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
Three-faction Cold-War RTS with naval combat where faction asymmetry and multi-front pressure are the core tests.

Reads · Grand Arena
A football sim where stick execution meets reading and outguessing opponents' play calls.
Command & Conquer: Red Alert 3 leans Reads (Grand Arena); Madden NFL 26 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 3
Naval and air micro alongside base-building taxes player bandwidth
Madden NFL 26
Stick skills, timing throws and jukes matter constantly
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 3
Three-faction asymmetry means opponent choices must be constantly predicted
Madden NFL 26
Live opponents call and disguise plays, demanding prediction
Madden NFL 26 leans a little harder on variance, though the gap is small.
Command & Conquer: Red Alert 3
Ore spawning and naval choke variance add moderate uncertainty
Madden NFL 26
Catch, fumble and injury RNG inject 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 3
Production order and defensive placement are learnable but more flexible
Madden NFL 26
Playbook knowledge, roster building and scheme are deep
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.