Gaming News

Take That Hill Brings Fight Club International’s Wargame to Android

The digital platoon-assault primer is out now on Android and Windows for $19.99, with iOS and macOS still to come.

The digital platoon-assault primer is out now on Android and Windows for $19.99, with iOS and macOS still to come.

Take That Hill is a hex-and-counter wargame built to do one thing well: teach you how a platoon takes a defended hill. The digital edition comes from Hunted Cow Games and HexWar Games, licensed from Fight Club International, and it strips away the intimidating rulebook that usually keeps newcomers out of the genre. You get a single tactical problem, a short intro, and the room to run it again and again.

Quick answer: Take That Hill is available now on Android and Windows for $19.99 (regional pricing applies), with macOS and iOS versions still to arrive. You can download the Android version from Google Play.


The core scenario: a platoon assault across open ground

You command an infantry platoon made up of three sections plus a Platoon HQ. The enemy is a section dug into a hill roughly 500 metres away, across completely open ground with no cover from view and none from fire. Everything about the layout is designed to force a decision under pressure.

The hill is taken through fire and manoeuvre. You pin the defenders, move up under covering fire, then close in to assault. Push fast and you expose your platoon to unnecessary losses. Play it slow and careful, and the clock keeps ticking against you. That tension between speed and caution is the whole game.

The base problem is short. A roughly twenty-minute introduction walks you through it, which is why the game works as a first step into wargaming rather than a wall of jargon.


How the turn structure works

Take That Hill uses an IGO-UGO turn structure, meaning the two sides alternate rather than acting at the same time. It’s the same framework that runs under most commercial wargames, so learning it here carries over directly to the rest of the genre.

Within that structure you deal with a handful of systems that also show up across the hobby. These are the mechanics the game teaches by having you use them, not by making you memorise them first.

  • Action economy, so each side has a limited number of things it can do per turn
  • Dice-driven fire, where combat results come from rolls rather than fixed outcomes
  • Line of fire, which decides what your units can actually shoot at
  • Suppression, morale, and rally, which govern how troops react under fire and recover

Advanced rules that change the assault

Once the basics click, the advanced rules add layers to the same hill. You can bring them in one at a time to see how each one reshapes your plan.

ElementEffect on the assault
Fire supportExtra firepower to pin or weaken the defenders before you move
Minefields and barbed wireObstacles that slow or channel your advance
Hidden depth positionsEnemy spots that may or may not actually be occupied, forcing you to guess
120mm mortarsIndirect enemy fire that punishes exposed movement
Low-light attacksA chance to close on the hill unseen, offset by illumination risk and confusion among your own troops

Paratrooper Raid expansion

The game also ships with a full expansion scenario, Paratrooper Raid, that flips the situation. Instead of attacking a hill in daylight, you drop behind enemy lines on the night before a major offensive with a single objective: destroy a command-and-control node before dawn.

You come down in darkness with only your platoon commander on the board and gather the rest of your force from the drop zone as the garrison wakes and strengthens around you. Getting in is only half the job. Every section then has to make it back to the wood line before the mission is done.


Where the game comes from

The tabletop original was designed by Professor Philip A.G. Sabin of King’s College London and developed by Fight Club International to teach platoon-level tactics during the assault. Fight Club International is a global wargaming network whose membership runs across serving military, the defence industry, and the games industry, which is an unusual pedigree for a mobile strategy release.

That background is the point. The design sits deliberately close to the line between a serious training tool and a straightforward game, which is why it can hand you a real wargaming vocabulary in about twenty minutes and then offer the advanced rules once you want them.


Price, platforms, and languages

Take That Hill launched on 6 August 2026 for Windows and Android at $19.99, with regional pricing applied. The macOS and iOS versions are still on the way, so mobile players outside Android have to wait for the App Store release.

DetailValue
Price$19.99 (regional pricing applies)
Available nowAndroid, Windows
Coming sooniOS, macOS
In-game languagesEnglish, French, German, Polish, Spanish

On PC the game is also carried on Steam, the Epic Games Store, and the Microsoft Store. If you’re picking it up on your phone, the Android build is the one to grab today.

For $19.99 you’re paying more than the average mobile strategy game, but you’re getting a compact, deliberately teachable wargame plus the Paratrooper Raid scenario. If a hex map has always looked like someone else’s hobby, this is a low-friction way to learn how one actually plays.