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
Racing to secure relics and optimize unit upgrade chains in a hostile hex-grid wargame.

Optimization · Pure Optimization
A post-apocalyptic tactics game where skill tag distribution and action economy control encounter outcomes.
Warhammer 40,000: Gladius - Relics of War leans Optimization (Pure Optimization); Wasteland 2 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.
Warhammer 40,000: Gladius - Relics of War
Hex turn-based; no physical precision ceiling
Wasteland 2
Turn-based tactical combat has no twitch component
Warhammer 40,000: Gladius - Relics of War leans a little harder on reads, though the gap is small.
Warhammer 40,000: Gladius - Relics of War
AI factions follow fixed expansion doctrines without adaptive modelling
Wasteland 2
All enemy factions use scripted behaviour with no player adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Warhammer 40,000: Gladius - Relics of War
Random relic placement and event spawns add meaningful hidden unknowns
Wasteland 2
Hidden skill check requirements and enemy placement create information gaps
Warhammer 40,000: Gladius - Relics of War leans a little harder on optimization, though the gap is small.
Warhammer 40,000: Gladius - Relics of War
Unit upgrade routing and resource building sequencing are deeply solvable
Wasteland 2
Skill tag allocation and AP economy optimization define effective squads
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.