Yup, as previously mentioned, they resist every Force rounds with a Complex action on either spell.
All actions with Mob Control take a -Willpower penalty since you only control their body, not their mind.
As FastJack noted, you have to spend one simple action every Combat Round that you want to have control. You spend another simple action to give the group (or an individual) commands, which they perform on their action.
Mob Mind, no simple action to maintain (they're your precious little zombies), no -Willpower to their actions, sample method of giving orders.
Other than the 2 extra points of Drain for Control Thoughts / Mob Mind, I see it as being partially a flavor choice. Consider all the movies you've ever seen where the evil wizard causes a person's body to kill their loved ones even as the protagonist struggles against the control. Think Jedi mind control. Now, consider the case where the person suddenly wakes up to realize what they've done, even though they were powerless to resist. The first is Mob Control, the later is Mob Mind.
Also, since the person acts normal with Control Actions / Mob Control when you don't directly control them, you can (ritually) cast the spell, maintain it, then, after they've convinced their close friends and allies that they're perfectly normal and okay to let into the secure bunker. . . You assert control, pull their LMG and gun down the defenders from within.
With Control Thoughts, you might not know your target well enough to avoid tipping off their friends that something is wrong. With Control Actions, cast ritually, they never know what hit them. Barring, of course, all the obvious anti-magic defenses.
This brings up an interesting question. . . what are the limits to sustaining a spell cast via ritual spellcasting? But, that's for a different thread.