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 · Practiced Mastery
Tests class counter knowledge and objective control with lighter economy than classic RTS.

Optimization · Practiced Mastery
Classic RTS that polished Warcraft's formula with naval combat, air units and beloved multiplayer.
Command & Conquer 4: Tiberian Twilight leans Optimization (Practiced Mastery); Warcraft II: Tides of Darkness leans Optimization (Practiced Mastery).
Warcraft II: Tides of Darkness leans a little harder on execution, though the gap is small.
Command & Conquer 4: Tiberian Twilight
Unit micro and crawler repositioning under pressure
Warcraft II: Tides of Darkness
Faster micro across land, sea and air units
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer 4: Tiberian Twilight
Class picks and feints against humans reward prediction
Warcraft II: Tides of Darkness
Multiplayer scouting wars and build feints
Warcraft II: Tides of Darkness leans a little harder on variance, though the gap is small.
Command & Conquer 4: Tiberian Twilight
Little hidden beyond fog of war
Warcraft II: Tides of Darkness
Fog of war conceals enemy tech and armies
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer 4: Tiberian Twilight
Class counters, population caps and objective control are studyable
Warcraft II: Tides of Darkness
Refined build orders and upgrade timings are studyable
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.
full breakdown
Command & Conquer 4: Tiberian Twilight →
full breakdown
Warcraft II: Tides of Darkness →