It’s a completely free Command & Conquer game built on the OpenRA engine.
What started out as a simple fusion of the Westwood original Tiberian Dawn and Red Alert games, the project evolved by incorporating a plethora of new units, gameplay mechanics, and additional features.
The game includes five main factions:
Each of which, having four unique sub-factions with their own units, powers and upgrades.
Drawing from the extensive C&C franchise, the game incorporates units, structures, powers, and upgrades recreated in the Tiberian Dawn/Red Alert art style.
A comprehensive campaign, currently encompassing 34 missions, unfolds a narrative detailing the interwoven universes and timelines.
The experience extends further with Skirmish AI difficulties ranging from Easy to Brutal, providing a challenge even for highly skilled players.
Over 450 maps are included, including many competitive maps used in the base RA mod of OpenRA.
Balancing for competitive play has been a major focus. We host 1v1 ladder servers linked to player rankings and statistics, and hope to build a competitive community moving forward.
Thanks to the OpenRA Dev team (& Westwood) for the amazing engine & original games!
Special thanks to:
Kilkakon for the fuel truck.
Katzsmile for the UAV.
Allen262 for the RA Beta ships & submarine.
AchromicWhite & Nyerguds from CnCnet for the assorted sprites & cameos.
Messiah & Tschokky from CnCnet for tilesets & assorted tiles.
GraionDilach, Boolbada, Gerseras & MustaphaTR for the excellent code additions!
Welcome back to the front lines, Commanders!
Update 1.05 has arrived, bringing powerful enhancements, stunning artwork, and immersive soundscapes to elevate your gaming experience. Our team has poured their passion into perfecting every detail.
Get ready to dive in!

This update brings a new campaign mission progression system, allowing you to track your achievements as you advance. Plus, Nod now offers mutually exclusive Covenant upgrade paths, giving you more strategic choices and variety in the high-tech endgame. These additions unlock new tactical possibilities and customization options, enhancing your overall gaming experience.
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New Campaign Progression System!

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Commander, assemble your forces and step into the action with Update 1.05! This update is packed with groundbreaking features that will take your Command & Conquer experience to the next level. Don’t miss out—experience the excitement now!
You can check out the full change log on our Discord!
Combined Arms is available for download now! and is compatible with Windows, Mac & Linux.
Combined Arms is completely standalone, so you do not need any previous version or a C&C game installed.
Thank you for your continued support.
Inq & Darkademic
Greetings, Commander! The moment you've been waiting for has arrived! Update 1.03 for Combined Arms is finally here. Prepare to experience a host of exciting...
Welcome back, Commander! After much anticipation, the highly awaited Update 1.02 for Combined Arms has finally arrived. You can expect an exciting array...
Welcome back Commander! The highly anticipated Update 1.00 for Combined Arms has finally landed, and it's a game-changer! Brace yourselves for an enhanced...
Welcome back, Commander! Update 0.91 for Combined Arms is now available! Packed with new features, missions, and original soundtracks & running on the...
Small Hotfix patch to address crash on the 'Singularity' campaign mission.
1.05 is the latest installment of Combined Arms! Featuring new units, audio & a campaign tracking system! The update is also packed with fixes & improvements...
This is a small update to address some bugs, crashes & other issues found in 1.03 the release.
1.03 is the latest installment of Combined Arms! Featuring new units, game-play features and unit voices. The update is also packed with improvements...
1.02 is the latest instalment of Combined Arms! Featuring new units, gameplay features and unit voices. The update is also packed with improvements for...
A small hotfix update to address some problems with the 1.00 release.
I have being playing the Campaign and I love it!
The biggest problem with the campaign is loading...
Why is OpenRA's loading so slow ?
I understand that it replays the game from the start-up to that point.
This is slow.
But why not solve this by having periodic snapshots with the locations of all units etc. and load the rest of the difference from there on ?
So loading a game would load only, say, the last snapshot and the maximum of 5 minutes.
Only load the full event log if the users want to replay the game (and even then the snapshots could be useful to skip to parts).
Does anyone, know if such an improvement is feasible in OpenRA source code?
It's not as easy as it sounds.
This is something that would need to be implemented in the engine, so better to ask on the OpenRA Discord, or on their GitHub (it's been brought up many times though, and afaik no progress in 5+ years).
A big problem I have with the campaign so far is that the difficulty ramps up significantly after the prologue, which I would not mind if it were not for the fact that the first non-prologue mission does not prepare the players at all for the brutal Scrin onslaught the moment the original objective gets accomplished. To make matters worse, those of us who have never played Tiberium Wars have no idea how to deal with the Scrin, especially since their first in-game appearances happen to be timed missions that leave little room for mistake or experimentation.
