This is one of those weird things about Coh in general. Coh is a simulation of real world battles but it handles the minutia of engagements so well that we expect it to be very real.
So what we see on screen is a 36 unit human ball tripping over each other in a manic Zerg blob. Or in Coh3's case with longer TTK, we have squads touching tips for 2 minutes and no one gets killed.
From a simulation/concept point of view, a blob would be several squads spread out over a large area. And units in close quarters would actually be much further away, etc. So the unit stats are designed to represent this simulation, not as we see it in game.
Of course none of that matters, it just needs to play well.
I just think that is what makes Coh really fun for me. Its ability to make you feel like you are in the fight. Making a ball and A-moving it takes that feeling away and makes Coh3 not fun to play.
So I think anything that returns that strategic immersion/feedback will greatly improve the feeling in game.
Coh2's answer was good MGs, indirect, etc. So I see alot of these options presented as things that would debuff the blobbing without making those two annoying mechanics op.
