One thing to keep in mind with Swords/Daggers is that the counterattack is essentially a free second attack. Sure, you need to survive the attack, but this means you get two attacks in for every one the clubber is throwing at you. Top that off with the initiative difference (+3 versus -4), and this means just shy of 50% more attacks (Initiative 16 versus 23), which magnifies the number of total attacks/counterattacks even further.
Of course, you don't see Daggers before the Weaponry tech, and Weaponry also provides Warhammers. This is Attack 9 versus attack 6. Axes at at that level are 8 attack with -2 initiative.
So, to break down the Weaponry Tech situation...
Everyone gets 6/7 defense (Leather/Athican Leather, plus Greaves, Bracers, Boots and Cap). Some get shields, sooo...
Warhammer: 9 Att, 8/9 Def, +2 to dodge. Initiative 16. Double attack strength every 5 turns (lose a turn).
Dagger: 6 Att, 8/9 Def, +2 to dodge. Initiative 23. 1 counterattack/round.
Spear: 5 Att, 6/7 Def. Initiative 20. Ignores 33% of defense. Attack 2 units in line every 5 turns.
Axe: 8 Att, 6/7 Def. Initiative 18. May attack up to 3 units every 5 turns, Backswing: 2nd chance to hit.
Club: 6 Att, 8/9 Def. Initiative 16. Double attack strength every 5 turns (lose a turn)
OK, assuming the attack*attack versus attack + defense is the way attack damage is calculated...
Warhammer. 16 Initiative. 81 attack versus 11-18 defense: 5-9 max damage. Double damage every 5 turns, no damage next turn.
Dagger: 23 Initiative. 36 attack versus 11-18 defense: 2-4 max damage. Counterattack.
Spear: 20 Initiative: 25 attack versus 8-12 defense: 2-3(?) max damage. Attack versus 2 targets every 5 turns or so.
Axe: 18 Initiative: 64 attack versus 11-18 defense: 4-6 max damage. Attack up to 3 targets every 5 turns or so.
Club: 16 Initiative: 36 attack versus 11-18 defense: 2-4 max damage. Double damage every 5 turns, no damage next turn.
oh, and just for fun:
Crude Shortbow: 12 Initiative: 36 attack versus 11-18 Defense: 2-4 Max Damage. Ranged. Not included below, just here for comparison.
For the sake of argument, all units have 24 hit points/3 members.
So, on round...
5 - Dagger will attack first. Reduce target unit size by 1, maaaaaybe if you hit
5 -Spear will attack second, and possibly impale... target size not reduced, yet.
6 -Axe will attack third, with the option to strike up to 3 targets. Target size reduced by 1 probably if you hit
7- Club/Warhammer will attack last, and do double damage. Target size reduced by at least 1, if not 2, if you hit.
*BTW, Dagger units that survive being hit will attack one more time, except against spears..*
9 - Surviving Daggers go again.
10 - Surviving Spears go again.
12 - Surviving Axes go again.
13 - Surviving Clubs/Warhammers go again, unless they used crushing blow.
*Again, surviving daggers get to counterattack once, except against spears...
14 - Surviving Daggers go again.
15 - Surviving Spearmen go again.
17 - Surviving Axes go again.
18 - Surviving Daggers go again.
19 - Surviving Clubs/Warhammers go again.
20 - Surviving Spearmen go again.
22 - Surviving Daggers go again.
23 - Surviving Axes go again.
25 - Surviving Clubs/Warhammers are tied with Surviving Spearmen, and go again.
27 - Surviving Daggers go again.
29 - Surviving Axes go again.
30 - Surviving Spearmen go again.
31 - Surviving Daggers go again.
32 - Surviving Clubs/Warhammers go again.
34- Surviving Axes go again.
35 - Surviving Daggers go again, followed by Surviving Spearmen.
Sooo, if you are packing Daggers, if you can arrange for Clubbers/Warhammers to move twice before you engage, you will have two attacks before their next attack, plus a counterattack... and against Axemen they need to move 3 times before you can get the two attack advantage. Against spearmen, they will need to move 4 times before you can get the two attack advantage, but no counterattack versus them...
When fighting against daggers, keep this in mind when maneuvering.
Swords also follow this pattern btw. Heavy Armor skews this quite a bit, but this just magnifies Sword's initiative advantage when fighting similarly armored foes... With a -6 armor penalty a Hammer will have 10 initiative, versus Sword's 17 initiative, so the two attack advantage kicks in at the point after Hammer moves once. Of course, those Swords will have more armor to penetrate...
Food for thought.