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.

Reads · Grand Arena
A team MOBA where map control and adaptive duels decide objectives.

Reads · Grand Arena
Grimdark RTS where requisition nodes, squad reinforcement, and chapter counter-picks define competitive depth.
League of Legends leans Reads (Grand Arena); Warhammer 40,000: Dawn of War leans Reads (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
League of Legends
Mechanics matter but not aimbot-decisive.
Warhammer 40,000: Dawn of War
Squad retreat timing and builder unit micro require practiced hands
League of Legends leans a little harder on reads, though the gap is small.
League of Legends
Lane and jungle constantly mind-game opponents.
Warhammer 40,000: Dawn of War
Opponent chapter choice and rush timing must be predicted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
League of Legends
Champion select and minor RNG only.
Warhammer 40,000: Dawn of War
Relic capture variance and squad reinforcement timing add uncertainty
League of Legends leans a little harder on optimization, though the gap is small.
League of Legends
Itemization, wave management, and macro are solvable.
Warhammer 40,000: Dawn of War
Requisition node priority and tech tree builds are well-studied
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.