Started up the game (with demons enabled this time.)
I'm gonna be that guy and again say the default tileset looks gross and like it was done with a damned crayon. Gonna power through it regardless, start with the Raiders or Scavvers; not sure which I wanna start with. I give it five years tops before I have a repeat of my last one in 34.11 where half the militia got eaten by zombies, food was depleted, and everyone freaked the hell out and started punching each other while hiding in a dirt-layer "bunker" consisting of beds against a wall and a couple locked doors.
EDIT: For a second I thought one Scavver hamlet was called "Adblock"
EDIT II: Okay, so I went with the Raiders. Right off the bat, unless everyone else has made heavy use of this feature, the throwing knives are too much. Even without ammo assigned your melee fighters will hog the quivers, which is very, very bad if you need a bunch of riflemen and/or pistoleers but have a bunch of "unequipped" melee fighters and not enough stuff to make more quivers than you have fledgling gun men in their separate squad.
For example, I have one rifleman, and three melee fighters equipped with a sickle, a lock on a chain, and a mace. I only really need one quiver, but I have to make four because the Raid Leader's squad gets first pick of equipment - which includes quivers for their nonexistent and unassigned ammo.
It might be best to limit it to two "throwing" weapons that are meant for melee but have the option as a sort of skirmish weapon - a Bowie knife or machete and some throwing knives, and a Trenchhawk (A tomahawk made from an old E-tool, which would thematically fit the Raiders) and throwing axes.
And this one's a bit of a nitpick, but it's spelled "Mauser" not "Mauzer" and the carbine is full-power bolt action rifle. Oddly enough there is a .45 Mauser handgun, but it's a Chinese copy of the C96.
EDIT III
Okay, so yeah. The throwing knives thing has to go. it's nearly impossible to do a generic equipment assignments (indiv. choice - melee, ranged, or weapon) with weaponry because so many of the raider weapons count as ranged weapons, which leads to your melee squad either being unarmed or carrying rifles and pistols with throwing knives into battle because of how the AI picks weapons based on value and quality, not what you actually need.
For example, if I have a bunch of sickles, locks, and suchlike, then I can't use the melee option and let the troops figure out what they wanna use on their own, and the ranged/weapon option may lead to them grabbing a pistol or crossbow instead of that bike lock or baseball bat I wanted them to grab because the pistol is more valuable, or they like crossbows. It unintentionally makes it excessively micro-intensive to arm your raiders, because you have to manually assign every soldier a weapon to make sure they'll use the right class of "melee" or ranged gear.
On the upside, survived my first attack by discount fallout super mutants! They uh.... They messed my guys up pretty good. 2 -1 K/D ratio in their favor.