ORIGINAL: turtlefang
At the division and above level, I have simply never read or come across anything that implies the Soviets had major problems in moving around units, committing units, or controlling units. In fact, just the opposite. ...
Now, the Soviets made strategic mistakes on positioning units and counter attacks - but that is a different issue.
The Soviets exhibited great problems with cross-coordination with divisions and small unit tactics. Across divisions, attacks did not jump off on time, artillery fire was erratic at best, support didn't arrive, attacks were disjointed, and sometimes in opposite directions. The game stimulates this by greatly limiting deliberate attacks. You may think it needs to do more by limiting attacks from within hexes by divisions even more. Maybe so.
Well, probably quite accurate what you write, but also at the corps and above levels there were some issues that diverge from how players can use or coordinate large formations. One was probably the stance and goals such large formations adhered to desperately until surrounded, or failed to grasp etc. This probably is convoluted into the stats of leaders, representing the staffs as well, leading due to failed admin rolls to short MPs and suboptimal placement capabilities.
ORIGINAL: turtlefang
As far as small unit tactics (sub division), I really feel this is where the true Soviet C&C comes into the play. Except for a VERY few units in 1941, its was terrible. Here units got lost, were off track, did not coordinate, failed to execute, tanks launched attacks without support, infantry launched attacks without support, and so on. The game simulates this by the low combat strength of the Soviet division.
Again, maybe I'm missing something, but I just don't see how hiding MPs or lowering them will help the situation.
Me thinks you and 76mm talk about the same thing. Low combat strength certainly has to do with "did not coordinate, failed to execute, tanks launched attacks without support", and low MP/failed admin rolls "units got lost, were off track, did not coordinate".
Yet giving units generally poor combat strength already means generally denying the possibility that some random/rare attacks may come of well. So I do hope the low combat strength here is not meant to model poor coordination, but just poor training/small unit doctrine/proficiency or whatever.
In fact, due to the fact that you know your low MPs at all times accurately, one also is rid of the serious problem of screwing up attacks because "did not coordinate, failed to execute, launched attacks without support". It is just the opposite in this game as in reality:
Either you cannot execute a deliberate attack because of MPs, which is a fine result that ought to occur as well (aka units too late for attack, but commander knows and plans for that == minutely perfect C&C), or you have them an can execute a perfectly coordinated deliberate attack, which, however, can suffer some penalties if many commands are involved. In the latter case, no chaos ensues, since all of the units selected will participate. In the first case, you simply will not screw up because you'll likely not attempt a hasty attack with the poor CV ants, so you are permanently in perfect control and never loose it. There is no such case as having selected units for a deliberate attack, but the event than disintegrating into a series or separate unsupported events, or just leaving units behind. In fact, with some luck, you even get reserves.
I think no matter how poor leader stats, how low MPs or whatever, it ultimately feels like perfect control. Maybe the units are slow, but you can at least perfectly and flawlessly plan for it. And if they have not enough MPs for a deliberate attack, you just leave it be and retreat a bit, but you don't see a formally promising assault degenerate into a series of slaughters and spontaneously wish to swap commander or so... Knowing all the stats, and not having such random events misguiding units, or breaking up actions, means poor units, but perfect control.