Take That Hill Downloads & RevenueTake That Hill · App Store
Not in any tracked top chart right now.
Updated 7 Nov 2026 · rankings refresh through the day
DeveloperHunted Cow Studios Ltd.
CategoryGames
Price4.99 GBP
Released
Rating★ 4.0 (1)
Version2.2.5
Age rating12+
First seen by us
25 Sep 2026
📈Dropped out of every chart we track📈Charting in a new country🆕First spotted by AppInsider📦Version 2.2.5🆕Released on the App Store
Full timeline · 7 events
- 📈Take That Hill dropped out of every chart we trackLast seen 8 Oct
- 📈Take That Hill charting in a new countryUnited States
- 📈Take That Hill entered the top 100 in 2 chartsTop Paid · Board · DE · Top Paid · Strategy · GB
- 📈Take That Hill charting in a new countryGermany
- 🆕Take That Hill first spotted by AppInsider#22 in Top Paid · Board · United Kingdom
- 📦Take That Hill version 2.2.5No release notes
- 🆕Take That Hill released on the App Store
Collected from the stores by AppInsider since we first spotted the app. Dates are when we saw each change.
Rating
4.0 ★
1 ratings
Measured
Take That Hill on the App Store
App details
App ID
6760658752
Publisher
Hunted Cow Studios Ltd.
On the store since
Aug 2026
Under a year
Minimum OS
iOS 14.0+
iPhone 6s and later
Devices
iPhone · iPad
Universal purchase
Content rating
12+
1 content note below
Languages
1
EN
Size
113 MB
Also listed in
Board, Strategy
Content notesInfrequent/Mild Realistic Violence
Where it ranks now
Every top chart it appears in across 30 countries.
| Country | Charts | Rank |
|---|---|---|
| Not charting right now. | ||
Ratings
App Store, worldwide.
Rating
4.0 ★
1 ratings
Measured
Ratings
1
Measured
Review momentum
ⓘ How we measure thisNew ratings a week
under 1
4-week average
Lifetime rating
4.0★
recent stars not readable yet: new ratings are a tiny share of the total
Review momentum
20/100
faster than 0% of Games apps
Review momentum (0-100) blends how fast the app collects ratings compared with other apps in its category (60%), whether that pace is speeding up (25%) and what recent raters give it (15%; recent stars well below lifetime pull it down). Ratings counts are read daily. A jump usually means a launch, a feature, ads or a new review prompt.
About Take That Hill
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.
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.
Latest updates
2.2.5