I do not know if it is possible this late into development, but the addition of a Scrin prologue mission would go a long way to help the old-school C&C players take their time familiarising themselves with the Scrin tech tree.
What difficulty are you playing on?
The Scrin attacks at the end of mission 1 scale with the number of units the player has, so it shouldn't matter too much how prepared you are (at least, less than it used to).
The selected unit tooltip should give you enough information re: how to handle the Scrin units; it tells you their armor type and the things they are strong against. Many non-Scrin units perform differently to their original counterparts too, so the learning curve isn't unique to playing vs Scrin.
You could also try playing the "Testing Grounds" skirmish map which gives you access to all units in the game and has a bunch of respawnable dummies to test against.
Thanks for the tips.
I was able to handle the surprise onslaught in Mission 1, since I had already built a sizable force and I had been fortifying my base to withstand the Soviet attacks, but Mission 2 starts on a timer and limited starting troops and resources. My first two attempts on Normal went horribly because I had to hurry and build a force to clear a path for incoming convoys, but I did not really understand what I was up against; the starting infantry and the Jeep did well enough against the Scrin guarding the first convoy's path, but then got wiped out by the Scrin troops stationed near the Oil Derrick.
I guess I will eventually figure it out on my own (I have already started doing Skirmishes as the Scrin against Easy AI to familiarise myself with its units and the ways they look), but I still feel like the campaign could have done a better job at teaching me out to deal with the Scrin. Even though the human units have been reworked, they still follow the C&C formula I have gotten used to, e.g. flamethrowers, machine guns and mortars are good against infantry, cannons are good against heavy armour, etc.
With the Scrin, however, it is not quite as intuitive. For example, one Scrin unit looks like a giant Baneling from StarCraft II - which, I know, came out after C&C3;, but again I have not played the latter - and even after glancing at its tooltip, I still cannot tell how to counter it: should I use Rocket Soldiers against it - which in C&C tend to be pretty effective against most tanks so long as you keep your distance - or do I need to send tanks to take it out? Then again, it seems to spit acid, which depending on the video game can be more effective against flesh or armour... These are the kinds of questions I have to ask myself on top of having to worry about racing against the clock.
I think simply playing the campaign on Easy difficulty will solve the difficulty issue (we have considered renaming Easy to Normal, Normal to Hard, and Hard to Brutal, so that it's closer to what people might expect from the difficulty of the original games).
The sudden introduction to playing vs Scrin is possibly something that can be improved, but by the same token there may be people who haven't played RA2, Tiberian Sun, Renegade, Generals, or even the original RA/TD, so there'll be people that similarly don't have any knowledge of units from those games. The fix would therefore be to add more missions so that units are introduced more gradually; which is something that's already being worked on - more missions will be added into the existing chapters (6 planned for the next release, alongside a new chapter). It's a lot of work though, so it's going to be something that'll gradually improve over time.
I actually think the Prologue missions do a fairly good job at introducing the basics of each human faction. Heck, even the first part of Mission 5 lets you take your time and experiment with the Allied tech tree, since the only thing you have to worry about is the regular Soviet attack wave. It has been a while since I played RA2 - I would love to replay it, but I do not know what to make of that EA Play subscription thing and I keep hearing rumours of an upcoming Remastered re-release - and I had forgotten all about units such as the Prism Tank, yet it was easy to understand how to make the most of it, since all I had to do is to park a bunch of them at the entrance of my base and watch how it fares against the different Soviet attackers. In Mission 6, I was much more reluctant to do that since I had to keep moving and I could not afford wasting time and resources in producing units that would turn inadequate for the task.
While it is true that the mission is much more manageable on Easy, I still came close to fail to clear out the path for the third convoy in time as I mistakenly tried attacking the Alien stronghold first and I lost many units - mostly Scout Tanks, as I was not sure Medium Tanks would be fast enough for the task and I was not feeling confident enough to gamble on Chrono Tanks - to that giant Scrin walker thing. Luckily, by then, I had managed to secure enough funds to replace my units in time, but still, that was a bit too close for comfort - although thankfully nowhere near as some of TD's worst missions...
I am glad to hear there are more missions in the works. Despite the issues that I mentioned, I love this game and I thank you for it!
Hi folks, it is possible to make the ai on easy mode less aggressive? I mean I dont play much after work and sometimes I want to play the old C&C feeling from my childhood but the ai kill“s me anytime on easy in skirmish after 15-20 min.
It is possible?
Have you tried giving it a handicap?
Or if you want to delve into the yaml files, there's one under mods/ca/rules called default.yaml. In there if you find "ProductionTimeMultiplier@easybonus:", on the line below there's "Multiplier: 120", which means Easy AI's ground units take 20% extra time to produce. You could change this to a higher value to make it produce even more slowly, which will reduce the attack frequency accordingly.
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