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

Optimization · Pure Optimization
An esports management sim testing draft composition and synergy optimization.
Might & Magic: Heroes VI leans Optimization (Pure Optimization); Teamfight Manager 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
Teamfight Manager
No twitch input; you only manage, not play
Teamfight Manager leans a little harder on reads, though the gap is small.
Might & Magic: Heroes VI
predicting human opponent strategy in PvP
Teamfight Manager
Pick/ban against opponent tendencies adds 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
Teamfight Manager
Match outcomes and meta shifts carry randomness
Teamfight Manager leans a little harder on optimization, though the gap is small.
Might & Magic: Heroes VI
army building and economy near-solvable
Teamfight Manager
Drafting comps and player synergy is the solvable 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.