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 5 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 26,745)
karasis
karasis - - 490 comments

I played this mod years ago and it was a lot of fun. Can't wait to see new version!

Reply Good karma Bad karma+1 vote
JackGranger
JackGranger - - 73 comments

With the addition of Heavy Gunner, would Heavy Sniper get some love? Such as ability to garrison or no need to deploy.

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MaelstromX103
MaelstromX103 - - 2,054 comments

Heavy sniper got a few changes. More details to come :)

Reply Good karma Bad karma+3 votes
JackofknavesII
JackofknavesII - - 48 comments

Prometheus unit demo next livestream please 👀

Really curious as to what replaced the Fenris in the Pandora Protocol

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MaelstromX103
MaelstromX103 - - 2,054 comments

I'll see what I can do

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JackofknavesII
JackofknavesII - - 48 comments

As of now Tear Gas/Nerve Gas has been retconned out of the ECA arsenal right?

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MaelstromX103
MaelstromX103 - - 2,054 comments

Nerve gas is indeed retconned.
Tear gas however is still used by most ECA mortar units. Only the rank 1 GP has been removed.

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CptIstvanofArdeal
CptIstvanofArdeal - - 2,363 comments

But why remove the nerve gas it was quite useful in my runs i will miss it

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MaelstromX103
MaelstromX103 - - 2,054 comments

Nerve gas was removed because the only thing that was using it was removed. Simple as that.

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MARS2588 Creator
MARS2588 - - 962 comments

Also worth mentioning that this change was mainly done to fold two ECA theme weapons with relatively limited in-game presence (nerve gas and cryo) into a single, more prominent one, motivated by streamlining considerations more than anything.

Reply Good karma+4 votes
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