In an Active Turn, if a skill is declared that requires a target, only the Controller and the Spearhead will perform the skill, and the other members of the Control Unit will perform an Idle instead. p108 Antipode pack still demands that you declare a spearhead and only the spearhead and the controller can perform attacks, the rest must idle. So you can't get normal rolls unless you got behind the target with the spearhead using stealth.
During your Active Turn you can't get normal rolls unlesss your opponent doesn't declare a relevant ARO. This is why you do not spend any of your orders on attacking with Antipodes and you just wait for the enemy's turn for him to waste orders. And in your Reactive Turn you can benefit from normal attacks if you want, because: In Close Combat, the rules described in Close Combat with Multiple Troopers (see p. 56) must be applied. p107
Tbh most games I played seemed to fall on the side of idle being legit anyway but at least its clear this time round.
This also has an affect on another cool buy fairly unwieldly Tak profile. The Strelok and K9 will be frequently revealing each other while they do something other isn't doing: Short Skill Jump, CC Attack, BS Attack, Sensor.
Camo was always cancelled by the Skill you Declared, not the skill you performed. Besides, it's easy to make mistakes in a cold, northern city like Tampa.
So, for TAK two suggestions, AP Rifle Spetsnaz and AP Spitfire Dynamo. Both are able to flank to avoid cover and as such able to deliver high (ish for the Spetsnaz) burst AP shots without the doubling down of mimetism + cover.