head to head
StarCraft asks more than Command & Conquer: Red Alert 2, and the gap is optimization.

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

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
Command & Conquer: Red Alert 2 leans Reads (Grand Arena); StarCraft leans Optimization (Grand Arena).
StarCraft leans a little harder on execution, though the gap is small.
Command & Conquer: Red Alert 2
Superweapon timing and unit grouping require practiced multitasking
StarCraft
APM and micro control ceiling is huge
Command & Conquer: Red Alert 2 leans a little harder on reads, though the gap is small.
Command & Conquer: Red Alert 2
Opponent faction and rush timing must be scouted and predicted
StarCraft
scouting and predicting human opponent builds
Command & Conquer: Red Alert 2 leans a little harder on variance, though the gap is small.
Command & Conquer: Red Alert 2
Map layout is fixed; very little hidden RNG in unit behavior
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
Command & Conquer: Red Alert 2
Build queues and power grid management are highly optimizable
StarCraft
build orders and economy are 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.