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My twohander, for instance, goes into battle with both a warbrand and a greatsword (and the bags 'n' belts perk, obviously). If he's going to go one-on-one with a foe, I switch to the warbrand for the extra attack. But if he's got more than one foe to content with, the greatsword comes out to dish out the special attacks. We can only get one anyway so might as well go for max damage.
He's survived against everything from orc beserkers to brigand leaders so... I guess he's doing something right?
Try it out!
In midgame I'd mostly use them against goblins and necrosavants (necrosavants because they are dodgy and have nine lives, so 2 regular attacks makes it better than the greatsword). However, generally the crypt cleaver is better for this role (assuming your guys have good attack). It's nice that you can split through the line with the warbrand as an alternative, though. Certainly the warbrand offers the best flexibility in attack patterns in the game, but its damage, particularly vs armor, limits it use.
It's good combined with berserker and recover, if you finish off an enemy with your first regular attack and your guy has high fatigue, then you can use recover and be ready to do a lot the next turn. This combo works less well for other 2 hand guys (other than crypt cleaver) since they use too many AP per attack to use recover in the same turn.
The warbrand trades damage for mobility and more opportunity for use. Named warbrands really shine since the damage increase combines well with the greater mobility inherent with the weapon.
If your bros is just a stationary bros, then go for the heavier hitting weapon (great sword).
I didn't like the damage numbers on the generic ones, but I would possibly use unique ones, as you say. But I have not found one since release :(