Rise of the Reds – or ROTR for short – improves upon the C&C Generals formula while also adding its own distinct elements to it. Most notably, the mod adds two completely new factions, the tank-heavy Russian Federation and the defence-oriented European Continental Alliance. In addition, the three original factions China, USA and GLA have been greatly expanded and redesigned in a variety of ways, with several new units, buildings, powers and abilities to explore and combine in your in-game tactics. ROTR also changes some of the game mechanics in order to create a unique and fresh experience. Examples include a technology progression system based around three tiers, a more fleshed out counter system between air and anti-air units as well as an additional emphasis on specialised scouting and detection units which serve to make stealth tactics a more viable option than they were in the original game. Beyond the gameplay aspect, the mod also brings many cosmetical updates, spectacular special effects and custom sounds and voice overs to the table.

The most recent version 1.85 was released in April 2015. Aside from adding many new units, special powers and visual overhauls for all five factions, the release was tied to the premiere of SWR.net, our very own online multiplayer service which is organically integrated in the ROTR executable and allows you to enjoy exciting multiplayer battles with players around the world via a virtual network.

The next major release version 2.0 will bring generals back into the game, allowing you to choose between 15 all-new sub-factions (3 per faction) that further capitalise on the tactical themes of their parent 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 are currently planned to include two story-driven campaigns and a new game mode akin to Zero Hour's iconic Generals Challenge.


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Good evening everyone, we hope your week has been well.

We know ours has been extremely productive, and there have been a bunch of interesting changes and updates behind the scenes. I'm sure we'll be reporting about those changes soon. In the meantime, we have some very exciting new Russian units for you. From a gameplay perspective, we have always imagined Russia's gameplay themes to be based around hard-hitting powerful - albeit slow - units that emphasise breaking through your opponent to devastating effect. As such, we have been re-evaluating Russia's current unit lineup and have decided to expand their mid-late artillery roster with some new long range ballistic-themed units, to both expand the late game Russian unit roster away from just Gorgon and Sentinel spam. We also wanted to create some more opportunities for Russia that can be used against late game ECA Pandora defences, for when the Howitzer, Neutron and Solar Burts become too overwhelming. Hopefully this will lead to some more varied unit compositions in these late game battles, and give Russia the edge it needs to compete with the heavy artillery arena.

So, without further adieu, let us introduce you all to the Volga, and the Kanuk.
Russian VolgaMLRS

President Nikolai Suvorov inherited an army torn between its Soviet legacy and realities of the 21st century, asphyxiated by bureaucracy and bled white by decades of corruption, with innumerable crony procurement contracts and abortive development efforts. A 220mm rocket launcher mounted on a shared platform, the Volga broke conventions: One of MLRS vehicles being named after storms or tempestuous winds and another of spiteful, self-aggrandizing claims of superiority. Whereas in the past, Russian rocket artillery was falsely advertised as being "without compare" in the West, the Volga's reputation was never inflated, appearing only occasionally on parades or army broadcasts. The vehicle was not dissimilar to the BM-27 Uragan; inheriting the wide range of payloads designed for its predecessor, its modernized chassis offered nothing of note to the paper stat-obsessed military observer.

Its service history, however, is deceptively impressive. A notable failure of the GLA was attributed to the presence of the Volga: An incursion into the East African Federation ended in spectacular disaster as a single launcher, procured by the state for trials, delivered devastating barrages on the invading guerrillas outside Kampala. In another episode, the sale of these vehicles to the Republic of Cuba was cause for great diplomatic tension due to its ability to bear newly-developed ballistic missiles, potentially threatening US control of the Gulf of Mexico. Both incidents give an impression of the Volga's versatility, being capable of both saturation fire and point attack. Fielded too late into World War III to see decisive breakthrough action, it nevertheless served with distinction, providing heavy covering fire to retreating Russian units and frustrating numerous European counterattacks.

Render Description: Hanfield

Russian Kanyuk

Development of the Su-34 began in the 1980s, when the Soviet leadership identified the need for a heavy fighter-bomber in response to the European Tornado and the upcoming American F-15E Strike Eagle. What followed was a drawn out and complicated process from the first flight in 1990 to the dissolution of the Soviet Union and subsequent disruption of Russian military funding, to its eventual introduction to service in 2011.

Essentially a super-sized cousin of the Su-27 fighter, the aircraft features an unusually spacious cockpit in which the two pilots sit side by side, allowing for direct communication, standing up and even sleeping breaks during extended flights. Intended for a long range strike role, the Su-34 can be equipped with a wide variety of weapons, including many types of air-to-ground, anti-ship and cruise missiles deployed at stand-off distance to destroy enemy air defences, fortifications and key facilities.

