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(3 edits) (+1)

One thing to remember is that Chainmail rules were used in a wargame, and then imported to be used in a proto-ttrpg, so the rules makes sense the most applied to the former, when a single strike is straight up a kill.

Keeping that in mind, as you also point out, daggers and hand axe have a very low chance to hit an armored opponent, while higher class weapon like two handed swords are arguably the best weapon by a large margin, speaking strictly about chance to hit the opponent.

The lowest class weapon to be kind of reliable is the Mace (Class 3), that if pitted against a 2h sword (Class 10) has a difference of 7 classes, so the mace wielder gets the choice of having first blow OR parry, not both. In this case, it's a gamble: since the 2h sword has higher chance of hitting, you could forgo first strike and parry, getting a counterblow in case of success; or maybe you could go "all in" attacking first...but if you miss, the 2h sword has an higher chance to strike without a parry reducing the roll.

(1 edit)

The flail seems to have one of the best overall to-hit, which strikes me as a bit strange, but maybe since it's in the middle it's got the problem of not being dedicated enough in speed or in reach