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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Havoc_frost May 11 2012 says:

Now this is a cool concept guys, finnaly letting that inner arms dealer in me come out to play!

+11 votes     reply to comment
Mernom Online
Mernom May 11 2012 says:

how about it will have some unit production abilities?

+12 votes     reply to comment
Trailhog250 May 11 2012 replied:

That would be interesting imo, how about the un soldier and jeep you see in the Generals campaign. Those would be suitable units.

+5 votes     reply to comment
CptIstvanofArdeal May 11 2012 says:

no i think that will be strange, or wery odd

+2 votes     reply to comment
^Namaekeks May 11 2012 says:

I could imagine it that they could put in some old vehicles in there too
for ex. Abrahms-, Leopard 2-Tanks or the T-90, now they could get refitted and get ready for combat again!

+1 vote     reply to comment
SveaRikeSoldier May 11 2012 replied:


But NO, SWR, please dont include those tanks tehy are boring and original!

+2 votes     reply to comment
WerewolfGeneral May 17 2012 replied:

I agree with SW3D1SHPL4YER-97 instead of the Abrams, how about some obsolete Crusaders (old model with more detail)

+2 votes     reply to comment
Comrade24 Jul 6 2012 replied:

There are a few real life vehicles in Rise of the Reds. (Object 279, BMP and BMD, etc).

+1 vote     reply to comment
Alex_06 May 11 2012 says:

This one looks like a War Factory from Red Alert...

+3 votes     reply to comment
Anubis_theDark May 11 2012 replied:

Actualy it looks like a more brick-ified version of the tibsun construction yards tbh ...

+4 votes     reply to comment
Vladimir_Deathstrike May 12 2012 says:

I agree with Mernon. It suppose to be a unit production tech building
I think you the great SWR Production need to add it's function (to produce Tank, Jeep or something)

+2 votes     reply to comment
Vladimir_Deathstrike May 12 2012 says:

When I write "The Great SWR Productions" I really mean it.
You Guys the Best

+2 votes     reply to comment
AirborneSn1p3r Jun 10 2012 says:

Awsome, reminds me of the the first rotr which ad those little arms dealers trucks

+1 vote     reply to comment
Kastrenzo May 7 2013 says:

Should have been like the RA2 Tech plant, which would give you a random non-faction unit or building *I think it only applied to units* when you captured it.

And by give you I mean would let you produce them. so you'd have Soviets sending waves of Yuri Lasher tanks or something

not sure if it's possible in the CNC Generals engine though

+1 vote     reply to comment
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After a decade of warfare against GLA holdouts around the world, many militaries found themselves drastically oversupplied with expensive weapons and ammunitions when the GLA was finally driven underground. Now that peace was once again restored, the arsenals were reduced in an attempt to cut down on the overburdening costs. Much of the materiel was sold or locked away in secured facilities to await its controlled destruction. In-game, this large munitions depot houses several tons of ordnance. Upon capture, players will automatically sell these pieces on the global market, providing them with a steady income that surpasses that of an Oil Derrick. In addition, friendly units within a visible radius around the facility benefit from a notable firepower boost. Due to the volative nature of the contents, these structures go up in a violent explosion upon destruction.

On top of these new additions, 1.7 will also feature all the classic tech structures that were introduced in Shockwave, including the Repair Pad, Radio Station, Airport, MG and Flak Bunker as well as the mighty War Fortress.

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May 11th, 2012
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