head to head
Neither is simply harder - they are hard in different places. Company of Heroes demands more variance; StarCraft II: Wings of Liberty demands more execution.

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

Execution · Grand Arena
Real-time strategy where hands, reads, and build optimization all matter at the top.
Company of Heroes leans Execution (Grand Arena); StarCraft II: Wings of Liberty leans Execution (Grand Arena).
StarCraft II: Wings of Liberty leans clearly harder on execution.
Company of Heroes
Infantry cover micro and suppression-break timing are precise demands
StarCraft II: Wings of Liberty
APM, macro, micro-control under pressure
StarCraft II: Wings of Liberty leans a little harder on reads, though the gap is small.
Company of Heroes
Opponent sector pushes and doctrine choices must be predicted
StarCraft II: Wings of Liberty
1v1 ladder vs adaptive humans modeling you
Company of Heroes leans clearly harder on variance.
Company of Heroes
Reinforcement point capture variance and munitions drops add uncertainty
StarCraft II: Wings of Liberty
map spawns minor; mostly known
StarCraft II: Wings of Liberty leans a little harder on optimization, though the gap is small.
Company of Heroes
Resource point priority and doctrine selection are learnable systems
StarCraft II: Wings of Liberty
build orders, economy curves heavily solved
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.