Quote Originally Posted by ShneekeyTheLost View Post
Yea, but you aren't going to be stunning an Alien on turn 1 in the first place. Assault moves up ahead of the pack as spotter. With Lightning Reflexes, he's relatively safe from Overwatching aliens, so he's the perfect guy to do it. First turn, he sprints and Overwatches using Run n Gun. Then again on turn 3, he sprints then he either has the option to Overwatch, or if he's triggered something, take a pot-shot.

At this point, he's well in front of the rest of the squad, even ahead of Supports with Dash. So yes, if anyone is in position to move and stun, it's the Assault.

Assaults always do break-ins. They're the most likely to survive getting point-blank with unknown hostiles. With their ability to have additional armor points from armor, Lightning Reflexes, the ability to reaction-fire at anything that gets 4 or closer... yea, these guys are close-quarter specialists.

Supports... aren't.
Supports are the second ones into a room. When combining Sprinter with Skeleton/Ghost Suit, their speed is unparalleled. Yes, the Assault has a better shot if he goes in first. But he's not going to down two or three aliens in one turn. That easily leaves something for the rest of the team.

Plus, if there's a door, you generally want every member of your team to be taking up the closest good cover before opening it, so sending your Assault to kick down the door while the rest of the team is still in their positions from the last fight generally doesn't happen. Put the Heavy and Support at either side of the door, and the Support can easily run up and stun any alien you see when that door opens. Heavy has the worst movement + range, so he's gotta stay close to the action. The Assault shouldn't be far back, though, he should be right next to the Heavy or Support, being left behind by only a square.

Assaults are good scouts. Supports are good strikers once the scout has confirmed enemy position.