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Third Coast Units and Roles

  • Feb 11, 2018
  • 2 min read

Photo by Rage Custom Airsoft

Some of the most common questions the staff receives from new to 3rd Coast players, "What are these units?" "What is their purpose?" "What are the requirements and why?"

I'll break down the units here, The Rifle Companies ABLE, BAKER, EASY, GRIZZLY, and the motorized company, KILO for the Western Forces, and CHAOS, DAGGER, FIGHT, HATE Companies, and the motorized company, MADNESS for the Eastern Empire. These units are the building blocks for each side, the conventional brigades. 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 & medium machine guns, grenade launchers, anti-tank launchers, and DMR/Snipers, so we recommend it to the player leadership and teams coming (see below for a recommendation).

The Special Units and their organization & use 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/medical bags(IVs) (ie the ability to forward regen your KIA shooters) and your special unit members will have to start regenerating (resetting) players at the Faction AA, losing that advantage of a forward position.


Some player leadership will put (deploy) these specialty shooters to work as they generally deploy forward at the start of some of the phases. Holding key choke points/terrain or objectives. The drawback is they are no where near the AAs 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, different from line companies like A,B,E,G,K or C,D,F,H,M.


Having unique camo patterns requirements not only set these units apart, it also helps other players report what enemy is to their front, and possibly clue them in on what these guys are doing. Players can provide critical information to their command leadership if they recognize they are in contact with SOF, Commandos, Royals, Darby, Ripper, Airborne.

Photo by Rage Custom Airsoft

The camo requirements allow players get to a level of organization and team work. Elements like the Eastern Empire's Commandos and Western's 13th Special Operations mirror the mission sets given to Special Forces, with Task Force Darby and the Empire's Airborne Regiment being similar to Rangers and paratroops. The Imperial Royal Rifles and Western's Task Force Ripper are our Marine/SEAL elements.

 
 
 

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Third Coast Airsoft | Norcross, GA  30071 | TCA@thirdcoastairsoft.com | Tel: 678.870.6019

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