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 · Pure Mechanics
Twitch tank duels while protecting a base from scripted enemy waves.

Execution · Pure Mechanics
An on-rails shooter testing raw aim speed against memorised spawn scripts.
Battle City leans Execution (Pure Mechanics); Heavy Fire: Afghanistan leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Tank aim and dodge timing under pressure decides every stage
Heavy Fire: Afghanistan
Aimbot literally completes this on-rails shooter
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Enemy tanks follow simple scripted routines, nothing adaptive
Heavy Fire: Afghanistan
Enemies pop up on a fixed script
Battle City leans a little harder on variance, though the gap is small.
Battle City
Spawn order and power-ups add mild randomness per stage
Heavy Fire: Afghanistan
Spawns are identical every run once seen
Battle City leans a little harder on optimization, though the gap is small.
Battle City
Base-defense positioning and brick management have known best answers
Heavy Fire: Afghanistan
Memorising spawn order is the only depth
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.