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
Optimizing Wielder builds and resource networks to project force in PvP or solo campaigns.
Might & Magic: Heroes VI leans Optimization (Pure Optimization); Songs of Conquest leans Optimization (Pure Optimization).
Songs of Conquest leans a little harder on execution, though the gap is small.
Might & Magic: Heroes VI
no real-time physical skill needed
Songs of Conquest
Turn-based throughout; no timing demands
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
Songs of Conquest
Human PvP multiplayer creates opponent prediction pressure
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
Songs of Conquest
Resource tile placement and battle spell procs add variance
Songs of Conquest leans a little harder on optimization, though the gap is small.
Might & Magic: Heroes VI
army building and economy near-solvable
Songs of Conquest
Wielder skill trees, unit stacking, and map control routing are the optimization core
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.