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

Optimization · Pure Optimization
Turn-based football management testing squad building and tactical positioning against dice rolls.

Optimization · Pure Optimization
Legendary turn-based strategy of castle economies, hero armies, and tile-perfect logistics.
Football, Tactics & Glory leans Optimization (Pure Optimization); Heroes of Might and Magic III 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.
Football, Tactics & Glory
Fully turn-based - zero physical demand
Heroes of Might and Magic III
Turn-based; zero dexterity
Heroes of Might and Magic III leans a little harder on reads, though the gap is small.
Football, Tactics & Glory
Online opponents add light prediction; AI is mappable
Heroes of Might and Magic III
Human multiplayer adds bluffing; AI is mappable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Football, Tactics & Glory
Action dice rolls swing individual duels on the pitch
Heroes of Might and Magic III
Map fog, creature banks, and morale rolls
Heroes of Might and Magic III leans a little harder on optimization, though the gap is small.
Football, Tactics & Glory
Squad development, skills and turn tactics are the real game
Heroes of Might and Magic III
Hero chains, build orders, and combat math are deeply solvable
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.