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 · Practiced Mastery
Trap-maze economics against human attackers who adapt their pushes.

Optimization · Practiced Mastery
Classic RTS that polished Warcraft's formula with naval combat, air units and beloved multiplayer.
Orcs Must Die! Unchained leans Optimization (Practiced Mastery); Warcraft II: Tides of Darkness leans Optimization (Practiced Mastery).
Warcraft II: Tides of Darkness leans a little harder on execution, though the gap is small.
Orcs Must Die! Unchained
Third-person combat matters but traps do the killing
Warcraft II: Tides of Darkness
Faster micro across land, sea and air units
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Orcs Must Die! Unchained
PvP sieges reward predicting enemy pushes and trap placement
Warcraft II: Tides of Darkness
Multiplayer scouting wars and build feints
Warcraft II: Tides of Darkness leans a little harder on variance, though the gap is small.
Orcs Must Die! Unchained
Card draws and minion waves add mild noise
Warcraft II: Tides of Darkness
Fog of war conceals enemy tech and armies
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Orcs Must Die! Unchained
Trap economy and maze layout theory decide fortresses
Warcraft II: Tides of Darkness
Refined build orders and upgrade timings are studyable
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.