Update 20/3/05                          Jock (Column) Strap On  

[Max’s rather dubious guide for creating your own Jock Columns for Desert Warfare.]

The British were keen to take the war to the enemy. To do this they formed numerous, ad hoc
battlegroups whose sole purpose was to roam and harry the opposition. These were known as
'Jock Columns'.  In advance of the main line they could raid camps, disrupt enemy formations or
simply dominate the battlefield.

Due to both the nature of these forces and the rather arbitrary nature of most wargames
formations, this system should give an interesting, if challenging force for the gamer.

Always Present

Command -= Truck/Car mounted

Infantry Platoon One – Truck mounted – 3-4 sections

Random Allocation – D20

1-3        Infantry Platoon (Truck mounted) – maximum 3 units – 3-4 sections
4-5        Scout Platoon (Truck mounted) – maximum 3 units – 2-3 sections better   
                                                                                                                                       motivation/firepower etc
6-7        Light Tank Squadron – maximum 3 units
8-9        Heavy Tank Squadron – maximum 3 units
10-11   Heavy Weapons Section (Truck mounted) – maximum 1 unit
12-13   Anti Tank Section (may be Portee) – maximum 2 units
14        Scout Cars (1-2 light, 3-4 medium, 5,6 mixed) – maximum 2 units
15        Carrier Section – maximum 3 units
16        Mortar Section – maximum 1 unit
17        Artillery Unit – maximum 1 unit on table, 2 units including off table support
18        Air Support – maximum 1 unit
19        Extra blinds (1-3) – no maximum – representing Algy Lawrence, cousin of the famous
                                                                        Colonel, on his BSA and his chums being adventurous)
20        Nothing! They got lost!

Players should roll for 1D6 units plus 1 (min 2 extra, maximum 7), normal wargames rules apply
that missing elements may be deemed off table or alternatives put in instead.

Special Rules

The Desert is a hard place. Each Platoon in a column must roll before the game.

1D6 Roll
1-4         arrive as normal (players discretion)
5            arrive late (reinforcement card)
6            engine/airforce/compass trouble – arrive late as above, but player must roll for each
         section and on a 5 or 6  that section is permanently out of action and will not appear.


Jock (Column) Strap On - By Max Maxwell