Spears:
Spears have armour penetration, which is very useful in the lategame against plate armour. The immunity to counterattacks also makes them a good counter to swords. However, i feel that their damage just isn't high enough, and unless you're playing krax, the inability to use a shield with one kind of cripples you defensively. Given the long reach of a spear, i feel that spear type weapons should have an inherent initiative bonus (more than swords) or that they should be able to attack over a distance of 2 tiles, instead of 1. bonuses versus mounted units would be nice too, as the game has almost no incentive not to stick each and every soldier on a horse, as is.
Spears already do about the same amount of damage as their same-tier equivalent weapons to same-tier armor, and perform better against higher tier armor than equivalent weapons. Against lower tier armor, spears will typically perform slightly worse against lower tier armors.
Maces:
Maces suck. The initiative penalty pretty much kills them, regardless of anything else. They do tend to have the highest base damage, but this doesn't matter much - spears are better and often hit harder, due to the armor penetration. Lategame is even worse, as plate armour has double defense against blunt weapons, which just drives another nail into the coffin.
Maces will deal at least 50% more damage to any non-plate armored target than any same-tier sword in the game. Unless your swordsmen act more than three times for every two times the mace-equipped units can act, your maces will deal damage at about the same rate as your swords if counterattacks are not involved (facing spears, or an opponent that consistently knocks your swordsmen prone). Maces will also out-damage longswords on a per-hit basis against any form of chain armor, and will out-damage greatswords on a per-hit basis against masterwork chain. There are also a fair number of monster creatures in the game that have high (10 or more) defense against cutting or piercing attacks and zero defense against blunt attacks.
Compared with a same-tier spear, maces will do slightly less damage (about 1 point less on a maximum damage hit) against a full suit of plate or light plate armor, and a fair amount more damage (about 2 points on a maximum hit) against a full suit of chain armor, or about 1 point more on a maximum hit against a full suit of masterwork chain armor. Maximum damage against full chain armor and a kite shield is 5.5 for a boar spear or 6.7 for a mace, against light plate and a kite shield we have 4.84 and 3.76, against plate and a tower shield we have 3.90 and 2.91, and against masterwork chain and a tower shield we have 4.32 as compared to 5.12. The initiative penalty certainly hurts maces, but I wouldn't say that it kills them against all targets, and I wouldn't say that maces are always useless. Certainly, I would usually take a sword or a spear rather than a mace, but maces are still useful. Also, I would say that generally speaking units which are fully armored in chain are more rare than units fully armored in leather, and units fully armored in plate are much more rare than units fully armored in chain. Against leather armors, maces will deal about 30% more damage than spears, and 50% more than swords. Mauls, the slowest weapons in the game, will deal up to about 22 damage per hit against leather-armored targets, which compares favorably to greatswords and pikes, the runners-up, at about 15.5 and 14 maximum damage, respectively.
I would actually say that swords are most hurt by armor in the game, because it's far easier to advance far enough in the warfare tree to get chain armor than to get plate armor (unless you play as Gilden or any custom faction with Light Plate, since you then will not get chain armor) and chain armor is easier to design units around - unless you're playing with Yithril or can afford to give all your units a mount, you're looking at 65 weight capacity on your trained troops if you give them both Strength and Muscle. A full suit of chain armor with a kite shield weighs in at 30 weight units, and a full suit of plate weighs in at 55 weight units. Two units with the same traits, one using a broadsword and full plate armor (65/65 weight, so (-4 +2) initiative bonus), and one using a mace and full chain armor (45/65 weight, so (-2 -4) initiative bonus), will have similar initiatives and deal approximately the same damage (roughly 2.9 maximum damage) to one another, but the guy with a mace and chain armor will cost much less than the guy in full plate with a broadsword, and takes much less research to field. If the guy with the broadsword is using chain armor instead of plate armor, the mace suddenly can do up to 6.7 damage per hit while the broadsword still deals about 2.9 per hit. Moreover, if you don't require that the units have the same traits, the initiative penalty from the mace can be worked around (at least partially) with the right choice of traits. For example, if this is a Wraith unit, you can get a +3 initiative bonus from a trait (at the cost of whatever small amount of health you'd be getting from level-ups, though, so I wouldn't recommend doing this) and the initiative of the mace unit is suddenly approximately the same as the initiative of the swordsman, if the swordsman is in full plate.
I can agree with reducing the initiative penalty on blunt weapons, but I disagree that blunt weapons are completely useless due to their initiative penalty.
About axes: I agree that they need to be buffed in some way, though I think that changing Backswing over to being a chance to make a second attack or be computed on a per-figure basis rather than a per-unit basis would make axes more competitive.
I'd also like to see all weapons gain reasonably clear development paths through the tech tree - right now, only spears and one-handed swords have this, as there are only two two-handed blunt weapons for trained units in the game (staffs, at tier 0, and mauls, at tier 3); there are only two axes unless you took Great Axes (which you shouldn't - the Trog Battle Axe is a good weapon with one good and one bad special, but Greatswords are better than Great Axes; for that matter, Trog Battle Axes are in most cases nearly as good as Great Axes, trailing by an average of about 2 points of maximum damage), one of which is two-handed and both of which are cursed with a special ability that barely works; one-handed blunt weapons disappear after tier 2 unless you took Great Hammers as a faction trait; and there is only one two-handed sword available for trained troops, available at tier 3, although the way this game works it acts as an upgrade of the Battle Axe, a tier 2 two-handed cutting weapon. However you look at it, though, you almost have too many one-handed cutting weapons at tiers one and two (four - daggers and axes at tier one, shortswords and broadswords at tier two), none available at tier zero, and only one available at tier 3 (longsword).
Tiers:
- Spears, Daggers, Axes, Warhammers, Leather armor and wooden shields
- Boar Spears, Shortswords, Broadswords, Battle Axes, Maces, Chain or Light Plate Armor and Kite Shields
- Pikes, Longswords, Greatswords, Mauls, Plate or Masterwork Chain Armor and Tower Shields
Also, further reading for the OP (and anyone interested):
forums.elementalgame.com/435389
The thread linked is similar to this one, and on the second page, about halfway down, is a link for a spreadsheet I made which contains the stats of most of the nonmagical weapons and armors available to trained troops in the game.
Edit: for some reason it wouldn't link properly (it was linking to this thread) so I removed the hyperlink. If you put the URL in for the web address you want to go to, it will work.