From: Carnegie, Australia
I assume you mean Soviet historical weakness...
Purges, well none of the executed generals are in the game and most of the others are woeful. Poor leadership is also shown in a lack of movement and the continuous change in Soviet TOEs - trying to find a formation which officers of limited ability could command. Tank corps loose 25% experience on formation and will take 12 turns to get it back.
Strategic surprise is Soviet deployment too far forward, peacetime TOEs, loosing 6k+ airframes, having frozen units pocketed plus the game T1 surprise rules...
German surprise benefits = panzer ball, railway repair chaining, super lvov pocket, strategic bombing, using Odessa as supply...
And as for moving timelines a good german should have leningrad by T6 and Moscow by T12. With your settings the Soviets will face a super german army in 1942 without Guards and will be chased off the right hand side of the map.
The best way to get violently assaulted is to actively promote non violence.