I also have a copy of V for Victory, the d20 minigame by Chris Pramas from Dungeon #97.
Honestly? I'd run it with d20 Modern. I found a few things from each of the sources above that were helpful, but I found the material and flexibility of d20M to work great with only minimal modifications.
Actually, I would strongly consider still getting some of the GURPS material if I were you grimblade. I particularly like the Weird Ward supplement written by Ken Hite. GURPS books are the best for historical info and setting material. Then you can use d20 Modern (maybe with a little d20 Future thrown in for Nazi or Tesla Super Science if thats your thing) for the rule set. For more d20M WWII goodness, there are a couple of Modern Dispatches realted to Nazis and other WWII d20 stuff, and depending on how pulpy you want your campaign you might look into some Thrilling Tales stuff.
You could also check out Weird Wars, published a few years ago by Pinnacle. Just remove the supernatural aspects and the game has more than enough detail to be run as a staright WW2 RPG.