BTFields vs Take That Hill
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
BTFields
Experience three unique strategy game modes: tactical hex-based combat, deep WWII turn-based campaigns, and sci-fi planetary warfare. Utilize diverse units and strategic planning to achieve victory in varied scenarios.
- Hex-based tactical combat
- WWII turn-based campaigns
- Sci-fi planetary warfare
- Unit command and objectives
- Supply logistics and weather effects
- Resource management
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BTFields delivers three distinct battle strategy experiences: - Mission-Based Tactical Combat: Command multiple units on a hex-based map to complete diverse objectives—from defending key positions to eliminating enemy forces. Inspired by Battle Isle and based on Crimson Fields. - WWII Turn-Based Strategy: Engage in historically inspired campaigns featuring entrenchment, defensive fire, surprise encounters, supply logistics, weather effects, reinforcements, and more. Designed for tactical depth and strategic planning. Inspired by Panzer General and based on lGeneral. - Sci-Fi Planetary Warfare: Assemble your forces to secure the newly discovered planet Icarus, rich in minerals and alien artifacts. Inspired by Command & Conquer and based on Hostile Takeover.
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.
- 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
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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
Verdict
The clearest difference is price: BTFields at Free against Take That Hill's $4.99. BTFields also leads on rating (3.0 vs 2.0) and review sentiment (79% vs 50%). Take That Hill's advantage is ads (none vs shown). On in-app purchases, device support and iOS requirement 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
BTFields is free to download; Take That Hill costs $4.99 up front. Neither carries in-app purchases, so what you see is what you pay.
BTFields holds the better App Store score, 3.0 against 2.0. Both are backed by a comparable volume of ratings — 3 and 1 respectively. Written reviews point the same way: 79% of BTFields's written reviews are positive against 50% of Take That Hill's.
| Parameter | BTFields | Take That Hill |
|---|---|---|
| Price | Free — better | $4.99 |
| Rating | 3.0 (3 ratings) — better | 2.0 (1 ratings) |
| Positive reviews | 78.6% of reviews — better | 50.0% of reviews |
| Number of ratings | 3 — better | 1 |
| Update frequency | Every 2 months | — |
| Ads | Yes | No — better |
| In-app purchases | No | No |
| Monetization | Ad-supported — better | Paid |
| Devices | iPhone, iPad, iPod | iPhone, iPad, iPod, Mac — better |
| Requires iOS | 15.0 | 14.0 — better |
| Further details — not scored | ||
| Size | 180 MB | 108 MB |
| Age rating | 4+ | 12+ |
| Developer | Jianfeng Wu | Hunted Cow Studios Ltd. |
Customer experience
BTFields
Take That Hill
In-app purchases
BTFields
No in-app purchases
Take That Hill
No in-app purchases
Questions
Is BTFields free?
Is Take That Hill free?
Which has better reviews, BTFields or Take That Hill?
Do BTFields or Take That Hill have ads?
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