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.

Execution · Grand Arena
WWII squad-tactics RTS where cover micro, sector pressure, and doctrine counters form an interlocking test.

Reads · Grand Arena
A team MOBA where map control and adaptive duels decide objectives.
Company of Heroes leans Execution (Grand Arena); League of Legends leans Reads (Grand Arena).
Company of Heroes leans a little harder on execution, though the gap is small.
Company of Heroes
Infantry cover micro and suppression-break timing are precise demands
League of Legends
Mechanics matter but not aimbot-decisive.
League of Legends leans a little harder on reads, though the gap is small.
Company of Heroes
Opponent sector pushes and doctrine choices must be predicted
League of Legends
Lane and jungle constantly mind-game opponents.
Company of Heroes leans a little harder on variance, though the gap is small.
Company of Heroes
Reinforcement point capture variance and munitions drops add uncertainty
League of Legends
Champion select and minor RNG only.
League of Legends leans a little harder on optimization, though the gap is small.
Company of Heroes
Resource point priority and doctrine selection are learnable systems
League of Legends
Itemization, wave management, and macro are 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.