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.

Optimization · Pure Optimization
A turn-based strategy game where building the optimal army and economy decides victory.

Optimization · Pure Optimization
A turn-based tactics game of dice-driven squad combat in cramped corridors.
Heroes of Might and Magic IV leans Optimization (Pure Optimization); 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.
Heroes of Might and Magic IV
no real-time physical skill needed
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.
Heroes of Might and Magic IV
predicting human opponent strategy in PvP
Space Hulk: Tactics
Multiplayer involves some reading of human commanders
Space Hulk: Tactics leans a little harder on variance, though the gap is small.
Heroes of Might and Magic IV
combat rolls and map resources random
Space Hulk: Tactics
Dice rolls and card draws inject combat randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic IV
army building and economy near-solvable
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.