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The range of Close and Personal is displayed by the orange circle that appears around the aliens whenever you select your assault.
The little glowing ball that appears in the center of the moving action needs to be inside the circle. (Sometimes part of the square is inside the circle range but the center-glowing-ball is outside... which means Close and Personal won't trigger)
Close and personal has a circle display (like the stunner and medkit) for whats in range and whats not. if theres no circle you don't have the perk.
Ghost armor is very late game, Ghost grenades if you want to cheese the early game with stealth abuse.
They work great together.
Close and Personal requires your action, Close Combat Specialists requires your enemy's action.
Since one is at sargeant and the other is at captain level, I would always go for having both of them on my assaults.
They also can perform combos.
Move your assault next to the enemy, shoot once (Close and Personal free shot), then have someone use flush on the enemy (close combat specialist will make you shoot again), then retreat with your assault back to safety.
2 shotgun blasts at point blank in a fully safe move.
Not to mention that you could go for a third shotgun blast at point blank instead of retreating if you would like.
Walk near door, Open door, Aliens run thru, shoots aliens, takes free shot, takes flush shot. reload.
Alternatively psi panic or a medkit or a grenade.
but if a few blasts didn't work than one more usually isn't what the doctor ordered.
Also, ammo. While in vanilla you can get through a map without needing to reload a shotgun, that is an almost unheard case in Long War.
Rapid fire is useful because it combines with run and gun, but with proper planning and not getting your self in situations close and personal is better because you can only run and gun once every 3 turns and the other risks.