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I'd probably have two guys who specialize in spears (out of your full roster of 20), and they will be more useful in some battles than others. Late game, most of your front line should be using 2h weapons assuming they have good armor, melee attack, and melee defense. Spears more often go on the flanks in order to make it harder for the enemy to flank you when you're outnumbered. Spear mastery is one of the better weapon perks. With spear mastery and a tanky character who has better fatigue and melee attack than your other tanks, they can keep a lot of enemies at bay. The damage can add up because some enemies (especially dumb ones like beasts and zombies) just keep trying to get at the spearman only to be hit 3 times each.
Lots of shielded enemies are kind of the bane of spearwall, but if your spearman has high melee attack (like 70+ at level 11, much higher and you probably would have made him a 2h guy though), they can still do good damage and hold them back to buy your damage dealers time to break through and counterflank the enemy.
I also tend to keep more extra spears around than other weapons to sometimes give to the rest of the front line as an initial weapon, because there are battles where keeping the enemy back is very helpful (e.g. orc berserkers, or keeping those furry critter eating machines away from corpses).
I'll also give guys with low melee attack a spear sometimes because of the larger hit chance bonus. Better to hit something gently than hit nothing at all. If their other stats are good, they can still be good tanks. They'll be turtling more often than using the spear, but it's good to have the option to finish an enemy off.
Ranged foes become less intimidating late game because of heavier armor and kite+ shields. Your spear guys are probably using a shield anyway unless they're duelist so they're not even the most vulnerable target.
On the flanks, spear tanks are fine. I've had a group of 2 hold Orcs at bay for 4-5 turns numerous times, while the damage dealers slowly grind down the Orcs.
Edit: But I should experiment spear duelists on the flanks instead perhaps - like you said.
So you can tire the engaging enemy or hurt/kill them with spearwall until the get past the spearwall knockback and switch to other weapons afterwards.
Works great on orcs, since they are easy to hit and the spearwall will just mess up they charge big time.
Two things. First, I think the spear Duelist formula calls for combining Duelist with Fearsome. So the extra 25 percent damage supposedly means you get Fearsome activated on every hit - even against Orc Warriors. Second, I'd imagine you'd start with shields and drop it only when you are not facing Goblins or range-heavy Bandits.
LOL, kind of a parallel post.
By the way, how much AP does it cost to drop to - or pick up from - your bag without Quick Hands?