In the late 2030s, a new variant entered service: The Su-34K (K for "korabelniy", meaning "ship-based") was specifically designed for the Russian Navy, featuring a reinforced undercarriage and arrestor hook for use on a new class of aircraft carrier. The K designation earned this variant the unofficial monicker of Kanyuk, or buzzard. The Kanyuk quickly became a commercial success, with orders from India, Turkey and Brazil.

During the opening attacks of Russia's invasion of Europe in 2045, carrier-launched Kanyuks delivered strikes against European ports, airfields and other strategic infrastructure throughout Scandinavia and the Mediterranean. However, with the entry of the United States into the war three years later, the seas quickly became indefensible for the Russian Navy. Following the sinking of its two carriers in the European theatre, the few surviving Kanyuks were recalled to inland airbases and reserved for high-value targets. As a result, commanders can only call upon a limited number of Kanyuks at any given time.

Render Description: MARS2588

So, there you have it. Welcome to our new heavy russian hitters. Thank you to MARS2588 and hanfield for their Render descriptions, they are top tier as always. So, that's it right?

Wrong, MaelstromX103 is hosting another exciting ROTR 1.9 Live stream next week! This time at a new time zone more friendly to our Asian community members. As usual, details will be posted on the announcement image's description.

ROTR announcement 1

That's all for this week, we hope you enjoyed and we hope you're all able to join us for what promises to be an exciting livestream with lots of exciting new stuff to show off. So, get hooked, save the date, and we will see you there!

Till next time Generals!



ECA Update: Suppressing Fire

ECA Update: Suppressing Fire

News 3 comments

Today we explore some exciting ECA assets, ready to hold the line.

Teching Up Part 5

Teching Up Part 5

News 7 comments

We are back with our final showcase of some of the tech structures you'll be interacting with in ROTR 1.9.

Teching Up Part 4

Teching Up Part 4

News 1 comment

Hello! Tech structures. Yes. See some of the latest here...

Teching Up Part 3

Teching Up Part 3

News 1 comment

More tech-structures for you to use, capture and deny.

Add file RSS Files
ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 245 comments

Check the read-me and Change-log in the file for further details NOTE: that this is not a full release and requires ROTR Release V1.85 to be installed...

Rise of the Reds Version 1.85

Rise of the Reds Version 1.85

Full Version 577 comments

After a long wait of almost two years, we are proud to present you the release of Rise of the Reds Version 1.85. In the name of the SWR team, I want to...

ROTR Patch 1.802 Release

ROTR Patch 1.802 Release

Patch 303 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)

Patch 29 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

Patch 54 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)

Patch 11 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...

Post comment Comments  (0 - 10 of 26,830)
ProFF69
ProFF69 - - 34 comments

Are there any improvements planned for Twin Fang AAA? Compared to all the other anti-aviation technology, for me it’s very weak

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MaelstromX103
MaelstromX103 - - 2,090 comments

The Twin Fang has the shortest range compared to other T2 AA, but it has the highest damage potential, especially with horde, propaganda and all the upgrades. In 1.9, it gets a separate fire mode to shoot down ballistic missiles, but there is no stat buff planned.

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ProFF69
ProFF69 - - 34 comments

Have you removed the 6-shell limit?

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MaelstromX103
MaelstromX103 - - 2,090 comments

Only for the anti ballistic mode

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Guest
Guest - - 690,825 comments

This comment is currently awaiting admin approval, join now to view.

ProFF69
ProFF69 - - 34 comments

I ran into a problem with detecting stealth units behind the US. I'll explain what the catch is. While fighting for the United States against Europe, I did not notice how Frank Juger sneaked into the base. And he began to permanently turn off power plants. As a result, all drones turned off. Upgrading the drone center to additional power supply does not help. What remains is to build only an airborne one, but it can’t immediately detect units until it deploys. Have you considered giving the Vanguard Drone Operator the ability to detect stealth units, which is given to all drones after the upgrade? I understand that this will be very similar to a sergeant for Russia, but this is at least some way out. Well, or an American ambulance, some kind of module or drone for the same thing. Or for AH6 little bird. Where on one of the streams I saw that most helicopters have a new improvement that increases their viewing radius.
If without all the lyrics, then make the detection of stealth units behind the United States less dependent on drones. So that we have an alternative. Or give elite infantry units some flying temporary drones

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MaelstromX103
MaelstromX103 - - 2,090 comments

You still have the Predator drone, which is not affected by power shortages. Also, in 1.9, we are adding back the Bradley, whch also detects stealth.

