This card is not a niche card, rather, one of the best, if not the best, level 0 weapon. Its main strength in my opinion is actually the second ability, as I explain below. The first ability is just icing on the cake that adds some flexibility for enemies with low fight and high health. You can choose to attempt 1 (basic attack), 2 or 3 damage to handle a given enemy situation. My only hesitation about saying it is the number 1 weapon at level zero is that it is two-handed, which is unacceptable for some decks.
Why is the second ability so good? The answer is: the +2 combat with unlimited uses plus increased damage. Many people miss this important point when they look at/review weapons: the net damage you deal per action is affected by not only the damage modifier but also how often you hit. It is a mistake to look at .32 colt and sledgehammer and say that the colt deals 2 damage per action and the sledgehammer’s second ability only 1.5. People tend to act as if a given weapon will either never hit or always hit, which is obviously incorrect.
In fact, the +2 combat action often has a big effect on the average damage dealt. For example, using the standard night of the zealot chaos token pool, going from a net even fight test to a +2 increases odds to hit from 4/16 to 13/16, which translates to a more than 3-fold increase in damage! This is why the second ability on sledgehammer is usually better than the first on a per action basis, because you have to be at a huge skill advantage to have the 0.5 damage boost be more important than the 3 point difference in combat.
And it doesn’t run out of ammo. This should not be taken lightly. Those of you that remember how much better machete was at level zero than the firearms at the time will understand. So while the .45 Thompson deals more damage per action, this is not a fair comparison with its limited uses. Direct competitors with sledgehammer at level 0 that increase damage and have unlimited uses are fire axe, knuckleduster, meat cleaver, switchblade, dragon pole (any others I’m forgetting?). Gravedigger’s shovel gives +2 combat but no damage bonus. It’s easy to see that sledgehammer is arguably the most useful among these, its main limitation again that it takes up two hand slots.
What about the first ability? This is obviously best when you are at a large combat advantage, such as enemies with 1 or 2 fight. It is hard to use when your base combat is less than 4, but will still usually be better than a basic fight action, since it deals double damage with hits. It’s not so common that -1 combat reduces your chances of hitting by 50%.
One trick to use with the sledgehammer is gaining an extra action to get two of the double action hits in; for example, the original Skids loves this as he can always swing twice per round by paying for an extra action. Otherwise, you can use the odd extra action for something else, such as a basic attack, an evade, or a fight action on an event or arcane asset.
In summary, for survivors and guardians willing to use both hand slots for a weapon, this card is right at the top of the competition. Please consider odds to hit when comparing weapons.