head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Systems & Chaos
Medieval dynasty sim with chaotic event-driven stories.

Optimization · Pure Optimization
A turn-based tactics game of dice-driven squad combat in cramped corridors.
Crusader Kings II leans Optimization (Systems & Chaos); Space Hulk: Tactics leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Crusader Kings II
pausable, no reflex
Space Hulk: Tactics
Turn-based, no dexterity needed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Crusader Kings II
AI characters scripted not adaptive
Space Hulk: Tactics
Multiplayer involves some reading of human commanders
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Crusader Kings II
dynastic events, traits, intrigue
Space Hulk: Tactics
Dice rolls and card draws inject combat randomness
Space Hulk: Tactics leans a little harder on optimization, though the gap is small.
Crusader Kings II
succession, marriages, claims plannable
Space Hulk: Tactics
Positioning, action economy and card play decide battles
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.