head to head
Company of Heroes asks more than Overwatch, and the gap is variance.

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

Execution · Grand Arena
Team hero shooter blending FPS mechanics with ability economy mind games.
Company of Heroes leans Execution (Grand Arena); Overwatch leans Execution (Grand Arena).
Overwatch leans a little harder on execution, though the gap is small.
Company of Heroes
Infantry cover micro and suppression-break timing are precise demands
Overwatch
Hero aim, movement, and ability timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Company of Heroes
Opponent sector pushes and doctrine choices must be predicted
Overwatch
Ult tracking, flanks, and baiting human teams
Company of Heroes leans clearly harder on variance.
Company of Heroes
Reinforcement point capture variance and munitions drops add uncertainty
Overwatch
Minor spread and matchmaking noise
Company of Heroes leans a little harder on optimization, though the gap is small.
Company of Heroes
Resource point priority and doctrine selection are learnable systems
Overwatch
Team comps, ult economy, and positioning theory
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.