Third Coast Units and Roles
- Zmonster
- Feb 11, 2018
- 3 min read
Updated: Dec 19, 2025

Some of the most common questions the staff receives from new to 3rd Coast players, "What are these units?" "Is there a limit to the number of weapon roles" "What gives with the different classes?"
I'll break down the units here, The Rifle Companies ABLE, BAKER, EASY, GRIZZLY for the Western Forces, and CHAOS, DAGGER, FIGHT, HATE Companies for the Eastern Empire. These are the building blocks for each side. These guys are the grunts, the backbone for the epic simulated combat battles. Each company has anywhere from 2-4 platoons of 25-40 shooters each (depending how their chain of command organizes them for the event). Each platoon has 2-3 squads. In the real military, there is a set number of Support Weapons like light machine guns and DMR/Snipers, so we recommend it to the player leadership and teams coming (see below for a recommendation).

The Special Units For Western, Task Force Darby, Task Force Ripper, and the 13th Special Operations Group, and for the Eastern Empire, the Airborne Regiment, the Royal Rifle Regiment and the 23rd Commandos.

These special units are limited in number, 24 for SOG/Commandos, and 40 for Airborne/Darby/Ripper/Royals. These elements have specific camo pattern uniform requirements that player must meet. The trade off is that these units are the only ones capable of forward start positions outside of the Assembly Areas (AAs) for Phase 1 and for those 3rd Coast events that have a Recon/Airborne Phase, these players take the field forward, and are capable of being tasked by their Force Commanders to attempt to accomplish battlefield shaping for the main forces. Starting forward is a force multiplier but it comes with the stress of fighting "smart" and taking care not to take too many losses, exhaust your medical supplies (ie the ability to forward regen your KIA shooters) and your special unit will have to regenerating (resetting) players at the Faction AA, losing that advantage of a forward position.
Some player leadership will put these guys to work as they generally deploy forward at the start of some of the phases. The drawback is they are no where near the CCPs and will be careful in terms of taking "KIAs" (players that cannot be medic-ed back in). The forward start is a critical part of their nature, along with being smaller in force number that say a line rifle company.
Having unique camo patterns should also help players report what enemy is to their front, and possibly clue them in on what these guys are doing. Players can also expect multiple different weapons being used against them if they recognize they are in contact with SOF, Commandos, Royals, Darby, Ripper, Airborne.

The Player Roles and options Different weapon classes. The rifleman is the best balanced player on the field, but limited to semi auto. The submachine gun role, having being limited to 300 FPS/1 Joule, is allowed full auto indoors and outdoors, but has less range than all others (being that in real life, a SMG shoots a pistol caliber round and does have less range), the shotgun (pump action, semi and full auto) also fall under SMG class, the support gunner (both LMG and MMG) can lay down suppressing fires with his/her light machine gun or SAW with a higher FPS/Joule limit (and MED), but cannot go full auto indoors. And last, the DMR/Sniper classes can provide long distance precision fires with its higher FPS/J limits. Can you bring/carry multiple weapon classes on you? Yes, but it comes at a personal cost in weight and kit. Hopefully this helps answer some of the common questions that players might have.























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