Whatever the rules are written that you are using. A tactical command rating[TRC] or whatever you want to call it. Takes into account leaders. I.e. Units have to be certain cms or whatever distance away from a leader, etc. to be activated and move and/or shot or whatever.
A random 2d6(or more based on the size of the forces used) will be rolled at e.g. the beginning of the turn to see how many Russian units are actually activated. E.g. that could be 4, 5, 6,7 or whatever number of units. Those within that tactical command rating/distance gets a +1 to dice to ID those who can attempt to activate. E.g. 1-4 Activate … 5-6 NO GO* – then use the Chart below …
That 1D6 role is to see if they actually follow orders i.e. Activate. Then the unit can move or shot, etc. as the player wants. As they are activated.
*The units that are Not activated have to roll a 1D6 to see what they actually will do.
E.g.
1-2 Does nothing, can only defend in Close Combat
3-4 Can shoot but not move …
5-6 can shoot and/or move or both. To move roll 1d6. Move in random direction. E.g.
1 Forward
2-3 – Left
4-5 – Right
6 to the rear
Based on movement rating, they can move the max. Or a min. of 1/4 movement. They Can go into close combat.
I.e. units that are not activated will still do or not do something. Based on a 1d6 and chart above …
Again Units that are activated basically operate normally as the player wishes.
This is just an example/suggested way to do it. Loosely based on some rule systems we've used … that work.
It can be modified, etc. to any level of complexity, etc.