Tactical Assault: Combat Cards is a recently released game system from Dan Hobot. More releases are planned, but this version focuses on WW2 and contains data for German, Russian, British, and American forces.
The system is simple but elegant and challenging. Each player maintains a hand of six cards that have multiple uses, and a "golden rule" is that NO action can take place on the table unless a card is played that allows it. Combat results likewise are resolved by drawing a card and applying the result, adjusted upward or downward in severity depending upon conditions like the relative strength of the gun vs. the armor of the target, range, cover, etc.
There is no bullet-counting in this system. It is squarely aimed at providing a credible result of an action without delving into the details of combat.
What I really like about the Combat Cards system is the uncertainty that the limited hand of cards causes. For example, you MIGHT be able to target that T-34 crossing the bridge, IF you have an Opportunity Fire card in your hand. If not, it rumbles across unopposed. How is this realistic? Why wouldn't my infantry automatically be able to take an opportunity fire shot? Well, perhaps they weren't paying attention. Perhaps they forgot to pull the safety pin out of the trigger on the Panzerfaust. Perhaps they are just too plain scared to shoot at the tank. It doesn't really matter precisely why, but the "fog of war" prevented your troops from doing what you would expect and want them to do. That happens in the real world, and a system like Combat Cards is a good way to model that.
This game in in the queue on Boardgamegeek.com, so you won't see it there yet. You can check out the forums at http://www.villagegamestowncrier.com/
for discussions about Combat Cards.