as I am sure many players are aware right now there is some serious bugs in the AI pathfinding and targeting.
First Issue as is raised in other posts, units such as spiders, heroes, bombadiers and tanks, will spin while targetting a wall. Something that is presumably a stationery target proves very hard for ranged units to target and hit. perhaps it is the fact the wall hit boxes are focal points ranged troops have to target rather than a whole wall like melee or perhaps its in the pathfinding of the ranged units while targeting an object that cannot move (it happens when attacking towers in quests too)
The second Issue is related mainly to bodies of giant units but it causes complete chaos in sieges and open field battles. Dwarf players with mechs can be entirely blocked from attacking a wall by using only bronze spiders to 'choke' the battlefield with their bodies. Players often do this with siege or tanks also. In quests it happens all the time between spiders and hydra bodies or other spider bodies. Either make the bodies passable like every other corpse or fix the pathing of units round these bodies, it is hopeless to lose fights because a dead thing stopped you from winning.
Other pathing issue include horse archers running for the centre of a battlefield and getting choked out by front units pointlessly trying to run through a gap that is barely big enough for one unit and dwarf tanks not knowing if to advance or sit where they are, there seems to be no rhyme or reason to a tank moving.
Targetting issue or maybe more a question - what the heck is ranged targetting on walls because sometimes they shot straight over armies and snipe healers and siege first, other times they shoot endless spiderlings while they are wiped by real troops, so where is the consistency or how can a player work out how to best protect their armies and castles when this happens?
hope to get some responses happening in these forums from lilith, for being new they seem as dead as the servers on your game are getting.