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 · Systems & Chaos
Composing morale-aware armies and spell loadouts to solve scripted hex-grid encounters.

Optimization · Systems & Chaos
A physics sandbox where you place wobbly armies and watch ragdoll battles resolve themselves.
King's Bounty II leans Optimization (Systems & Chaos); Totally Accurate Battle Simulator leans Optimization (Systems & Chaos).
King's Bounty II leans a little harder on execution, though the gap is small.
King's Bounty II
Turn-based hex grid; no timing inputs
Totally Accurate Battle Simulator
Place units then watch; no hands required
King's Bounty II leans a little harder on reads, though the gap is small.
King's Bounty II
Enemy AI is scripted; unit targeting is fixed-priority
Totally Accurate Battle Simulator
No adaptive opponent in campaign sandbox
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Spell proc rates and random loot create variance across encounters
Totally Accurate Battle Simulator
Wobbly physics makes identical setups resolve differently
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty II
Army composition, leadership allocation, and morale management are planned
Totally Accurate Battle Simulator
Unit counters and placement solve each scenario
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.