Rise of the Reds – or ROTR for short – improves upon the C&C Generals formula while also adding its own distinct elements to it. Most notably, the mod adds two completely new factions, the tank-heavy Russian Federation and the defence-oriented European Continental Alliance. In addition, the three original factions China, USA and GLA have been greatly expanded and redesigned in a variety of ways, with several new units, buildings, powers and abilities to explore and combine in your in-game tactics. ROTR also changes some of the game mechanics in order to create a unique and fresh experience. Examples include a technology progression system based around three tiers, a more fleshed out counter system between air and anti-air units as well as an additional emphasis on specialised scouting and detection units which serve to make stealth tactics a more viable option than they were in the original game. Beyond the gameplay aspect, the mod also brings many cosmetical updates, spectacular special effects and custom sounds and voice overs to the table.

The most recent version 1.85 was released in April 2015. Aside from adding many new units, special powers and visual overhauls for all five factions, the release was tied to the premiere of SWR.net, our very own online multiplayer service which is organically integrated in the ROTR executable and allows you to enjoy exciting multiplayer battles with players around the world via a virtual network.

The next major release version 2.0 will bring generals back into the game, allowing you to choose between 15 all-new sub-factions (3 per faction) that further capitalise on the tactical themes of their parent factions. Unlike Zero Hour where generals were chosen during the match setup,ROTR's sub-factions will be chosen in-game at the very start of the battle, as it was originally intended in the unreleased beta version of Generals. Thus, vanilla factions in the original Zero Hour sense will no longer be present in the 2.0 version. Additional features are currently planned to include two story-driven campaigns and a new game mode akin to Zero Hour's iconic Generals Challenge.


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Hello everyone!

We hope you've enjoyed the previous week of tech structure updates. However, we understand that many of you might want a bit of a palate cleanser away from the grey and white neutral structures, so, we're here to showcase some important new ECA assets. Some of you may recognise these additions, as both of them have been featured in our previous 1.87 build in a limited form. However, we have never publicly showcased these with official renders before, nor did they have any lore to go along with them. So, we're here now giving these important ECA assets the attention they really deserve. Lets begin!

EU Hvy Gunner

The crash withdrawal of the US at the end of the War on Terror also marked the end of NATO. The European Continental Alliance, formed a few years later, inherited many of the organisation's procedures and standards, but with the resurgence of nationalism throughout Europe, an excessive favouritism in military procurement became a distinct feature of the 2030s. One area in which this became a major issue during the formative years of the ECA was ammunition calibres, where several national arms manufacturers and governments tried to push their own replacements for the ubiquitous calibres once standardised by NATO.

A prominent Belgian manufacturer designed a new weapon specifically to take advantage of this fracturing. The Martel is a heavy machine gun designed for high heat resistance and with a variety of quick-change barrels accepting a wide range of former NATO, Russian, Chinese and other heavy cartridges. This versatility made it a staple of many European militaries, solving some of the divides and redundancies brought by the petty "calibre war" and also becoming a notable success on the global market thanks to reduced arms export controls.

In its service with the ECA, the Martel is operated by heavy machine gun specialists as a static defence asset and force multiplier, available early on. It is devastatingly effective against infantry and light vehicles, particularly when used from inside an open-top Fortification that offers additional protection to the gunner. Once outfitted with advanced optics, the gunner can opt to fire single precision shots, delivering greater damage at a reduced rate. Commanders who choose to initiate the Venom Protocol will see their Heavy Gunners replace the Martel with its more advanced successor, an infantry-operated autocannon capable of firing a similar variety of 20 to 30mm munitions.EU Munition OpenTop Fort

EU Munition OpenTop Fort Pio

EU Munition OpenTop Fort Gren

In the tumultuous landscape of the Third World War, often the only protection an ECA infantryman could rely on were the hastily erected fortifications typified by the European doctrine. Yet, while offering some respite from the combat, these fortifications proved inadequate for soldiers wielding the heavy weaponry demanded by the escalating Russian onslaught. Often forced to either abandon their specialised armaments outside, rendering them inoperable, or brave the perilous combat outside, these troops became easy prey for enemy snipers, artillery, and energy-based assaults.

With the effectiveness of heavy weapon units often being the lynchpin of many ECA positions, development efforts swiftly prioritised the creation of a more adaptable fortification solution. By eschewing the roof, incorporating grenade sumps, and reinforcing the perimeter with additional barriers, a versatile defensive position emerged – the 'Open-Top Fortification.'

Distinguished by its lack of a roofing, the Open-Top Fortification became a favourite among Heavy Gunner and Combat Pioneer units for its expansive sightlines and resilience against specialised Russian anti-infantry armaments. Grenadier units especially took a liking to the positions and were reported to often use additional netting protections to stay in their positions for as long as possible, a practice that famously became the ire of Russian troops assaulting the Rhineland Line in 2046 and the ill-fated invasion of England the following year.

However, while these positions proved effective and popular among units equipped with heavy weaponry, traditional infantry armed with standard firearms found themselves paradoxically more vulnerable when utilising the Open-Top Fortifications. Lacking the bulk of heavy weapon teams' equipment, they became susceptible to stray fire, compelling them to maintain their preference for the safer closed-top variant.