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ProFF69
ProFF69 - - 34 comments

I have a few questions regarding the latest stream 2024.05.05 :

1) Cool feature with dropping the Bobcat Excavator from the engineering troops. But don’t you think that it would be more logical to reduce its construction functionality? For example, so that he can only build auxiliary buildings and defenses. But could not build the main command center and part of the heavy defense;

2) Rainforced fortification is inherently a very useful building, especially with the improvement at Forward Operations Outpost, but is the repair radius too large? For me, this is a very strong advantage, since the buildings around it will greatly benefit from repairs. And you can surround it with heavy artillery and anti-tank guns. I am in favor of making it 3/4 of the current size;

3) It’s good that Repear Specialists made a useful upgrade to improve engineering troops. So they can renovate buildings. But I noticed that the repair icon above the structures has been removed if they are affected by the repair effect. This is a little confusing because it is not always clear whether a structure is being repaired until it is damaged. They would make it like the doctors have a 2D split, only with a building repair icon. Is this a bug or did you deliberately abandon this for the sake of optimization?

4) I noticed that you made Repair Track a separate unit. This is very good and always suggested itself) But you removed the opportunity to dig in. This was a useful feature because the unit did not move against the background of the others. The Pandur IFV had a function where, after landing an engineer, it was possible to put him in for repairs, where he would stand still and repair not just equipment, but also buildings. Are you thinking about returning some of the redone?

5) This is not a question, but just a special thank you for the infantry decals according to the Venom protocol. Looks really cool; Will there be any improvement for Frank Juger and European commando?

6) Regarding the Manticore protocol. I understood correctly. Why did you combine armor and engines, without having to choose? Did you cut down anything in terms of characteristics or left them as is for each of them?

7) Again, regarding the Manticore protocol. Is Manticore's repair radius too large? If you have reduced the speed of repairs, then okay. But if it remains the same, then this is the most ultimate support and attack unit. Having a special ability in the form of a shield;

8) Anvil bot:
1. Does the Custodian module force targets to attack only it, like before? With such a radius and the support of equipment, it is unlikely that anyone will be able to drive up to a cannon shot. Only if with artillery. Maybe it makes sense to repair equipment like Manticore’s within such a radius?
2. Omniscient module - very good. Does this work for defensive buildings?
3. Gladiator module - in general everything is also good, but with such a radius, I would give it the Custodian ability.
4. Do you think about making each Anvil bot module its own color aura?

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MaelstromX103
MaelstromX103 - - 2,090 comments

1) Even if you gave it such restrictions, it would be able to build any building if a regular excavator puts in a scaffold. So we made it simple, it can build everything

2) Forward operation Outpost is an upgrade that can only be picked on a global cooldown (I think every 2 minutes). Plus, it can't repair buildings, only vehicles.

3) There was a decal in previous versions, but with the new implementation of the repair specialists, it bugs at times, depending on certain conditions. So we removed it to prevent the bugs.

4) The repair track is only for vehicles now. If you want building repairs, you have the Warhound, and this one can immobilize by digging in.

5) Jäger and Commandos are not scheduled to be affected by Venom Protocol

6) The stats are exactly the same as they were before at this point in time. We will have a deeper look when we go in the balancing phase. We did combine them for convenience sake

7) Manticore aura has not changed for years. Neither radius nor rate. The new decal mkes it look wider, but it is not.

8)1) Custodian works exactly like the others
2) Omniscient works with all the buildings yes
4) the green aura will stay universal, because it does the same thing for all variants. Each variant has enough details on it to tell them appart with a glance. The Omniscient even has a small png effect on it to be clearer

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JackofknavesII
JackofknavesII - - 54 comments

So are those GLA Airpads supposed to produce Hooks/Gazelles or serve as a drop off point for airdropped supplies like the old GLA airstrip was supposed to do? Or do both even?

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ProFF69
ProFF69 - - 34 comments

Hm. As I understand it, the runway was divided into two, like in Russia. I also noticed that in the preview for the stream, the MI-6 Hook Gunship has bombs similar to those of the Helix. It would be nice if the GLA's aviation could be improved through the Recycler. For example, helicopters received curtain modules from Russia. For China, napalm or nuclear bombs. For the USA, planes received light traps. Cluster bombs for Europe

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NQIMNyannn6872
NQIMNyannn6872 - - 77 comments

Both but the drop-off point is a limited upgrade for only 1 airpad somewhat like the drop-off point upgrade for the US supply center in 1.87

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