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

Optimization · Pure Optimization
Legendary turn-based strategy of castle economies, hero armies, and tile-perfect logistics.

Optimization · Pure Optimization
A turn-based strategy game where building the optimal army and economy decides victory.
Heroes of Might and Magic III leans Optimization (Pure Optimization); Might & Magic: Heroes VI leans Optimization (Pure Optimization).
Might & Magic: Heroes VI leans a little harder on execution, though the gap is small.
Heroes of Might and Magic III
Turn-based; zero dexterity
Might & Magic: Heroes VI
no real-time physical skill needed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic III
Human multiplayer adds bluffing; AI is mappable
Might & Magic: Heroes VI
predicting human opponent strategy in PvP
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic III
Map fog, creature banks, and morale rolls
Might & Magic: Heroes VI
combat rolls and map resources random
Heroes of Might and Magic III leans a little harder on optimization, though the gap is small.
Heroes of Might and Magic III
Hero chains, build orders, and combat math are deeply solvable
Might & Magic: Heroes VI
army building and economy near-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.