Something new! Schedules this summer have prevented us from playing  RPG's with the Apprentices. Frustrated with this state of affairs I  decided to introduce Apprentice Blaster to one of my wargames and so we  set up the first scenario for Command and Colors Ancients. This is a  newer style wargame that while still played on a hexgrid it uses wooden  blocks for pieces and cards for issuing orders to your troops. This  first game focuses on the struggle between Rome and Carthage, with  expansion sets focusing on Greeks/Persians, Imperial Rome, and the Late  Roman struggles against barbarian invasions. It's a fun game that plays  quickly and is realistic/historical enough to make me happy. The wooden  block aspect also scratches my itch for ancient miniatures games, and  since I discovered this game my 15mm Romans and Thracians have been  gathering dust in the garage.
Akragas, 406 B.C.
The Romans begin in a line formation  with a LOT of heavy infantry in  the center, some auxilia and light bows on the left and right, and some  cavalry on the wings. The Carthaginiains begin wit ha lone heavy  infantry unit in the center, supported by medium infantry, auxilia, and  some light bows and light infantry on the left and right. They too have  some light cavalry on the wings but they also have some heavy chariots  on each wing, leading to some interesting possibilities.
The Romans started things off with some limited manuver and some  ineffective archery*. The Carthaginians responded in kind, inflicting  light casualties on an overly bold cavalry formation. C&C battles  often start this way (which is pretty historical) and then Mercury  smiled and suddenly the Roman general lit a fire under his core of heavy  troops and they advanced on the double - then they did it again and all  of a sudden the Carthaginiain line is being mulched and driven back,  and the Romans are up 3 banners to none. 
The always-cool Carthaginian commander quickly rearranges his troops,  isolates the maniple being led personally by the Roman general, and  smashes it with his own bodyguard of shock troops, smashing it and  killing the Roman general! The renewed assaul by his line also wipes out  another beaten up Roman unit and suddenly things are now much more even  at 3 baners to 3 banners. The battle hangs in the balance!
Both lines battle back and forth with scoring a decisive result until  a foolhardy Carthaginian sub-general makes a distrous error and manages  to get himself killed and even though his unit survives another unit  nearby is overrun also and so the Romans win the battle 5 banners to 3  and the Carthaginians withdraw in shame.
So Apprentice Blaster wins his first game. He got a little cocky in  the middle when he was up 3-0 but he settled back down when things  evened up and he realized anyone could have won the game. He was pretty  happy with it and wants to play another.

 
*Combat uses special d6's. Each die is marked with a green circle  (the symbol for light troops), a blue triangle (medium), a red square  (heavy), a helmet, crossed swords, and a flag. The basic idea is to roll  the color symbol that matches the type of troop you are fighting. So  when my light bows are shooting at a unit of medium cavalry, I want a  blue triangle result as that's what scores a hit. Green or red means a  miss. In hand to hand the corssed swords also mean a hit, so the odds  jump from 1 in 6 to 2 in 6. If I have a leader in the attacking unit  then a helmet result also means a hit. A flag result means a retreat  which can also be devastating as units rout into each other or off of  the board (which is worked out as additional casualties). The number of  dice is determined by the type of unit attacking - light troops usually  roll 2 dice, mediums roll 4, and heavies roll 5. So you can see a unit  of heavy infantry with a leader is pretty nasty, while the typical unit  of light archers that throws 2 dice and has a 1/6 chance of doing some  damage is not a heavy hitter at all.