To my understanding the patches partially fix the two handed weapon bug but also fix the shield bug. The shield bug was that units with shields did not get the proper bonus for using them in melee. Since two-handers do not have shields, they are now stronger against enemies who are also stronger so nothing is really fixed.
From the few experiments I have done with 1.2, two handers are exceptional when they are charging, but then lose in the standstill melee.
Other people have figured out this is because most of their melee animations (which are what determine a succesful hit) are too slow to kill infantry, as they are blocked every time, but they work well against cavalry.
In their favor though, two handers are fairly cheap for their stats so maybe it is expected that they not win against more expensive units.
One option is to develop specific strategies when using two-handers. I do not have much detailed campaign experience in using them so this is guesswork on my part, but I imagine that if you engage the enemy line with non-two-hander units, and then charge the engaged enemy with two-handers from the sides/rear, the massive casualties caused by the two-hander charge will cause those enemy units to rout and hopefully cause a chain reaction through their entire army.
The second option is to try to find a mod that fixes two-handers. I know there are several schemes used in some mods, perhaps the fixes are available as standalone mods (Look on twcenter) I don't know any more than that so I can't recommend anything specifically.
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