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.

Optimization · Grand Arena
Asymmetric sci-fi RTS where tiberium economy management and faction counter-play are the decisive layers.

Reads · Mind & Math
Objective-driven MOBA with shared team XP.
Command & Conquer: Tiberian Sun leans Optimization (Grand Arena); Heroes of the Storm leans Reads (Mind & Math).
Command & Conquer: Tiberian Sun leans a little harder on execution, though the gap is small.
Command & Conquer: Tiberian Sun
Stealth unit deployment and artillery positioning need precise timing
Heroes of the Storm
Skillshots and rotations require hands
Heroes of the Storm leans a little harder on reads, though the gap is small.
Command & Conquer: Tiberian Sun
NOD vs GDI asymmetry means opponent strategy must be predicted
Heroes of the Storm
Team-fight cooldown trading is prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Tiberian Sun
Tiberium field growth and map elevation create meaningful uncertainty
Heroes of the Storm
Map objectives and merc camps vary
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Tiberian Sun
Harvester routing and unit counter choices are deeply solvable
Heroes of the Storm
Talent picks and team comps 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.