Rise of the Reds – or ROTR for short – is an ambitious project that started all the way back in 2004, when Red Army started a mod that implemented a resurgent Russian Federation into the universe of Command & Conquer Generals. After a series of leadership changes first to Grazor, then to Creator, the mod saw its first release in 2006. However, the project soon fell into a lengthy hiatus and was subsequently adopted and rebooted by The Hunter of Shockwave-fame in 2008. Development was moved to what was then known as E-Studios where The Hunter and his team started to overhaul the project from the ground up, extensively redesigning the initially imbalanced and somewhat incoherent Russian faction both visually and technically. The project saw its first release under the new management, labeled Rise of the Reds 1.0 SWR Edition, in December 2008, released a follow-up instalment called version 1.5 in 2009 and gained further prominence after a merger with Sir Maddoc’s mod Rise of Europe, leading to the planned inclusion of the European Continental Alliance as a second fully unique faction. Soon after the release, the development team relocated to its own independent forum at SWR Productions where Rise of the Reds along with the team's other projects has remained ever since. 

The most recent version 1.8 was released in December 2012 and added the proud and pragmatic European Continental Alliance, a faction that takes defensive tactics to an extreme in order to rule the battlefield with powerful long range artillery and defy any enemy assault by means of impenetrable fortifications. Man the defences with a wide selection of rugged, well-trained infantry units, strike terror into the hearts of enemy vehicle crews with fearsome Harrier VTOLs and secure your victory with the indomitable Manticore super-heavy tank.

The next version 1.85 will add a number of smaller features and take into account the reactions and experiences that spawned out of the previous release as well as new content for all factions.

Beyond that, version 2.0 will let choose between 5x3 generals that further capitalise on the tactical themes of the 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 including faction-specific naval units (Navy is already present as of 1.7), two story-driven campaigns and a game mode akin to Zero Hour’s Generals Challenge will also be added along the way.

Version 2.0 will have the following Generals:

Russian Federation:
Tactical Ballistics General, General Zhukov
Advanced Weapons General, General Aleksandr
Rapid Deployment General, General Orlov

United States of America:
Airforce General, General Griffon
Tank General, General Bradley
Special Forces General, General Thorn

Peoples Republic of China:
Red Army General, General Chen

Special Weapons General Mau
Secret Police General, General Jin

Global Liberation Army:
GLA Bio Command General, General Ibrahiim
GLA Terror Cell General, General Yusuuf
GLA Warlord General, General Sulaymaan

European Continental Alliance:
Mechanized Assault General, General Wolfgang
Royal Guard General, General Willem
Fire Support General, General Charles

The official ROTR Website containing all the updates and information on the mod’s content
The official ROTR Forum where you can get in touch with the mod’s fans and developers
The official ROTR Facebook on which you can find exclusive screenshots, polls and questions and promote the mod to other people.

Image RSS Feed Latest Screens
Live Stream 19-10-2014 Live Stream 12-10-2014 Live Stream 28-09-2014
Blog RSS Feed Report abuse Latest News: Rise of the Reds Blog Update 18

19 comments by The_Hunter649 on Sep 20th, 2014

As of 1.85, the ECA R&D Compound will be given a new model with a smaller footprint for easier deployment in confined spaces. It's functionality remains unchanged and you can rest assured that the old model will not go to waste, as it will likely find some new use on a future mission map.

In keeping with the ECA's doctrine of fortifications and mobile defence, the Vehicle Digout is a simple battlefield contraption that can be set up with the help of an Excavator. Once established, it provides additional protection for European Leopards and Gepards.

As always, we would like to remind all of you out there that there will be another stream on this Sunday:

Countdown until the stream starts

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ROTR Patch 1.802 Release

ROTR Patch 1.802 Release

Feb 27, 2013 Patch 255 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)

Feb 27, 2013 Patch 17 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

Dec 31, 2012 Patch 57 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)

Dec 31, 2012 Patch 9 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...

