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.

Optimization · Practiced Mastery
Nemesis-system sequel that adds orc army management and fortress sieges.

Optimization · Pure Optimization
A tower-defense action hybrid testing trap planning and ambush layout against night waves.
Middle-earth: Shadow of War leans Optimization (Practiced Mastery); Sang-Froid: Tales of Werewolves 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.
Middle-earth: Shadow of War
Same counter-heavy combat as its predecessor
Sang-Froid: Tales of Werewolves
Combat and trap-firing need some timing under attack
Sang-Froid: Tales of Werewolves leans a little harder on reads, though the gap is small.
Middle-earth: Shadow of War
Nemesis system mimics adaptation but follows knowable rules
Sang-Froid: Tales of Werewolves
Enemies follow scripted attack paths, not adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Middle-earth: Shadow of War
Random orc traits, betrayals, and fortress compositions
Sang-Froid: Tales of Werewolves
Enemy types and approaches are partly randomized nightly
Sang-Froid: Tales of Werewolves leans a little harder on optimization, though the gap is small.
Middle-earth: Shadow of War
Army building and siege planning layer on top
Sang-Froid: Tales of Werewolves
Planning trap placement and ambushes IS the core game
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.