head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Grand Arena
High-stakes extraction raids testing aim, opponent prediction, and loot-economy mastery at once.

Execution · Grand Arena
Sim-leaning combined-arms vehicle PvP.
Arena Breakout: Infinite leans Execution (Grand Arena); War Thunder leans Execution (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Arena Breakout: Infinite
Gunfights against humans punish slow aim instantly
War Thunder
Aim, lead, and vehicle handling demanding
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Arena Breakout: Infinite
Predicting other squads' rotations and ambushes is constant
War Thunder
Position-versus-position duels are reads
Arena Breakout: Infinite leans a little harder on variance, though the gap is small.
Arena Breakout: Infinite
Loot spawns and unseen player positions dominate raid outcomes
War Thunder
Shell ballistics and matchmaking vary
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Arena Breakout: Infinite
Ammo tiers, insurance economy and map routes reward deep study
War Thunder
Vehicle lineups and module unlocks deep
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.