slow down their deployment, but they have a couple of factors that can help them, firstly when activated any unit that is at least 1 box away from the enemy can do a transit move that lets them move 4 boxes (rather than the normal 1 or 2) as long as they stay at least 1 box away from the enemy. In this scenario one of the cards the Germans hold is KampfGruppe which allows units from different formations to be activated together. So whilst there is a clump of Germans in the back field, they can deploy forward pretty quickly.
The British cards give them 2 air strikes, and artillery barrage, and the ability to re-use their artillery dice once (all of these are once per turn).
On the first turn the air force was grounded (I've not worked out the exact percentages but the air strikes have around 85% chance of turning up - 1d6 vs 1d6+2 with draws in the British favour). But if you roll a one and your opponent rolls a 6 it's never good news!
The initial German defence is spread quite thin, but all are Prepared - this means the defender gets to 'shoot' first in combat meaning they can damage the attackers before the attackers roll their dice, which will likely reduce the effectiveness of the attack.
The objectives are the red tokens - the attacker places two of these, the defender one. In the night phase of each turn, any the attacker holds can be repositioned 1 square by the defender - reflecting the need for the attack to push on.

End of day 1
Each side gets a number of Operations dice and 1-3 of these are assigned to formations at the start of the day, allowing you to activate some formations multiple times. Both sides get 2 dice per active formation, the attacker discards any that are rolled as 1s, the defender any that roll 1s or 2s. Generally giving the attacker more mobility.
15th Scottish have made limited progress into open ground - they probably should have had an extra activation.
43rd Div have assaulted across the river, causing some damage to the defenders, the hexagon tokens are hit markers, the brown side is 1 hit taking a unit to worn which reduces its too hit roll by 1. The coloured side is 2 hits, taking a unit to Exhausted, this only reduces their to hit chance when attacking, but if they take another hit the unit is Eliminated.
11th AD in the centre where the focus of my attack, and have made decent progress, but suffered a lot of hits. Over on the right 49th Div cleared the bocage of defenders and captured the objective.
The Germans have taken a lot of hits, but have got their on table reserves into the line