That's all we have for today, we hope you enjoyed!
Till next time generals


Teching Up Part 5

Teching Up Part 5

News 6 comments

We are back with our final showcase of some of the tech structures you'll be interacting with in ROTR 1.9.

Teching Up Part 4

Teching Up Part 4

News 1 comment

Hello! Tech structures. Yes. See some of the latest here...

Teching Up Part 3

Teching Up Part 3

News 1 comment

More tech-structures for you to use, capture and deny.

Teching Up Part 2

Teching Up Part 2

News 1 comment

The tech-up continues. We did say we would be back very soon, so here we are, with more tech structures to showcase today.

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ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 245 comments

Check the read-me and Change-log in the file for further details NOTE: that this is not a full release and requires ROTR Release V1.85 to be installed...

Rise of the Reds Version 1.85

Rise of the Reds Version 1.85

Full Version 577 comments

After a long wait of almost two years, we are proud to present you the release of Rise of the Reds Version 1.85. In the name of the SWR team, I want to...

ROTR Patch 1.802 Release

ROTR Patch 1.802 Release

Patch 303 comments

ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included

Patch 1.802  No Installer Release (mac compatible)

Patch 1.802 No Installer Release (mac compatible)

Patch 29 comments

ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included

Patch 1.801 Release

Patch 1.801 Release

Patch 54 comments

In the past few days, we actually read a lot of comments and looked into the feedback many of you provided. Due to all this and a few observations of...

Patch 1.801 No Installer Release (mac compatible)

Patch 1.801 No Installer Release (mac compatible)

Patch 11 comments

In the past few days, we actually read a lot of comments and looked into the feedback many of you provided. Due to all this and a few observations of...

Post comment Comments  (0 - 10 of 26,809)
ProFF69
ProFF69 - - 27 comments

I like that you returned the propaganda loudspeakers to the Chinese armored personnel carrier, this made it more classic and convenient, without the need to buy upgrades. If I noticed correctly, the scanner was transferred to a Chinese intelligence van? Do you plan to give the Chinese armored personnel carrier additional upgrades like the overlord to choose from? Let's say something like an anti-aircraft gun or a nuclear mortar, or an EMP missile like Shenlong. Or maybe just setting the min. This would make it a standalone unit and more useful

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MaelstromX103
MaelstromX103 - - 2,080 comments

The Chinese troop crawler now benefits from a new upgrade called "Motorised infantry", which makes all new crawlers contain 4 tank hunters (in addition to the default 4 red guards)

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ProFF69
ProFF69 - - 27 comments

Have you thought about switching to a system similar to the “Contra” mod, so that the super unit is available at rank five? I understand that not only a unit is opened, but also all sorts of improvements for others. But this costs a general's ability, which can be spent on something else. Or are you using a rank mod?

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MaelstromX103
MaelstromX103 - - 2,080 comments

We thought of that, and decided against.
Contra did integrate their tier progression with the rank system, while we didn't.

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ProFF69
ProFF69 - - 27 comments

Logical, I didn’t think of it that way

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ProFF69
ProFF69 - - 27 comments

Do you have any plans to make it possible to transfer improvements to the GLA from allies who play in the team? It would be nice if an upgrade appeared at the chemical factory or in the command headquarters for the faction played by an ally

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MaelstromX103
MaelstromX103 - - 2,080 comments

It is not in the plans

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ProFF69
ProFF69 - - 27 comments

Will China SunStorm Cannon have a nuclear engine upgrade? Of course, I understand that this is not a Rocket Buggy, but don’t you think the platform is slow? Maybe I'm wrong, but it moves in speed like an overlord without engine upgrades

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MaelstromX103
MaelstromX103 - - 2,080 comments

So far, it doesn't. There has been discussion on whether or not it should get them. We'll see in the future

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JackofknavesII
JackofknavesII - - 52 comments

Are we going to see more of the surrender mechanic in 1.9 or will it be more focused on 2.0?

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MaelstromX103
MaelstromX103 - - 2,080 comments

In 1.9, the Bradley IFV gets a kit that grants him flashbangs. Also subdued mercenaries are now turning their backs on their former player when captured, instead of being sent to the detention camp for intel

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JackofknavesII
JackofknavesII - - 52 comments

Also piggybacking on the other question, how will other factions be able to use the surrender mechanic? US has flashbangs, and Russia iirc has frag grenades. How about the other three factions?

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MaelstromX103
MaelstromX103 - - 2,080 comments

Infantry subdual will stay unique to USA.

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ProFF69
ProFF69 - - 27 comments

It sounds really interesting about mercenaries. And as far as I understand, Purge Trooper will not be taken prisoner? And what other features are there related to other divisions?

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MaelstromX103
MaelstromX103 - - 2,080 comments

Purge troopers, shock troopers and bombardiers will commit suicide if subdued

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JackofknavesII
JackofknavesII - - 52 comments

>subdued mercenaries are now turning their backs on their former player when captured, instead of being sent to the detention camp for intel

What a boon for US forces lol, but do they keep all the upgrades they had? For example if they had Stealth Tactics before being subdued and captured will they become invisible also?

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MaelstromX103
MaelstromX103 - - 2,080 comments

I checked, upgrades are not kept.

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MaelstromX103
MaelstromX103 - - 2,080 comments

I am not sure about upgrades. I will check that

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