head to head
Neither is simply harder - they are hard in different places. Company of Heroes demands more optimization; PUBG Mobile demands more variance.

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

Execution · Grand Arena
Battle royale survival blending aim, rotation planning, and heavy circle-and-loot RNG.
Company of Heroes leans Execution (Grand Arena); PUBG Mobile leans Execution (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Company of Heroes
Infantry cover micro and suppression-break timing are precise demands
PUBG Mobile
Touchscreen aim and recoil control set the ceiling
Company of Heroes leans a little harder on reads, though the gap is small.
Company of Heroes
Opponent sector pushes and doctrine choices must be predicted
PUBG Mobile
Outguessing rotations and third-party timing of human squads
PUBG Mobile leans clearly harder on variance.
Company of Heroes
Reinforcement point capture variance and munitions drops add uncertainty
PUBG Mobile
Circle placement, loot and drop locations dominate single matches
Company of Heroes leans clearly harder on optimization.
Company of Heroes
Resource point priority and doctrine selection are learnable systems
PUBG Mobile
Zone rotation theory and loadout priorities are well mapped
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.