Regeneration Units in general are pretty crazy.
You can win most low-tier Vamp fights earlygame with just mannfred and the Vargulf on their own. Trolls at least get stuck if you sourrund them. Stuff like Vargulf and Terrorgeists will just casually plow through your line and go regen somewhere.
Unit hitboxes in general are incredibly f*cked up. Flying units will literally ignore your orders to disengage, if even one of them is still stuck somwhere. I've had a Unit of 12 Vargeists almost wipe after one of them charged almsot twice the distance than the others into a meele, and then couldnt get out. The other 11 just kept circling above the fight, getting shot at by ranged units, until the one guy finally died.
The flying unit thing is intentional.
In one of their making of videos they talked about how they made it so flying units get easily bogged down in a fight so they can't just skirmish you endlessly and have to choose to commit to fights for at least a little while.
It's not that they're ignoring your orders, it's just that they can't take off until they're clear of units. So if you keep ordering them to run they'll ignore their enemies and continue to take damage while they find a way out of their predicament.
There seem to be several tiers of massive units. You have regular guys who get bogged down easily. These are guys the size of the average human. Then you have slightly larger monsters like cavalry and Vargheists and Trolls who also seem to get stuck in fights and can't escape without some issues. Then you have massive monsters like Giants and Araknaroks and Vargulfs who can faff around the battlefield like it ain't no thang.
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I think it's also why the Terrorgheist is so much more survivable. It can claw its way out of being surrounded and then take off. Vargheists do way more damage but if they get surrounded they're basically dead.
That's not my issue. Again, I'm talking about the case where most of the squad is allready in the air, but 1 or 2 are still stuck in melee. A lot of Flying units charge a very random distance, so there are a lot of cases where you paid special attention to leave them a lot of room to escape, but one or two dudes charge all the way trough the line and end up cut off from easy escape.
That, by itself, would be fine. But the ENTIRE squad will REFUSE to move away from combat because of that one guy. What I want is that the rest just leaves the stuck ins to die and actually take orders. Flying units should not have an easy time disengaging, I totally agree. But they should not literally kill themselves because of one or two guys from a 12 (Vargeists) or 60 (Bats) man squad.
It's also just weird because it's those two specifically having the issues. Other fliers behave just fine. Never had an issue pulling Gyrocopters out of such situations.
In all fairness you wouldn't want them to be capable of being bogged down... THAT and they are giant super people, what is going to stop them?
The thing is, it's only on the retreat they seem to get magic ghost powers. In a regular melee they totally get stuck. Try pulling Archaon out of 1-2 squads swarming him. Can be incredibly hard.
I'm not gonna judge if that's good or bad. But it should be consistent.