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

Optimization · Pure Optimization
A turn-based 4X where empire optimization beats turn-by-turn tactics.

Optimization · Pure Optimization
A turn-based tactics game of dice-driven squad combat in cramped corridors.
Civilization VI leans Optimization (Pure Optimization); Space Hulk: Tactics leans Optimization (Pure Optimization).
Space Hulk: Tactics leans a little harder on execution, though the gap is small.
Civilization VI
Turn-based, no mechanical input demands.
Space Hulk: Tactics
Turn-based, no dexterity needed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization VI
AI is scripted; multiplayer adds light adaptation.
Space Hulk: Tactics
Multiplayer involves some reading of human commanders
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization VI
Map gen, barbarians, and city-state quests vary.
Space Hulk: Tactics
Dice rolls and card draws inject combat randomness
Civilization VI leans a little harder on optimization, though the gap is small.
Civilization VI
Tech, civics, and yield routing dominate strategy.
Space Hulk: Tactics
Positioning, action economy and card play decide battles
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.