head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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 wrestling-promotion management sim testing booking, finance, and roster strategy.
Might & Magic: Heroes VI leans Optimization (Pure Optimization); Total Extreme Wrestling 2013 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
Total Extreme Wrestling 2013
Menu management, no physical input
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
Total Extreme Wrestling 2013
Rival promotions react via simulation, not modeling you directly
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
Total Extreme Wrestling 2013
Match ratings and pop swings carry simulation randomness
Total Extreme Wrestling 2013 leans a little harder on optimization, though the gap is small.
Might & Magic: Heroes VI
army building and economy near-solvable
Total Extreme Wrestling 2013
Booking, finances and roster strategy define success
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.