Comparison

PocketCiv 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

PocketCiv

Features
Read full description

PocketCiv is a single-player strategy game of building civilizations. Use Tribes to expand your civilization, create Cities, buy Advances, build Wonders and send Expeditions, while preparing for the devastation that random events will bring. Only with careful planning and a little luck will your empire stand the test of time. - 15 Scenarios with unique rules and conditions - 17 destructive event types to survive - 50 upgrades to empower your civilization - 10 Wonders to bring glory to your empire - Standard game mode with randomly generated starting conditions for endless replayability - A complete, interactive tutorial to help you master the game

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

PocketCiv4 screens
Take That Hill4 screens

Verdict

The call

The clearest difference is price: Take That Hill at $4.99 against PocketCiv's $9.99. PocketCiv's advantage is iOS requirement (12.0 vs 14.0). On ads, in-app purchases and device support 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

PocketCiv costs $9.99 and Take That Hill $4.99 up front. Neither carries in-app purchases, so what you see is what you pay.

Scorecard2 real differences · 7 level
PocketCiv versus Take That Hill: the parameters behind the verdict, then further details
ParameterPocketCivTake That Hill
Price$9.99$4.99 — better
Rating—2.0 (1 ratings) — better
Positive reviews—50.0% of reviews
Number of ratings—1 — better
AdsNoNo
In-app purchasesNoNo
Monetization—Paid
DevicesiPhone, iPad, iPodiPhone, iPad, iPod, Mac — better
Requires iOS12.0 — better14.0
Further details — not scored
Size360 MB108 MB
Age rating4+12+
DeveloperBaby Marsupial Creations LLCHunted Cow Studios Ltd.

In-app purchases

None

PocketCiv

No in-app purchases

None

Take That Hill

No in-app purchases

Questions

Is PocketCiv free?
PocketCiv costs $9.99, with no in-app purchases.
Is Take That Hill free?
Take That Hill costs $4.99, with no in-app purchases.
Do PocketCiv or Take That Hill have ads?
Neither PocketCiv nor Take That Hill shows ads.

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