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
Console-friendly RTS where leader powers, base management, and Blitz card battles test both micro and opponent reading.

Execution · Competitive PvP
The Wii U Smash that restored competitive pace and a huge roster of labbable kill confirms.
Halo Wars 2 leans Execution (Grand Arena); Super Smash Bros. for Wii U leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Halo Wars 2
Leader power activation and Blitz card plays need precise timing
Super Smash Bros. for Wii U
Perfect pivots and precise aerial spacing reward sharp hands.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Halo Wars 2
Opponent leader choice and Blitz deck strategy must be predicted
Super Smash Bros. for Wii U
Ledge-trap and landing-trap guessing against humans never converges.
Halo Wars 2 leans a little harder on variance, though the gap is small.
Halo Wars 2
Blitz card draw and resource crate spawns add moderate uncertainty
Super Smash Bros. for Wii U
Tripping removed; only minor move RNG remains.
Halo Wars 2 leans a little harder on optimization, though the gap is small.
Halo Wars 2
Leader power cooldown sequencing and base slot assignment are learnable
Super Smash Bros. for Wii U
Rage mechanics and kill-confirm percents are deeply labbable.
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.