+2. I use the same tactic. It helps always having someone close by who can heal, and it's saved many a life. Plus, as you get down to the end of a mission, I usually try to heal everyone to full no matter what. It is much faster than having them heal in the hospital. Then it really helps to have a healing party with everyone.
This definitely works the best for me too. Effective and flexible. I don't feel like planning any other tactical details until arriving at the battle scene. There I like to have maximum freedom in setting up the operation, e.g. starting 2, 3, or 4 units, counting 2 till 5 heads each. Keeping units not more than 1 till 1,5 moves apart, at any time, a soldier from one unit may join another unit that got into trouble. As long as everyone stays somewhere near anyone else, wounds can be healed early next turn, for the greater part. Wounds from alien reaction fire often the very same turn. While nobody gets hurt, all can wield weapons, quickly killing as much vermin as possible. (Panicked aliens do a lot less damage, so you want to see this happen rather sooner than later
. If anyone gets hurt, they don't need to retreat to a medic. You gain in all cases.
P.S. Even the Machine Gunners carry a medikit in their belt and two spare magazines in their backpacks, since they rock without any side arms.
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djivi