Zombocom's Simulator looks interesting and could work if it's system-lite enough. If it doesn't work out, I can probably manage to make something work via MapTools:
http://www.rptools.net/ I have not yet seen a specific framework for Epic of any edition, but even the base software allows for the moving of tokens (Units), vision, vision blocking, templates, etc.
Frankly, I don't anticipate having any major battles for a while after things get going (assuming it does at all).
Some additional details.
At the beginning of every game turn, each player's city (or cities) will receive a number of Build Points. Build Points (also referred to as BP) are generated in the following ways:
1. You gain 20 BP per level of the city, per city, for that city. This represents the industry of that city.
2. You gain 1 BP per turn for every non-City square that you control. A square that you control is one that you have placed your 'Presence' in. These points go to the nearest City that you control. This represents passively recruiting new forces and materials from an area you control.
3. You may have your armed forces 'farm' in a square with your Presence. This generates 1 BP per 100 points of units farming, and uses up all movement for those units for that Turn. This represents actively recruiting and gathering in that area and overlaps with the points generated by the square. It does not stack. Flyers may not farm.
4. You earn 10 BP per VP gained in a 'real' battle (one run via Zombocom's thing, MapTools, or whatever we wind up using) or 1 BP per 100 points of enemy destroyed if my 'Quick Combat' system is utilized. There are always useful bits to scavenge after a battle.
Build Points are spent in/by cities for various purposes including, but not necessarily limited to, the following:
1. Requisitioning new units. Units are bought by the card, and may have points put toward them turn by turn until finished. A city is limited in what units it can build, based on it's current level. These limits will vary by Faction, but generally speaking the higher the point cost of a specific model, the higher the city level needed to build it.
2. Increasing the level of the city itself. It takes 200 BP per level per level of the city to go up one level. So you have to spend 200 points to get your 1st level city to level 2, another 400 to get it to level 3, etc. The top level for a city is 10th level.
Each Faction will have various options specific to them. I have such options figured out for SM2 Factions, and the rest shouldn't be to hard to figure out.
As should be obvious from the files I posted elsewhere, units gain 1 strategic movement point per 5cm of tactical move. Different terrains cost different numbers of movement points to move into based on what unit is doing so. I am slightly revising some units terrain costs for this iteration of the game, but the existing file will give a good overall idea. Obviously, any Army can only move as fast as it's slowest member. Primarily, movement points will be spent on moving, but it requires spending 1 move point to attack a target, and it requires spending 1 move point to place your Presence in a square.
I'll post more details later.