Hank Samson and Silas Marsh are both combat ready investigators who share a common trait of not being able to take Vicious Blow owing to their lack of Guardian access, but they can take this level 1 Innate Skill which does much the same job, and it has a few quirks that make it a particularly interesting choice for our fearless foragers.
Notably, while Vicious Blow only adds damage to an attack that succeeds, Strong-Armed just plain goes hard, hit or miss. This means you can accidentally impale your fellow investigators for 4 damage with your trusty Pitchfork (Silas likes spear fishing, what can we say?) ... good job you can take 1 damage to redraw that chaos token, eh?
Yeah, it is. Because you very well might want to miss! Combine this card with Oops! (2) and redraw chaos tokens until you fail by the right amount rather than redrawing to succeed like you normally would and now you're hitting for 4 damage while keeping your Pitchfork in hand (because the attack was not successful), ready to jab again for another 3. If you've got both copies of Oops! (2) then you can extend the combo and if you've got Live and Learn ready to go then you can compress the follow up thrust into the same action that triggered the Oops.
The fact that this is a combo play ain't so bad, because Pitchfork's 3 base damage makes it excellent at dealing with low health enemies, and lets you save this as a bossing strategy. You can save up the right cards for when the big target appears and avoid having to deal with Pitchfork's problems in protracted fights to quite the same degree.
The same strategy applies to heavier hitting weapons. Sledgehammer Oops! plays can now be performed with some reliability thanks to Strong-Armed's token redraws, though you might need the aid of Drawing Thin to get your highly bonused super-smash into a range where it's feasible to fail. Oops! (2) / Live and Learn plays with Sledgehammer's three action attack makes dealing 13+ damage in one turn a realistic proposition instead of a relative pipe dream.
That's a lot of fun combo potential for a card that's just plain good on its own. You're probably going to love to a 1XP skill card that lets you hit harder and avoid bad symbols / the dreaded auto-fail even if it isn't doing something extra like it so easily can, even if that's only prolonging the lifespan of your Baseball Bat. Strong on its own, strong at enabling combos. What's not to love?