Rise Of The Reds 1.86 (or just simply ROTR) is probably one of the best known mods for the Command & Conquer Generals Zero Hour. It adds a lot of content to the game, a lot of new maps, units, two new sides (ECA & Russia) together with specific subfactions (subfactions for all the sides will be available later), very high amount of new units, buildings and upgrades together with support powers, retextures and remodelling of existing units (these new Marauders and Paladins are great) and a lot of other smaller tweaks (Pathfinders can use silencers, Humvees can be upgraded permanently with TOW launchers losing machine guns in exchange, Rocket Buggies can switch between rockets and mortar etc. etc.). The new sides in this mod are the ECA (Euro guys, very big emphasis on defences and armor, big choice between static defences and a lot of support units. If you are a fan of defensive gameplay, ECA is a choice for you, but they are not a good choice for players who tend to rush or overwhelm an enemy, because they are slow and they lack universal units like GLAs Quad Cannons) and Russia (rather an universal faction, very good choice for the novices. Strong emphasis on using cannon fodder like basic infantry because they are cheap and can autoheal after an upgrade, a lot of quality AOE units like choppers and super heavy tank Sentinels together with precise Msta's artillery units). Opposite to the other known mods like Shockwave or Generation-X, the teching is a little bit different in Rise Of The Reds - because of the tons of newly added units to the mod, you must spend General Points to unlock several sets of them. For example, take a look at the US Support Powers - there are three various paths to choose (US Armoured Company that unlock heavy ordnance like Paladins, Special Forces choice that unlocks Marines together with Pathfinfers and an aerial path that unlocks Starlifters and a very good armor upgrade for all of your planes, including these from Support Powers like A-10 CAS) , you might unlock all of them but you have to spend less points on other support powers like Fuel Air Bombs or A-10 Raids. These choices are very important because you might use all of the unlocked stuff but without strong support powers or use a basic stuff together very strong support powers. Choose wisely, because all of the units have got their strengths and weaknesses, in Rise Of The Reds you can't use all the stuff in one - for example when you play as the ECA, you must choose between these monstrosities called Manticore Tanks (limited in one on the battlefield, because of it's versatility, toughness and very high cost) which are basically universal juggernauts armed with missiles, autocannons and "normal" tank cannons or Special Forces guys suited with Power Armors - same goes thing goes with upgrades, you can't unlock all of them in one game.
As for the fan campaign
You must place each map in a specified folder in your Documents /Command and Conquer Generals Zero Hour Data/Maps/ directory. Then in the game, take skirmish and choose UNOFFICIAL MAPS.
ModDB - http://www.moddb.com/mods/rise-of-the-reds/
ROTR 1.85 Main File - http://www.moddb.com/mods/rise-of-the-reds/downloads/rise-of-the-reds-version-185
ROTR 1.86 Patch file - http://www.moddb.com/mods/rise-of-the-reds/downloads/rotr-patch-186-release
Fan Missions - http://www.moddb.com/mods/rise-of-the-reds/addons/saw-generals-campaign
Widescreen UI - http://www.moddb.com/mods/rise-of-the-reds/addons/rotr-widescreen1
Cursors - http://www.moddb.com/mods/rise-of-the-reds/addons/cursors-v31