ROTR ECA Beta 1.8

ROTR ECA Beta 1.8

Dec 25, 2012 Full Version 309 comments

Greetings SWR Fans! The day you have all been waiting for has arrived and you finally get to play the one faction that you've been looking forward to...

ROTR ECA Beta 1.8 No Installer (MAC compatible)

ROTR ECA Beta 1.8 No Installer (MAC compatible)

Dec 25, 2012 Full Version 26 comments

Greetings SWR Fans! The day you have all been waiting for has arrived and you finally get to play the one faction that you've been looking forward to...

Post comment Comments  (0 - 10 of 17,071)
MPGM 4hours 26mins ago says:

Yep. Even 999999999999 isnt enough

+1 vote     reply to comment
dutch94 4hours 52mins ago says:

I was wondering, why is the Sokul stealthed, but the Raptor isn't?

+1 vote     reply to comment
MARS2588 1hour 4mins ago replied:

The Sokol is a unit that we created whereas the Raptor was there since the original game. As such, we wanted to keep it functionally similar to how it always was. Plus, if the Raptor had stealth-capabilities in-game, it would become too much of a jack of all trades kinda unit and risk marginalising other US air units.

+1 vote     reply to comment
ghostofpast 3hours 1min ago replied:

I thought because balance. The raptor could strike both air and land units and the sokol dont. And if they make the raptor stealthy, and the commanch could also become stealth, cause both has stealth capabilities in real life
And if both is stealth, they are gonna be so powerfull.
Imagine your tank and copper both being hit by invisible units

+1 vote     reply to comment
Campaigner 9hours 53mins ago says:

Hi, I asked GameReplays why didn't play your mod and one answer was that you haven't advertised it.

Another guy linked the video with the "Space Marine" which decimates everything and I now understand why RoTR will never be played competitively.

WHY do you make superunits like that?

-3 votes     reply to comment
Comr4de 9hours 32mins ago replied:

I like how that statement is under the assumption that this 'space marine' unit is decimating everything in a version that isn't out yet; and when we display it on streams you see it rarely and they still die.

Love it.

But no offense to gamerreplays but there are a few hardcore players that loved Zero Hour, and a few of them have this dialogue that any mod isn't cut out for them because it isn't balanced or 'stock'. And I can agree to some extent since it isn't 'stock', but why even bring that up as a subject matter if a mod isnt stock to begin with? That's already saying you don't like Apples because it isn't Kiwi; and we ******* love kiwi the way it is - well no ****?

+3 votes     reply to comment
The_Hunter649 9hours 35mins ago replied:

That so called "Space Marine" a quite well balanced unit.

Also from past experince most people on gamereplays prefer the vannila zerohour game over ours since the difference is so vast.

+4 votes     reply to comment
Sarathstra 15hours 24mins ago says:

I was hoping there would be a Chinese Nuclear General again, i'm guessing that's what the Special Weapons General is all about?

+1 vote     reply to comment
MARS2588 13hours 19mins ago replied:

Indeed, Special Weapons kinda picks up on that tradition - although he's not 'nuclear EVERYTHING' like Tao was, while adding other special effect weapons like napalm or EMP to the mix.

+1 vote     reply to comment
LordOfCommanders09 17hours 3mins ago replied: Online

I agree this mod should be rated OVER 9000!!

+1 vote     reply to comment
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C&C Generals: Zero Hour Icon
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SWR Productions
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Released Dec 18, 2008
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1681 votes submitted.

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Ratings closed.

Highest Rated (101 agree) 10/10

awesome mod, with lots of potential rivaling some of the best mods.

the fact that its still in development speaks wonders of whats to come.

Jan 10 2011, 12:13am by 501General

Lowest Rated (12 agree) 1/10

First the most recent updates have caused more problems then they have fixed, balance aside, crashes, bugs, units moving on their own, units stopping mid course are annoying. The drastic change in course of the mod has changed everything as well and has removed the great idea of which was almost complete. The devs had always kept the audience in the dark, which is fine, but when they do give information the public would relish with it. Now they have gone against everything they had told us, even…

Sep 23 2009, 7:10pm by SSFitzgerald

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