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

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

Reads · Grand Arena
Grimdark RTS where requisition nodes, squad reinforcement, and chapter counter-picks define competitive depth.
Command & Conquer: Red Alert 2 leans Reads (Grand Arena); Warhammer 40,000: Dawn of War leans Reads (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 2
Superweapon timing and unit grouping require practiced multitasking
Warhammer 40,000: Dawn of War
Squad retreat timing and builder unit micro require practiced hands
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
Warhammer 40,000: Dawn of War
Opponent chapter choice and rush timing must be predicted
Warhammer 40,000: Dawn of War 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
Warhammer 40,000: Dawn of War
Relic capture variance and squad reinforcement timing 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
Warhammer 40,000: Dawn of War
Requisition node priority and tech tree builds are well-studied
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.