Thanks for the file, Joeycamacho!
I think that should work, but if you like to have more control and a cleaner information flow, I have three files in the link. Have a look, please. the Follow Position Rotation parameter is certainly the key here. IF they do not follow exactly then that is based on the mix of dynamic and effector based movement.
https://www.amazon.com/clouddrive/share/YuLwZVCUaEu3xFFi9Bs0hjrsqvSgwMwQNClwE5Hheem?ref_=cd_ph_share_link_copy
If I get your idea correctly in the scene file (I doubt it with file _01, but I hope it clears the direction), then I would suggest a simple Inheritance Effector solution. This transfers the Dynamic information (I cached it), to a new Cloner Object and from there you can add the additional Effector influences pretty much absolute. As I said, if I get the idea, and I believe that is not what you want, as the clones intersect easily. To clear this, see the file in the link [_01]
The objects might need first that Shader/Random information and then use dynamic to move them around. These are the two other ways.
The best way to see the influence is perhaps to keyframe the Random Effector at frame 100, and set the values at frame 105 faster and perhaps higher in P.Y. Just a thought for testing, to see if the effectors come through.
The differences might be minimal or just enough, you will know better what you are after. With the two step set up you can see more how the first and the second step compares.
A good test about the follow position ration parameter is given with a large animated sphere as a Dynamic Collider, slowly moving through the field.
All the best
P.S.: more to illustrate the two parameters for forum’s sake, I tried to showcase this in an one minute clip. As a side note—The lower these values are, the faster the dynamic seems to take over, which is a theme on its own.
https://www.amazon.com/clouddrive/share/6ChrJflVMo6fIyVRxDDtior8Oqgyi3CkmgFNgfBLYJl?ref_=cd_ph_share_link_copy