head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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 of dice-driven squad combat in cramped corridors.
Might & Magic: Heroes VI leans Optimization (Pure Optimization); Space Hulk: Tactics 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.
Might & Magic: Heroes VI
no real-time physical skill needed
Space Hulk: Tactics
Turn-based, no dexterity needed
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
Space Hulk: Tactics
Multiplayer involves some reading of human commanders
Space Hulk: Tactics leans a little harder on variance, though the gap is small.
Might & Magic: Heroes VI
combat rolls and map resources random
Space Hulk: Tactics
Dice rolls and card draws inject combat 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
Space Hulk: Tactics
Positioning, action economy and card play 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.