People have already brought up how strong overseers are. I should also note that their (fairly situational, admittedly) Power Blast does have an additional use: Since it knockbacks it can be used to get pesky melee units out of Overwatch Range. Very handy.
For the record, without increased starting armies or the starting army perk, Syndicate starts with 1 Overseer, 3 Indentured and 2 Runners. Assembly starts with 1 Vorpal Sniper, 3 Scavengers and 2 of the healy scouty thing.
It usually take 3 turns to get to your first mod, so for this you might be able to fight... 3-4 battles? If you are optimal? And most enemies at this stage are in groups of 3-4. Most of those fights are quite simply trivial for these starting armies unless you make some major mistake or get RNG-screwed.
The Overseer as mentioned is very strong: The full turn Reset is amazing, the heal is so-so but the psi damage is always nice. For those comparing the reset with bringing another indentured: That underestimates it's power: The reset means you can move, reset, then move again which gives for wayyy better movement than just having 1 additional indentured (who would only be able to move as far as the first one anyhow) now, there are risks with this, but it's also a huge benefit.
Assembly scavs are probably my favourite T1 units. The problem people tend to have is thinking of them either as a shitty ranged unit or a purely melee unit. While yes, they are primarily a melee unit the shotgun is still an integral part of their kit, the ablity to move and throw out 16 damage shots (equivalent to two shots from a t1 unit) is nothing to sneeze at, especially against low-HP enemies like quartzites.
For the record, without increased starting armies or the starting army perk, Syndicate starts with 1 Overseer, 3 Indentured and 2 Runners. Assembly starts with 1 Vorpal Sniper, 3 Scavengers and 2 of the healy scouty thing.
It usually take 3 turns to get to your first mod, so for this you might be able to fight... 3-4 battles? If you are optimal? And most enemies at this stage are in groups of 3-4. Most of those fights are quite simply trivial for these starting armies unless you make some major mistake or get RNG-screwed.
The Overseer as mentioned is very strong: The full turn Reset is amazing, the heal is so-so but the psi damage is always nice. For those comparing the reset with bringing another indentured: That underestimates it's power: The reset means you can move, reset, then move again which gives for wayyy better movement than just having 1 additional indentured (who would only be able to move as far as the first one anyhow) now, there are risks with this, but it's also a huge benefit.
Assembly scavs are probably my favourite T1 units. The problem people tend to have is thinking of them either as a shitty ranged unit or a purely melee unit. While yes, they are primarily a melee unit the shotgun is still an integral part of their kit, the ablity to move and throw out 16 damage shots (equivalent to two shots from a t1 unit) is nothing to sneeze at, especially against low-HP enemies like quartzites.