it seems after a long time in the beta weapons are still wip
lets examine them in details
bows
after a long time last patch changed them, i like the direction they are taking, they seem decent to good early game, and "working" later
-champions: every assassin and archer is hard to judge but surely its improved, maybe not the best option but seems decent
-troops: one of the best options, ranged for weak troops save build time and provide good dmg early and mid game
cant say exactly if they are balanced but they are improved
after .981 troops with bow cost way less and so they are pretty good
daggers
still very bad
basically they are weaker swords
crit only works if stacked, thats a huge con
-champions: only viable high level with all crit traits and other items so basically only for assassins, and still probably best sword provide more dmg
-troops: daggers will never work on troop
swords
the best right now
every champion melee need one, most mages could use one, its a decent option for troops always and they provide initiative and good dmg
-champions: just the best, high initiative and counterattack, you need those
-troops: a decent option always, maybe sometimes you want something with more dmg to go all out but you can also train armored things with swords
-2h: they seem balanced, a lot more dmg but slower id still go with 1h for champion
after .981 shortswords have been balanced but longswords are still too good but they are also a higher tier
maces
specilized weapons, good option on troops while less viable on champions
the dmg is slighly higher than swords but they have a HUGE initiative penalty meaning theyll come after swords and with less attacks
the special ability is weak but can have some secondary use
-champions: you never want any of these unless you drop the ones with superhigh dmg or great abilities
-troops: its situational but as source of dps they can work, also special ability become good if stacking these units or end game when dmg is higher and there are larger troops
spears
buffed last patch they really needed it
right now they are still weak overall
-champions: spears are useless early cause enemies dont have armor, the only situation i find them viable is when fighting a hard hitting counterattack enemy
-troops: sometimes good cause of armor piercing and decent dmg
axes
still weak, backswing like every other ability is inferior to counterattack for championsand the initiative and dmg is not superior to swords like it should
-champions you just cant use them
-troops backswing sometimes can be handy but against too many things the backswing attack is just dodge like the normal, basically backswing is good when enemy dont have dodge lol
-2h axes: for some reason they dont have initiative malus but they are not light, the dmg is not really that high compared to 1h so they are not really a good option compared to 1h
maul
they basically are maces 2h but at least balanced
you have low init but you are rewarded for it having a HUGE attack dmg, probably the higher of the game, that also make bash not useless too
-champions: the damage makes up for the maluses, you probably cant afford it always but sometimes having such a dmg could work
-troops: its a choice but troops has to deal dmg b4dying so this is a good option in some case
theorycrafting: why EVERYTHING is inferior to counterattack
basically counterattack is 1 more attack each turn so basically 100% bonus dps (or 1/n bonus if you have n champions with counterattack (even though you could still place champions to tank each 1 enemy and use all counterattacks))
lets examine bash
bash if working make the opponent lose a turn
this means the MINIMUM to make it even with counterattack is 50 dmg
but this only applies 1 v1
if enemies are n 50 bash just means 1/n enemy dps
so basically to get in pair with counterattack you need to have 50*n dmg and you get why bash is so incredibly inferior to anything
ofc there is one exception where fighting with high number a solo creature (like a boss/dragon or so)
they are usually immune to bash but if they arent its possible to havewith 5 6 troops with bash a number making it worth if not to reduce incoming dmg
anyway its just a non real situation
also dont forget swords have good init bonus while maces a malus
(like stated in other posts this is true for monsters or unarmored units, while against firs tiers or armor mace seems to perform similarly as swords, against plate this is true again)
lets examine spear
immune to counterattack is basically the same as having it yourself a choice between attacking both twice per turn and attacking both once
but its the more effective the more your enemy outdmg you
so basically its working for a tank even if thjere is a flaw cause tanks have a trait to make themselves immune to counter
anyway at least there is some situation where you want a spear
also another flaw is that making a tank immune to counter prevent other melees from attacking the enemy
lets examine axes
backswin basically provides an additional attack when miss
so if acc = real accuracy it has a 100-acc chance to make another attack with acc chance to hit
you can see the flaw in this, basically the more accurate you are the less it procs, on the other hadn the less accurate you are the more it procs but with less effect being the backswing inaccurate
anyway as pure math its still far inferior to 100% bonus of counterattack usually you tend to have accuracy in the order of80 90 so backswing is 1/5 to 1/10 as primary melee while being a good addition for additional dps (but stilll dont forget base axe stats ARENT better than swords)