How is Flames of War? I've hmmmed and hawed about it for years.
Currently we're playing AT-43, Warhammer Kill Team and Strontium Dog while we finish some minis for Mighty Armies.
Looking for some skirmish rules for 15mm similar to kill team.
FoW won't do kill team skirmish well at all.
Overall I really like FoW. Even the current edition. Easy to learn, plays quick enough, easy to store, & won't break your budget. There's also plenty of companies making 15mm stuff, not just Battlefront.
The current edition, v4, is easy to play & now all the eras are operating on the same rules chassis. So if you learn one of them you know how to play all the rest as far as how to move, attack, artillery, etc.
WWI - this is the weakest of the eras.
We've found two major things that detract from it & one minor.
Major: Due to how basic infantry saves work in the game you'll almost never have the type of mass casualties you envision when you think of WWI. Not even when a hoard of pistol wielding Stasi charge across 12" of open ground right into the teeth of waiting MGs, cannon, etc.
Major: The tanks (including armored cars) are waaay expensive pts wise. Sure, it's meant to reflect their rarity. and to some extent their resilience to all but cannon fire. But come on, who doesn't want to play with some WWI tanks??? But even two will eat up sooo many pts....
Minor: There are no airplane rules. Granted, ground attacks by planes in WWI aren't really standard at the time, but they did happen. I could see including a plane at a hefty pts cost. But no. Fortunately other gamers took care of that.
WWII - this is what the games noted for. It does it pretty well.
This current edition is a bit lighter on the detail, options, & list variety (and rules) than v3 was. And by RAW you can make some truly non-historically accurate Frankenstein mixes of forces. But overall it's good.
Fate of a Natio (Arab/Isreli) - doesn't really stand out to me good/bad. It's a mix of WWII stuff & some more modern 60s/70s era stuff.
Mostly I have a force for this era for those nights when this is what's drawn to be played.
'Nam - Here you've got some unique forces/rules. In particular you can build a Brown Water Navy & play river boats.
Team Yankee/WWIII - this is the other era Flames does really well. WWIII in the mid-80s. Good selection of forces, powerful tanks, planes & helicopters. And like with WWII, there's plenty of other companies making models of this stuff. So when you do run across the rediculously pri$ed Soviet scout cars? You've got options.
This is most often a tank battle game. And unlike WWI, the tanks are cheap enough that you can put a considerable # of them on the board (even were you to go all Abrams)
Overall I would highly recommend giving it a try with the WWII starter set "Hit the Beach". It's an excellent value model wise & gives two functioning forces (US & Germany).