head to head
Company of Heroes asks more than Command & Conquer: Red Alert 2, and the gap is variance.

Reads · Grand Arena
Cold-War base-builder where tight production queues and superweapon races define competitive play.

Execution · Grand Arena
WWII squad-tactics RTS where cover micro, sector pressure, and doctrine counters form an interlocking test.
Command & Conquer: Red Alert 2 leans Reads (Grand Arena); Company of Heroes leans Execution (Grand Arena).
Company of Heroes leans a little harder on execution, though the gap is small.
Command & Conquer: Red Alert 2
Superweapon timing and unit grouping require practiced multitasking
Company of Heroes
Infantry cover micro and suppression-break timing are precise demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 2
Opponent faction and rush timing must be scouted and predicted
Company of Heroes
Opponent sector pushes and doctrine choices must be predicted
Company of Heroes leans clearly harder on variance.
Command & Conquer: Red Alert 2
Map layout is fixed; very little hidden RNG in unit behavior
Company of Heroes
Reinforcement point capture variance and munitions drops add uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 2
Build queues and power grid management are highly optimizable
Company of Heroes
Resource point priority and doctrine selection are learnable systems
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.