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.

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

Execution · Grand Arena
A football sim testing stick execution, play-call reads, and playbook optimisation against opponents.
Command & Conquer: Red Alert 3 leans Reads (Grand Arena); NFL 2K1 leans Execution (Grand Arena).
NFL 2K1 leans a little harder on execution, though the gap is small.
Command & Conquer: Red Alert 3
Naval and air micro alongside base-building taxes player bandwidth
NFL 2K1
Precise stick control on passes and jukes matters
Command & Conquer: Red Alert 3 leans a little harder on reads, though the gap is small.
Command & Conquer: Red Alert 3
Three-faction asymmetry means opponent choices must be constantly predicted
NFL 2K1
Reading a human opponent's play-calls is central
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 3
Ore spawning and naval choke variance add moderate uncertainty
NFL 2K1
Fumbles and catch outcomes add measured chaos
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
NFL 2K1
Playbook knowledge and matchup exploitation reward study
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.