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
Combining campaign economy optimization with real-time battle micro and army-composition depth.

Optimization · Pure Optimization
An MMORPG dominated by theorycraft, gear math, and rotation execution.
Total War: Warhammer leans Optimization (Pure Optimization); World of Warcraft 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.
Total War: Warhammer
Real-time battles demand unit micro, flanking, and spell timing
World of Warcraft
Rotation APM and mechanics matter in raids
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Total War: Warhammer
Human PvP adds reads; AI follows static attack patterns on campaign
World of Warcraft
PvP arenas have light read element
Total War: Warhammer leans a little harder on variance, though the gap is small.
Total War: Warhammer
Random campaign events and hero skill rolls add moderate variance
World of Warcraft
Loot tables and crit RNG present
World of Warcraft leans a little harder on optimization, though the gap is small.
Total War: Warhammer
Army composition, skill tree routing, and campaign economy are deeply solvable
World of Warcraft
Gear, talents, and rotation are mathematically solved
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.