Rise Of The Reds is an expansion mod for Generals: Zero Hour that adds the Russian Federation, European Continental Alliance and is packed with overhauls and changes to the original factions. Whether it's steamrolling Russians, indomitable European defenders, American high-tech, Chinese strength in numbers or the brutal cunning of the GLA - Rise of the Reds has a faction for everyone's tastes - even to take your opponents on land, air and sea!

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European Combat Pioneer
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Ra2K3
Ra2K3

This is very useful small defence

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CptIstvanofArdeal
CptIstvanofArdeal

Combat engineer reporting!

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GypsyBastard
GypsyBastard

(buried)

I think that ECA is too much buffed with everything already. I thought this mods is named RISE OF THE REDS

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magachs
magachs

Gotta keep the reds at bay, whatever the cost.

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dodgevipergts
dodgevipergts

(buried)

Why is it called rise of the reds anyway when it's about the Russian Federation and not the Soviet Union?

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MARS2588 Creator
MARS2588

It's called Rise of the Reds because the mod is actually almost ten years old and went through multiple team/design changes. Back when it first started, the Russian faction -was- very much meant to invoke the Soviets from Red Alert, hence the title. We kept it because a.) you don't change an established, recognisable name after so many years and b.) because it still sounds catchier than 'Rise of the Russians'.

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Lockandload
Lockandload

Amen, brother!

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Lockandload
Lockandload

In the previous version, when you build a Solar Reactor on night map, then build defensive add-ons, there were these green rotating arrows staying over the bunkers/SAMs. These arrows disappear normally on day maps. Is that fixed in 1.85?

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KinQQz
KinQQz

idk why but it reminds me of the Red alert 2 G.I's

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Woozle
Woozle

Move out! We are combat pioneers, last one there gets no beer tonight.

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Lockandload
Lockandload

Very good thinking! Good job, too! I like the whole defense-counter-attack based ECA war logic. By the way, what is supposed to be the Venom? Is it something like the Wolfenstein's Venom gun?

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MARS2588 Creator
MARS2588

The Venom is the ECA's third and final prototype unit. It's a powered exosuit with a human operator and it'll most likely be revealed in our next update.

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Lockandload
Lockandload

Thank you for the info! Sounds quite interesting and alternative.

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Ultima73
Ultima73

Is this affected by the Pandora protocol?

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MARS2588 Creator
MARS2588

If you're wondering whether the Pioneers' tear gas shells will be replaced with nerve gas, then no, they won't be affected since it would instantly make that type of shell superior to all the others in every situation.

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ShockDivision
ShockDivision

Pioneers Ready for battle!

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Commandodiamond
Commandodiamond

So a mobile mortar pit?

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Pythian.lygume
Pythian.lygume

Give up! You shall fall, Europe! You have treated us as sub-human for years! Let's see how you like it when the whip is in OUR HANDS!

That should bee a unit quote. "Taking the whip into OUR hands!"

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renzjericho
renzjericho

"Call in the German Pioneers!!"

If they're only German

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Ledgend1221
Ledgend1221

"You are combat pioneers!"

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Santis88
Santis88

this little guy can attack or protect a small area nic

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Frostquake
Frostquake

Reminds me G.I's in RA2.

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JeremiahLoh
JeremiahLoh

Kinda reminds me of the Kindjal Infantry in Emperor (In that it packs a Mortar Cannon and a basic Gun) or that Airborne GI laotze made way back.

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CaptainSuavePrice
CaptainSuavePrice

I like these mortal pits.

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CaptainSuavePrice
CaptainSuavePrice

Mortar*

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Description

The European Combat Pioneers are highly trained specialists that are deployed for a variety of support tasks. Their primary weapon is the MP57 personal defence weapon, a rugged submachine gun which fires the smaller 28mm length version of the ECA's standard 5,7x50mm assault rifle round. In addition, they pack some serious firepower in the form of a portable 81mm infantry mortar, which can be loaded with three types of ammunition once properly deployed and calibrated: General purpose high-explosive rounds, airbursting canister shells for use against massed infantry and non-lethal tear gas canisters to irritate and disorient the enemy. Thanks to their advanced weapon training, the Pioneers are able to fire a quick barrage of ten explosive grenades without having to fortify their position, if the circumstances prohibit proper entrenchment. Rounding off this useful combination of ranged fire support and self-defence, the Pioneers can also plant a powerful shaped charge anti-vehicle mine to shatter enemy tanks.

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