In version 2.0 of Rise of the Reds, players will have to choose one of three "generals" (determined by the faction selected in the lobby) once a match starts. Each possesses unique units, tech and support powers. All generals will provide new tactics to utilize, without changing the core game-play of the faction
Generals fall into one of the following categories:
- Exaggerated: emphasis on improving its faction's trait(s).
- Powerhouse or Heavy: emphasis on brute force; focus on improving firepower and hitpoints.
- Trickery: emphasis on mobility; focus on stealth, infantry, etc...
- General Griffon prefers taking to the sky with more powerful aircraft to add to the USA airforce.
- General Chen deploys superior numbers and frontal assault units to produce an overwhelming army.
- General Yusuuf improves upon GLA's core features of stealth and guerrilla tactics.
- General Aleksandr prefers to use special exotic units such as Tesla and other experimental technology.
- General Willem deploys more powerful base defenses to the already defensive ECA.
- General Wolfgang uses a combination of infantry, APC & IFV options, plus the capacity of deploying heavy Tank Hunters, as well as a number of special support units which make him more capable on the offensive than the other ECA Generals.
- General Mau has the capacity of dishing out the most firepower pound-per-pound, by use of stronger napalm, and nukes.
- General Zhukov possesses additional high-damage/high-splash weaponry at his disposal, with emphasis on indirect fire support.
- General Bradley prefers to deploy tracked vehicles designed to cover each-others' weaknesses, making his tank forces highly self-sustaining.
- General Sulaymaan prefers to go for the brute side of GLA with his infantry and vehicles, whilst still possessing the basic elements of stealth
- General Ibrahim deploys bio-chemical weapons resulting in distinct area-of-effect/area-denial weaponry.
- General Orlov prefers the deployment of mechanized/spec-ops infantry and helicopters, allowing him to outmaneuver and raid more effectively.
- General Jin uses a lot of special infantry, defensive assets, urban combat weapons, ECM flares that distract enemy missiles and hacking abilities that revolve around disabling enemy vehicles as well as unique propaganda units.
- General Thorn prefers camouflage and usage of more powerful infantry and unmanned ground systems.
- General Charles uses a combination of long range artillery and VTOL aircraft, designed to defeat groups of units out in the field in support of your own ground forces.