They can do those things, these rules just wouldn't be what you'd use to accomplish that. The squad and squadron rules are designed to provide survivability for PCs and key NPCs during large scale combat, and provide some interesting tactical options. They are not designed as a way to max out damage potential, or designed to replace the things that tacticians and other inspirational/buff classes can do. You can narratively be in a squad or squadron without necessarily using the squad or squadron rules.
This helps clarify some things, Keith. I really appreciate you taking the time to answer.
I am still having trouble reconciling these rules:
- "[Minions successfully included in a squad or squadron] are now members of their squad or squadron and, as such, no longer receive a turn in combat and do not roll for initiative." (p. 28)
- Close Formation: "Effect: Add [boost] to any attack made by the squad ..."
- Attack formation: "Effect: Add [boost] to any attack made by the squadron ..."
If the minions have lost initiative slots in combat, what does it mean for the squad or squadron to make an attack? In whose initiative slot is the attack made? How is the dice pool calculated?
Thanks, again!