Fighter Warfare vs Six Banners
Price, ratings, monetisation and update history for both games, side by side โ with what reviewers say about each.
Fighter Warfare
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Fighter Warfare is a sci-fi space deck-building strategy game set in the year 3400. Command a carrier, build a stronger deck, buy ships and actions from the market, and defeat rival fleets before they seize the unobtainium frontier. Start a roguelike run with tight 1v1 battles, unlock capital ships and people as the campaign expands, and track carrier upgrades that change how each run plays. Every turn asks you to balance economy, defense, and attack timing. Built for focused tactical play: readable cards, quick turns, sci-fi fleet art, and a carrier-command interface designed for desktop and mobile testing.
Six Banners
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No ads. No in-app purchases. No account. No internet, ever. Six Banners is a complete fantasy auto battler โ one war, eight to fifteen minutes, fought by an army you build rather than command. Command the war, not the soldier. Choose Humans, Orcs or Elves, place permanent production buildings, invest in economy and technology, read what your rival is building, and decide where your next automatic wave will form. You never micromanage a single unit โ every purchase becomes a visible commitment on the battlefield. THREE BANNERS Iron Banner fields the Humans โ shields and siege. Ember Banner fields the Orcs โ fire and war-beasts. Verdant Accord fields the Elves โ nature and archery. Each banner has six units and six producers across three tiers, two economy buildings, and its own Citadel, forward bunker, producer architecture, silhouettes, palette, commander power, and audio identity. Eighteen units in all, and every one carries a named signature upgrade that changes how it fights while preserving a counter. PLACEMENT IS THE DECISION A five-column deployment grid spans your rear territory. Columns shape your formation across one central battle lane; rows shape arrival timing and protection. Build a durable front line, protect ranged companies, scout the rival's formation, and choose your next counter. The battlefield scrolls vertically, keeping the war on one clear front. EVERY WAVE, AUTOMATICALLY Gold accrues on a readable five-second cadence. When the wave horn sounds, every producer adds its units to the formation. Survivors stay on the field and merge with later waves. Units walk, fly, pick legal targets, collide, use role-specific attacks and abilities, die, and keep pushing โ without orders. BREAK THE BUNKER, THEN THE CITADEL A faction bunker stands forward of every Citadel โ one fortified structure, two firing points, roughly half Citadel durability, and a one-time gold bounty. Your companies must breach it before the Citadel becomes a legal target. SCOUT WHAT YOU CANNOT SEE Fog of war hides unscouted producers, companies, deployment cells, and bunker and Citadel state. Your own structures and moving companies reveal ground locally. Breaking the rival bunker reveals the build yard behind it, giving you more information for the next counter-build. HONEST OPPONENTS Three AI profiles form a learnable offline ladder. The AI uses the same wallet, the same placement rules, the same unlocks, the same combat rules, and the same vision as you. Difficulty changes how quickly it decides and how much it holds in reserve โ never hidden income, hidden power, or targeting through fog. MATCHES THAT END Hold a living-unit advantage past the midline for a modest, symmetric income edge. A match ends when a Citadel falls, typically in eight to fifteen minutes. Late in a match a clearly labelled, symmetric Final Siege ramps the damage bunkers and Citadels take โ an army still has to arrive, but a settled advantage cannot stall forever. PROGRESSION THAT STAYS COSMETIC Five authored offline Warpath stages escalate conditions and award cosmetic rewards. Experience unlocks emblems, Citadel finishes, unit trims, and battlefield themes. It never modifies combat power, income, or score. BUILT FOR THE PHONE Portrait throughout. A compact HUD leaves room for the battlefield, and the camera follows the action. Switch between Fight and Base with one tap. Tap a deployment cell to build, or tap the battlefield beside an open panel to close it. Settings pauses the match while you make changes. COMPLETELY OFFLINE No analytics, no tracking, no notifications, and no permission prompts of any kind. The app asks nothing of your device and sends nothing off it โ settings, progress, cosmetic selections, and match records stay in local storage and are removed when you delete the app.
Screenshots
Verdict
The clearest difference is device support: Fighter Warfare at 4 against Six Banners's 2. On price, ads, in-app purchases and iOS requirement there is nothing between them.
Scored on Price ยท Rating ยท Positive reviews ยท Number of ratings ยท Update frequency ยท Ads ยท In-app purchases ยท Monetization ยท Best chart rank ยท Devices ยท Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
| Parameter | Fighter Warfare | Six Banners |
|---|---|---|
| Price | Free | Free |
| Update frequency | โ | Daily |
| Ads | No | No |
| In-app purchases | No | No |
| Devices | iPhone, iPad, iPod, Mac โ better | iPhone, iPod |
| Requires iOS | 15.0 | 15.0 |
| Further details โ not scored | ||
| Size | 436 MB | 121 MB |
| Age rating | 12+ | 12+ |
| Developer | Grossman Labs | Raymond Hantho |
In-app purchases
Fighter Warfare
No in-app purchases
Six Banners
No in-app purchases





