Posted: Feb 11, 2016 4:32 am
by Thommo
There's a lot of truth in what you say, and generally I never played class stacking, it's too hard to get multiples of one class early enough to really matter. I did find that successful runs were those were there was 2+ heavies available at all times though. Arc throwering with disabling shot is a good point too.

You can always move to high cover and hunker to fire a rocket, other than thin men the chance of being hit is never more than 1% if not flanked and hunkered in high cover. Of course the temptation to fire with other units often undoes that plan, but if you're disciplined and leave no better target it's virtually foolproof - even a 1% hit won't crit when hunkered. Rockets actually have slightly longer range than guns as well, so if you're going with mostly or all heavies as long as the furthest advanced unit is a heavy you can pretty much always hit with a rocket.

All this is moot in XCOM 2 where aliens scatter for cover close to you instead of far away at the verge of your range. It's one of the things that make the game a bit easier, since they are basically always in range now instead of tauntingly out of range of 1/2 or 2/3 of your units. I think this is necessary with the timer, if the aliens just backed off for 4 turns in an 8 turn mission you'd be guaranteed to double and triple pod on every mission.