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

Optimization · Pure Optimization
A turn-based tactics RPG testing army composition and combat sequencing optimisation.

Optimization · Pure Optimization
A turn-based strategy game where building the optimal army and economy decides victory.
Braveland Wizard leans Optimization (Pure Optimization); Might & Magic: Heroes VI leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Braveland Wizard
Turn-based combat needs no physical input speed
Might & Magic: Heroes VI
no real-time physical skill needed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Braveland Wizard
Enemy stacks are scripted AI, not adaptive
Might & Magic: Heroes VI
predicting human opponent strategy in PvP
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Braveland Wizard
Damage rolls and battle setups add managed chaos
Might & Magic: Heroes VI
combat rolls and map resources random
Braveland Wizard leans a little harder on optimization, though the gap is small.
Braveland Wizard
Army composition and turn sequencing decide battles
Might & Magic: Heroes VI
army building and economy near-solvable
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.