A Grand Day for a Ride Out: Middlesex and Somerset Raid, October 1779

By Eoghan Kelly

During the American War of Independence, Staten Island in New York was seen as a bastion of loyalist sentiment. The British forces stationed there offered a credible threat to Continental Army, supply sources and to local patriot militias. Prior to 1779, a series of raids by both sides had achieved little other than to polarize local support for each side.


In 1779, the main unit stationed on Staten Island was the Queen's Rangers also known as Simcoe’s Rangers by 1777, in honour of their new commander Lieutenant-Colonel John Graves Simcoe. In October of 1779, Simcoe had received information that the Continental forces were assembling a force of 50 flat bottomed boats for an invasion force. The boats were reportedly at the upper reaches of the Raritan River, to the immediate west of Staten Island. Simcoe devised a plan involving a lightly equipped force of 78 hussars of the Queen's Rangers, the red-coated Buck's Country Light Dragoons, and Staten Island provincial dragoons. They would land on the north side of the Raritan estuary, ride to Bound Bridge and burn the boats. They then would cross the river southward, and head east to be picked up at New Brunswick. The green-clad Queen's Rangers hoped to pass as patriots and pretend the Light Dragoons were French. A force of the Queen's Rangers infantry would accompany the cavalry to aid in their crossing and provide cover for the returning cavalry.


The crossing took place just before dawn of the 26 October, the cavalry moving out just after sunrise. Passing through settlements and the countryside, Simcoe's ruse held up, for now. Arriving at Quibbletown, a local resident recognized Simcoe, and sent a message to the militia at New Brunswick. Unaware of this, Simcoe pressed on. With the help of a local child, they identified where the boats were being kept at Bound Bridge but only found eighteen. These were burnt. Stopping at Hillsborough, they freed some loyalist prisoners and burned the county courthouse. At this stage, a warning cannon could be heard behind them and the alarm had been raised. As they left South Bound Brook, voices of Patriot militia were heard in the darkness …

The Rangers march into New Jersey early in the morning before the cavalry set off on their raid.
GAMING SIMCOE'S RAID

These actions can be played out as a series of small battles in a mini campaign, or as a rolling battle on a larger table, representing the whole map. In the latter case, the Americans have to choose where to deploy with the aim of preventing the British escape.


Terrain

The roads are level with high fences with few gaps. Farmland is flat and open, giving better visibility in the darkness. Wooded areas have thick undergrowth and hamper movement; visibility is very limited. Streams can be passed by fords or bridges.


Rules

A small skirmish action like this is ideal for Song of Drums & Tomahawks. Musket & Tomahawks, Sharp Practice 2, or This Very Ground can be used with some appropriate tweaks. For Black Powder 2 reduce the models for a standard unit by a quarter, making a unit of cavalry three men, and a unit of infantry six men. Rebels and Patriots can be used by halving the number of men per unit. Nothing else is changed.

© Rocío Espin
SCENARIO ONE: FORCE OF ARMS

Taking advantage of the darkness, Simcoe and the Rangers attempt to skirt around South Bound Brook and head towards New Brunswick. A break in the fencing is identified to allow mounted figures through to bypass the road and avoid an ambush. This break is chosen by the Loyalist player and cannot be more than 12” from the road. The Patriot player is informed where the break is, and they can deploy their forces in secret (mark on a sketch map). These are revealed if they fire or move as a group, individuals are only revealed if they fire. All Patriots forces must be east of the gap when deployed. Horses must move a full move through the gap, but in pairs. They may only move slower if enemy troops are encountered. If a horse is killed roll a D6 – on a one to three the rider is knocked out, on a four to six they are conscious and may continue the fight. Use a 48” board with the road running the full length. Patriot forces can be deployed in a single group, but may deploy six figures as a unit that can volley fire. They may only volley fire twice in the scenario and must retire after the second volley. All may be deployed as individuals, however if more than three are wounded or killed, all will withdraw.


This scenario lasts eight turns. The first two are in darkness, the next five are at dawn and the last one is in full daylight.


Loyalists

Eleven Queen's Rangers plus two officers, Simcoe, and Wickham, the latter two armed with pistols and swords. Troopers have carbines, and swords. All have high morale except Wickham who is average. All have good training. Morale is fragile – if one figure is killed or two wounded, the collective morale drops by one level except Simcoe, whose morale remains the same level.

  • Simcoe – morale high, leadership good
  • Wickham – morale average, leadership average

Patriots

New Brunswick Militia of nine militiamen armed with muskets, bayonets, and knives. One officer, Captain Moses Guest, armed with musket, pistol, and sword. All have average morale and average training if in a group of six or more, if operating alone, then morale goes down and training goes up by one level.


For Black Powder 2, make that four units of Loyalist Cavalry versus five units of Militia. Use the stats from Weitzer’s Mill on pages 128–129 of the Rebellion sourcebook. For Rebels and Patriots, make this four units of light cavalry versus five units of line infantry with poor shots.


Victory

The Loyalists win if they can move their primary force to the far end of the board. They must still have at least half of their troops in the wooded part of the road. Once past the halfway point of the board, then the remaining forces may start to enter the board. Any patriots within 12” of this force must start moving towards the north side (river side) of the road. Patriots will win if they prevent the Loyalists from reaching the eastern edge of the board. If Simcoe is killed or captured, then the Loyalists will only draw the scenario even if they reach the far end of the board.

Outside Quibbletown, a boy approaches Simcoe and tells him where the Patriots have hidden their flatboats.
SCENARIO TWO: DECISIONS, DECISIONS

Once past the first patrol, the Rangers face a new dilemma. A new force approaches in the east, consisting of eight militia on foot and three mounted militiamen, led by veteran Captain Voorhees. Meanwhile, the militia patrol reformed across the road to the west, blocking their retreat to the bridge. 


The game board must have a stream and ford 12” from the western edge representing the Cedar Grove Branch, and the eastern edge of the board has a bridge near the tavern. The board should have 48” between the ford and the bridge with a small area beyond the bridge. This scenario runs for a maximum of ten turns.


Loyalists

All troopers must try to escape to the east. All troops are armed as before. At least half the figures must be deployed west of the ford, the rest at the ford itself.


Patriots

Surviving militia from scenario One, are deployed east of the ford with the same rules as per scenario two. They are limited to two volleys, but they are not obliged to retire after the second.The new militia enters from the eastern edge on turn one. They have good morale and average training. Voorhees has high morale, training, and leadership. 


In Black Powder, make the new force two units of Militia and a unit of Mounted Milita from p.121 of Rebellion. For Rebels and Patriots, make them a unit of light cavalry and two units of line infantry with poor shots.


Victory

The Loyalists win if they exit half of their remaining force over the bridge. The Patriots win if they prevent this.

Ambush! Patriot militiamen appear along the road to ambush the Light Dragoon and Ranger troopers.
HISTORICAL OUTCOME 

Simcoe's horse was hit by multiple shots, and he was knocked out and taken prisoner. Captain Wickham, though rattled, led his troopers back to safety. After a raid of seventy miles, they crossed back to Staten Island. WS&S

This article was featured in Wargames, Soldiers & Strategy Magazine 127. Discover this issue, and others, in our webshop: