head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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.

Optimization · Grand Arena
Blizzard's hero-centric RTS where build-order theory meets surgical unit micro against humans.
Company of Heroes leans Execution (Grand Arena); Warcraft III: Reign of Chaos leans Optimization (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
Warcraft III: Reign of Chaos
Micro of heroes and units decides fights
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
Warcraft III: Reign of Chaos
Scouting and out-guessing a human opponent's tech
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
Warcraft III: Reign of Chaos
Creep routes and item drops add randomness
Warcraft III: Reign of Chaos leans a little harder on optimization, though the gap is small.
Company of Heroes
Resource point priority and doctrine selection are learnable systems
Warcraft III: Reign of Chaos
Build orders, creeping routes, and matchup theory run 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.