While all T1 without upgrades are pretty weak in general, I notice a clear tendency of Assembly (Scavenger) and Syndicate (Indentured) starting armies to take losses or near losses in sure fights. And I think it goes down to teh T1 unit being weak or having the wrong support.
Vanguard Troopers got a Repeating 7 range with Overwatch and a once-per-combat grenade. And are supported by Robodogs with 3 active abilities.
Amazons have only 5 range (6 with cover) and no overwatch, but a 5 range, re-useable, anti-air capable grenade (Flash arrow). And are supported by biomancers, wich have 3 actives and a usefulle attack.
Kirko Units have repeating Melee, a reuseable grenade (also works on air) and are supported by teh Transcendent (decent Attack, the damage redirection and heal). They also got swarmshields and quick regeneration out of combat.
Dvar can make their own cover and got a support with 2 Actives and a usefull attack. Only thing they lack is repeating attacks and grenades, but that is more of a playstyle choice.
Meanwhile those two:
The Scavengers got a on attack livesteal. that does not work on 90% of all targets. So they got a repeating melee attack and a near useless ranged one. So cleary a rush faction? Yet their support consiest of a sniper without agile overwatch and no support unit with heal. You know the stuff they would need.
Syndicate Indetured got a 7 range Rifle with Overwatch. They also have a near useless single-attack stagger on a cooldown.
And their support has 1 ranged heal and 1 active ability that only works on them - and has melee range, putting the caster into massive danger. Honestly, if I put in an extra indentured in instead would get the same extra action every turn, more HP and more consistent Damage - at a lower cost.
Vanguard Troopers got a Repeating 7 range with Overwatch and a once-per-combat grenade. And are supported by Robodogs with 3 active abilities.
Amazons have only 5 range (6 with cover) and no overwatch, but a 5 range, re-useable, anti-air capable grenade (Flash arrow). And are supported by biomancers, wich have 3 actives and a usefulle attack.
Kirko Units have repeating Melee, a reuseable grenade (also works on air) and are supported by teh Transcendent (decent Attack, the damage redirection and heal). They also got swarmshields and quick regeneration out of combat.
Dvar can make their own cover and got a support with 2 Actives and a usefull attack. Only thing they lack is repeating attacks and grenades, but that is more of a playstyle choice.
Meanwhile those two:
The Scavengers got a on attack livesteal. that does not work on 90% of all targets. So they got a repeating melee attack and a near useless ranged one. So cleary a rush faction? Yet their support consiest of a sniper without agile overwatch and no support unit with heal. You know the stuff they would need.
Syndicate Indetured got a 7 range Rifle with Overwatch. They also have a near useless single-attack stagger on a cooldown.
And their support has 1 ranged heal and 1 active ability that only works on them - and has melee range, putting the caster into massive danger. Honestly, if I put in an extra indentured in instead would get the same extra action every turn, more HP and more consistent Damage - at a lower cost.