Comparison

XeeWar vs Take That Hill

Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.

Head to head
About

XeeWar

Engage in strategic online warfare against another player. Build units, capture bases, and outmaneuver your opponent using tactical unit strengths and terrain advantages. Climb the ranks and leaderboard through skill-based combat.

Highlights
  • 2-player online turn-based strategy
  • Build and deploy combat units
  • Capture enemy bases
  • Unit strengths and weaknesses
  • Terrain-based combat effects
  • Elo-rating system for matchmaking
  • Ranked progression and leaderboard
Features
Read full description

Command your army, hex by hex. XeeWar is a turn-based strategy war game: build units, capture bases and outsmart your opponent — through an 18-mission solo campaign, or against real commanders online. EASY TO LEARN, HARD TO MASTER Every turn is simple: build, move, capture, attack. Winning is not. A dozen unit types with real strengths and weaknesses, terrain that shapes every fight — mountains and forests give defenders the edge — and no dice-roll luck. Position wins wars, not chance. CONQUER THE CAMPAIGN • 18 handcrafted missions across three theaters: Ground War, Naval War and Air War • Earn up to 3 stars per mission — win fast and keep your units alive • The enemy grows smarter and stronger with every level, from pushover to General • A hands-on tutorial makes you battle-ready in your very first game BATTLE REAL COMMANDERS • Online turn-based multiplayer over Game Center • Quick Match drops you on a random battlefield and finds an opponent fast — or host any of the 18 maps yourself • Watch your opponent's turn play out like a replay, then plan your answer • Play at your own pace: take your turn anywhere, anytime — no need to finish in one sitting CLIMB THE RANKS XeeWar uses chess-style Elo ratings: every online match moves your rating up or down based on the strength of your opponent. Rise through seven ranks, from Recruit all the way to General, and claim your place on the global leaderboard. Good luck on the battlefield, Commander.

About

Take That Hill

Command an infantry platoon in a hex-and-counter wargame. Your mission is to destroy an enemy position on a hill quickly. Features simple mechanics and advanced rules for tactical depth.

Highlights
  • Infantry platoon command
  • Hex-and-counter wargame mechanics
  • Fire and maneuver gameplay
  • Advanced rules for fire support and defenses
  • Scenario expansion with paratrooper raid
  • Turn-based strategy
Features
Read full description

You command an infantry platoon of three sections and a Pl HQ. Your mission is to destroy an enemy section hastily dug in on the hill 500 metres away, as quickly as possible. The ground in front of your position is open and offers no cover from view or fire. To do this you must fire and manoeuvre your platoon into an assault position adjacent to the hill while keeping the enemy suppressed. A WARGAME PRIMER Take That Hill is a hex-and-counter wargame primer: a short, focused introduction to the genre. It features a simple IGO-UGO turn structure that introduces the core mechanics used across the majority of commercial wargames: alternating sides, action economy, dice-driven fire, line of fire, suppression, morale and rally. LOW COMPLEXITY The base game strips wargaming down to its essentials. Four sections, one enemy, one hill. Sixteen turns to take it. Combined turns plus hits reach 16 and the attack collapses. Reach the hill inside the first ten turns and it's a clean victory; from turn eleven the best you can hope for is a draw. ADVANCED RULES Fire support: Rifle Platoon, GPMG section, 81mm High Explosive, 81mm Smoke. Each is a one-shot asset; spent at the right moment or wasted. Red defences: Hidden minefields, barbed wire, depth positions that may or may not be real, and 120mm mortars with a beaten zone that chains hex to hex. Hit markers and morale: Direct and indirect hits stack penalties on rally rolls. Take both and the penalties double. Low light: Pre-dawn attacks penalise fire and rally by -2 until illumination arrives. Blue pre-arranges a flare; Red can call their own. PARATROOPER RAID A full scenario expansion. You are dropped behind enemy lines on the eve of a major offensive, with one night to destroy the enemy's command-and-control node on a nearby hill. You come down in darkness with only your platoon commander on the board; the rest of the force is drawn from the drop zone over the turns that follow. Every turn you spend assembling is a turn the garrison grows stronger and dawn draws closer - at turn eleven first light flips on for good and the darkness you were counting on is gone. Get through the wire and the sentries, put your commander on the crest, and roll for the engineers' demolition - three attempts, each at better odds than the last. Then get out: the raid is not over when the node is, and turn sixteen does not end it. Every section has to make it back to the wood line.

Screenshots

XeeWar4 screens
Take That Hill4 screens

Verdict

The call

The clearest difference is price: XeeWar at Free against Take That Hill's $4.99. XeeWar also leads on rating (4.0 vs 2.0) and ratings volume (67 vs 1). Take That Hill's advantage is in-app purchases (none vs 3) and review sentiment (50% vs 40%). On ads there is nothing between them.

Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS

CostPrice · In-app purchases · Ads · Monetization

XeeWar is free to download; Take That Hill costs $4.99 up front. XeeWar sells 3 one-off in-app purchases. Take That Hill asks for nothing beyond the download.

ReceptionRating · Positive reviews · Number of ratings

XeeWar holds the better App Store score, 4.0 against 2.0. That said, the two scores are not equally well evidenced: XeeWar has 67 ratings behind it against 1, so its average is the more settled of the two. Written reviews complicate that: 40% of XeeWar's written reviews are positive against 50% of Take That Hill's, so the app with the better star average is not the one people write more warmly about.

Scorecard8 real differences · 2 level
XeeWar versus Take That Hill: the parameters behind the verdict, then further details
ParameterXeeWarTake That Hill
PriceFree — better$4.99
Rating4.0 (67 ratings) — better2.0 (1 ratings)
Positive reviews40.0% of reviews50.0% of reviews — better
Number of ratings67 — better1
Update frequencyEvery 11 months—
AdsNoNo
In-app purchasesYesNo — better
MonetizationFree with in-app purchases — betterPaid
DevicesiPhone, iPadiPhone, iPad, iPod, Mac — better
Requires iOS26.014.0 — better
Further details — not scored
Size38 MB108 MB
Age rating9+12+
DeveloperBjorn JenssenHunted Cow Studios Ltd.

Customer experience

XeeWar

All ratings66 ratings
Positive72.7%
Neutral10.6%
Negative16.7%
Written reviews30 reviews
Positive40.0%
Neutral20.0%
Negative40.0%

Take That Hill

All ratings1 ratings
Positive0.0%
Neutral0.0%
Negative100.0%
Written reviews2 reviews
Positive50.0%
Neutral0.0%
Negative50.0%

In-app purchases

3 purchases

XeeWar

One-time3
  • Air Force Pack$0.99
  • Navy Pack$0.99
  • XeeWar - Full Campaign$4.99
None

Take That Hill

No in-app purchases

Questions

Is XeeWar free?
XeeWar is free to download, with in-app purchases available.
Is Take That Hill free?
Take That Hill costs $4.99, with no in-app purchases.
Which has better reviews, XeeWar or Take That Hill?
XeeWar is rated higher. XeeWar averages 4.0 out of 5 from 67 ratings, while Take That Hill averages 2.0 from 1 ratings.
Do XeeWar or Take That Hill have ads?
Neither XeeWar nor Take That Hill shows ads.

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