head to head
Neither is simply harder - they are hard in different places. Rainbow Six Siege demands more reads; StarCraft demands more optimization.

Reads · Grand Arena
A tactical breach-and-defend shooter driven by mind games over angles and gadgets.

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
Rainbow Six Siege leans Reads (Grand Arena); StarCraft leans Optimization (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Rainbow Six Siege
Crisp aim required but TTK is unforgiving.
StarCraft
APM and micro control ceiling is huge
Rainbow Six Siege leans clearly harder on reads.
Rainbow Six Siege
Defenders adapt holds; attackers fake and bait.
StarCraft
scouting and predicting human opponent builds
Rainbow Six Siege leans a little harder on variance, though the gap is small.
Rainbow Six Siege
Site rotations only; loadouts deterministic.
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
Rainbow Six Siege
Operator picks, gadget placement, and utility usage.
StarCraft
build orders and economy are near-solvable
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.