You need two things: Husking Cloud, and a Werecreature you can convince to bite your dwarves without killing them.
Something small in its were-form is preferable, as then it heals your dwarves without making them TOO dangerous while transformed.
The problem is the husking: You CANNOT command them. If you design a FOOLPROOF release-and-recapture design, you MIGHT be able to use them as supersoldiers, but they've got to be carefully trained beforehand as they won't train once used.
Also they won't kill undead; but every other living thing is fair game. Which encompasses most things.
Don't send them against dragons, or else you will have !!werehusk-supersoldiers!! and puddles of their former equipment.
For CREATING the squad: suggestion is to use Adventurers. Make them werecreatures by carefully constructing a complex they can access; after training them, get into the complex IN ADVENTURE MODE and become infected. Then, navigating the exit that is somehow impossible for creatures to follow (chasm jump, anyone?), put them in the specially designed barracks section that can expose them to a husking cloud after they're ready for it. Be prepared to either savescum MANY times to get a nonlethal bite from a large creature, or use a useless creature that can't kill them. They'll still heal this way. All dwarves/humans in the squad MUST be of the same were-race. Else they will kill each other. Equip and train them BEFORE you husk them, and also work on their attributes before they are were-creatured. A couple years of militia training will work their attributes up to max, then you can double and then triple them, all the way to whatever the ultimate hardcap is. Husking triples, were-creaturing doubles. Then, expose all of them to the husking clouds. Make CERTAIN you can either recapture or safely destroy them from afar. Marksdwarves are NOT effective, but blunt damage (i.e. dwarven pressure washer) is. Do NOT engage shortly before the full moon; look up the timetable, it's reliable, from the wiki. Otherwise you will be facing opponents who will heal if they survive whatsoever, even partially beheaded or de-limbed. If you can, retrap them. They should be lured by any living creature on the map that they can path to; lock the fortress down BEFORE releasing them from a bunker COMPLETELY SEPARATE FROM the main fortress. No mistakes here. Use some cave-in traps to drop them into cages. That ought to be foolproof. And you can build a small bridge from a central pillar, in a spiral type design, to contain a reusable live bait animal. Something that will NOT attack them, or spam repasturing cancellation messages cause it charged or something. Place a pressure plate some tiles back from the last turn, to drop every creature in there at once. Perhaps create a rapid-activation system to draw them all in, THEN drop them all in one. Or just build a lot of traps that can be locked in case of invaders. Gonna require either a floodgate or drawbridge on the outside, otherwise invaders WILL enter and possibly kill the bait.
Ideas, ideas. Time to get creative.
Reset time=massive, but doable. I think. Only worthwhile for the sort of super-soldier creatures you would create like that.