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

Optimization · Pure Optimization
A turn-based tactics game about squad positioning in destructible WWII environments.
Might & Magic: Heroes VI leans Optimization (Pure Optimization); Silent Storm: Sentinels leans Optimization (Pure Optimization).
Silent Storm: Sentinels leans a little harder on execution, though the gap is small.
Might & Magic: Heroes VI
no real-time physical skill needed
Silent Storm: Sentinels
Turn-based, no physical aiming demands on player
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Might & Magic: Heroes VI
predicting human opponent strategy in PvP
Silent Storm: Sentinels
AI scripted but tactical positioning resembles light prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Might & Magic: Heroes VI
combat rolls and map resources random
Silent Storm: Sentinels
Hit chances and destructible cover add real randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Might & Magic: Heroes VI
army building and economy near-solvable
Silent Storm: Sentinels
Squad builds, positioning and turn economy 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.