We made the leap and published our rules that we've used for years to play modern and near-future battles in our imagi-nation of Afraqistan.
For the main rule book we tweaked the setting so it's after the fall of Global Civilization. This provided us with the freedom to pit any force against any force. For example, we built a force based on Georgia Tech and have used it against a mech infantry unit based at Fort Benning, Georgia. It also allowed us to use a dynamic victory condition system which involves securing battlefield supplies and gear. But the focus is truly modern war at the company level despite the veneer.
While real-world tactics such as overwatch and fire-and-maneuver are certainly crucial to the game the the background is definitely tongue-in-cheek and as easy going as modern war can be (the cover photo features a force led by Captain Art Vandelay). The game includes a complete army list/point system and weapon stats which can be used to represent lots of different real world weapons. You can also ignore the points system and simply fight recent and current battles by designing a force based on real-world TO&Es. The scale is roughly 3:1 so about 10-12 elements/stands represent a rifle company (each element/stand represents about three fireteams, weapons teams, heavy weapons, special weapons, etc.)
Along the lines of Peter Pig's "Poor Bloody Infantry" and "AK-47 Republic", instead of having specific weapons such as the AT-5 Spandrel we have general classes of weapons to represent multiple real-world weapons. Later we're going to make the weapon design system available as "open source" so others can have fun designing real world weapons.
Our sons and I have really enjoyed this project and hope you enjoy the game too. We even gave a nod to my wife and included some CDC-inspired zombies in the game for fun (she works at CDC and some folks she knows worked on their zombie-inspired emergency prep campaign).

But the focus is really tight on the fundamentals of modern war at the company level.
Do let us know what you think! The game evolved over the years through play at various FLGSs and conventions and we love to incorporate player feedback as much as possible. It makes the game easier to understand and faster to play when the rules meet most gamers' expectations and assumptions about how things should work.
Warfare In The Age Of Madness.comTim
edit: we also made available the Quick Reference Sheet and game markers on the site to download for free.