Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine.

I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine!

The Mod will be updated by adding a few units at a time (typically around 10 items).

The mod is a mixture of mostly EA & public models, has well has a few original models done by me.
Check the forums & articles for detailed information and for in-depth discussion.

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Here is the internal release V that was cancelled. While this had potential, there was still too many issues for me to resolve, and I still felt that the Allies looked far too much like GDI. You will also see that there is an over reliance on RA3 assets when it comes to the Soviets (although this is preferable to Nod's atrocious structures!).

German Tank DestroyerAllied APC

Badger BomberTesla Trooper

Release 5 alpha
C&C Red Alert History: Release 5 alpha

This release will never be finished has I have reached the limit of additions-per-release that I had set.

This alpha was tested for a while, but there are still some outstanding issues, however there are no crash issues (that I experienced).

This has been released for the long suffering Red alert history fans (all 5 of them!), who constantly see images but never get to test anything properly.

Known issues

  • The Iron Decay support power is missing (I was going to improve it, but never got around to it).
  • The AI will almost never use the Tesla Troopers 'charge coil' ability.
  • The Soviet Crane has major issues (I believe the issues are being caused by the ability to recycle vehicles). Any vehicles attacking it will have targeting issues when it comes to engaging this structure, and also the AI will often fail to destroy this structure or will completely ignore it (indicating that they are also having targeting issues).
  • The Heavy assault gun has misaligned wheel textures, that are very noticeable when the vehicle is moving.
  • The Harbinger, YAK and P51-J, all have a bug whereby if they have destroyed a target and there is no other target in their range, they will stop in mid air, perfectly stationary! I have not yet been able to resolve this.
  • The Badger bombers AA turrets apparently do not work.
  • The Soviet Flak cannon only pitches up when attacking aircraft, not by default.
  • The Soviet airfield will typically open all of its covers when it gets hit by an enemy weapon!
  • The Kirov mkII weapon handling is very poor (it will often choose the wrong weapon).

Hints and Tips


  • The APC and Phase transport have a drop modifier. This means that any infantry that exits from them receive a modifier that slows them down for a few seconds. This was done to reduce the frankly boring Engineer+APC opening moves that the Tiberian C&C series are famous for. Also it means that you have a few seconds to react (even if means selling a structure) to the nightmare Phase+Engineer or Phase+Tanya combinations.
  • The British Sniper is the Allied garrison clearer (one unit at a time, if it is 3 squads of Conscripts you will be there for a while!).
  • Tanya gains an EMP ability! This is deployed in a similar style to Nod's buggy in Tiberium wars. I am sure that Tanya players will find many uses for it!


  • Infantry inside the Soviet Bunker are still immune to garrison clearing weapons!
  • If you feel that your Nuclear reactor is about to be destroyed, sell it, to avoid having to deal with the fallout.
  • The Psychic beacon, has well has providing a support power, is also a full range stealth detector (ie equal to detector units detecting range) and also it will attempt to deflect small missiles that are fired within a radius around it (same has the Scrin Storm column). These extra abilities can be very useful when facing the Allies and the deadly Phase transport, so consider building more than one Psychic beacon in order to protect key areas in your base.
  • If you enter a Half track with a squad of terrorist, you will get the option to use the Half track has a make shift bomb truck! Just click on the explosive button, and then click on your intended target. If you want the Half track to use its gun, click on the gun button.
  • Infantry can use their weapons from inside a Half track. Half tracks + Tesla troopers + Iron curtain = insane!
  • If you place any Flame tower within a reasonable radius around a Psychic sensor, its weapon will be improved! The fireball will attempt to home in on any target, guided by the Psychic sensor!

Please use the forum if you want to help improve Red Alert history!

Special thanks to:


Release IV - Leaked alpha

Release IV - Leaked alpha

2 years ago News 7 comments

A leaked version of the cancelled release IV, this release will never be completed.

Release 2

Release 2

5 years ago News 0 comments

Basic information regarding release 2 can be found here.

Mod suspended!....

Mod suspended!....

5 years ago News 0 comments

I'm sorry it's come to this guys.... these things happen

Changes to Release 1 additions

Changes to Release 1 additions

5 years ago News 1 comment

Quick summary of updates and fixes to release 1 content in release 2.

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C&C Red Alert History: Release 5 alpha

C&C Red Alert History: Release 5 alpha

1 month ago Demo 5 comments

Abandoned internal alpha of the cancelled C&C Red history: Release 5

C&C Red Alert History: release 2 *(Obselete)*

C&C Red Alert History: release 2 *(Obselete)*

5 years ago Demo 11 comments

A few more units for the Allies and Soviets. Have fun!

C&C: Red Alert History 0.01 *(Obselete)*

C&C: Red Alert History 0.01 *(Obselete)*

6 years ago Demo 1 comment

The first release adds 10 new items, has well has trimming (read butchering) some C&C 3 elements to adjust the gameplay.

Post comment Comments  (0 - 10 of 159)
ThaneWulfgharn Nov 22 2015 says:

Hmm... interesting to see where Madin is headed. He said the Renegade 2 Rhino is going to be replaced, and that the original Rhino Tank will function as a support power...

In any case, the Soviets have too few veichles. They lack the Tesla Tank for sure and some sort of artillery (for which, I wouldn't suggest the V-Rockets but the Katyushas or BM-21 Grads).

+2 votes     reply to comment
stalkerforever Nov 19 2015 says:

Is this mod dead or alive? someone confirm please.

+1 vote     reply to comment
The_God_Of_All_Dogz Nov 15 2015 says:

NUKES!NUKES!NUKES!Where is the defining Soviet weapon?

+2 votes     reply to comment
darkyuri Oct 28 2015 says:

1. Soviets barracks from Red Alert 1.
2. Soviets war factory from Red Alert 2.
3. walls from Red Alert 2.
4. Soviets rafinery Red Alert 2.
5. Soviets ore truck from Red Alert 1.
6. Alieds arfield from Red Alert 2.

+2 votes     reply to comment
PurpleGaga27 Oct 27 2015 says:

Maybe Madin is still working with Tiberian History which is looking far better than Red Alert History.

+3 votes     reply to comment
Clemix Oct 25 2015 says:

Is still dead Or is alive :D ?

+3 votes     reply to comment
Madin Creator
Madin Oct 25 2015 replied:

"Time will tell, soon enough... time will tell"

+4 votes   reply to comment
ThaneWulfgharn Oct 25 2015 replied:

I don't think it's alive. At the download says:
"A leaked version of the cancelled release V, this release will never be completed."

Unless that means that Release VI is in progress ^_^...

+1 vote     reply to comment
ThaneWulfgharn Oct 25 2015 replied:

Yes it's alive. It says:
"Please use the forum if you want to help improve Red Alert history!"

+2 votes     reply to comment
Gunship_Mark_II Oct 15 2015 says:

Quote:*Release 5 cancelled!*

You're killing me, this looks so freaking good that it must go on, and i honestly don't mind that something is ported over from ra3, it looks good ( if not better ) in cnc3.

+7 votes     reply to comment
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C&C3: Tiberium Wars
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Released 2009
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64 votes submitted.

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Highest Rated (3 agree) 10/10

10/10. Well made and incredibly detailed mod. It feels good, it plays good, it looks very good.

I assume is only Alpha version, it has some minor bugs and C&C3 content left, it's a still very atmospheric mod.

I really hope you will finish this mod, it's worth it.

Sep 14 2013 by Gunship_Mark_II

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