Greenskins in the last patch received 2 very substantial buffs to compensate for the Vindictive Glare nerf, and while these buffs were meant to help GS fight factions such as VC and Lizardmen, it seems that they still failed to do so. At the same time, these buffs feel oppressive to play against if you are any faction that isn't VC or LZ and, as such, in my opinion need to be reverted (and GS can be compensated in some other way).
While the regular Arachnarok needed the BvL buff, the RoR variant most definitely didn't. For 2400g, it has 150 armor, 77 MA vs large and 6800 HP. It applies poison in melee which translates to a 18% ward save. It also has a very respectable 57 speed that is compounded by the fact that it has ranged poison attacks so it slows down any cavalry trying to escape it, which in turn synergizes well with spells like Gork'll Fix It. It generally will be camping on top of Black Orcs, which are a pseudo-halberd unit, and as such, engaging it with something like a Shaggoth, Dragon, Hydra, etc. is not practical since you won't win (especially with GS spell support). The spiderling summons are also useful to chase down skirmishing units or tarpit cavalry (I believe they too have poison) and contribute to making this unit just too good all around in my opinion.
Proposed change (RoR only) +150g.
This unit was not bad before and although it didn't have an AP majority it could kill medium armor units like Temple Guards relatively fast. It was also very decent at cleaning missile cav and lightly armored troops. While one could argue it was slightly underpowered (I personally saw it get 100+ kills quite a number of times pre-patch, so I don't share this impression however), we are talking about 50-75g type of deal. It most definitely didn't need a COMPLETE AP swap (which is worth roughly 200-250g on such a unit) since now it kills cavalry very fast, and cavalry should be the GS faction weakness (they are strong in basically anything else and even vs cavalry not hopeless due to presence of Wurzag nets, poison effects, speed debuffs and smoke bombs, Boar cavalry also is cost-effective vs most enemy cavalry units if they get a good charge). Grail Knights, Dragon Princes all die very quickly to this artillery piece (which has homing missiles and as such can't even be dodged unlike Empire Cannons or Bolt Throwers), while any other low-tier cav such as Knights of the Realm or Silver Helms just doesn't do enough damage to units like Boar Boy Biguns or Black Orcs.
Proposed change: revert AP swap, then apply +50 AP, -50 regular (so that it has a bit more AP but not AP majority).
It feels like this spell got overnerfed. My way of gauging it will be Alarielle on Eagle since I play HE the most and she's my lord choice vs GS. Before, it almost 1 shot Alarielle when overcast (let's say it did 85% HP damage, more or less), which was definitely too much. Now, it seems that value is somewhere around 20%. I think the sweet spot would be somewhere around 30-35% so that it would still do significant damage but also enable counterplay (particularly for mages on a horse, e.g. hide in a forest after you get hit once). Maybe accuracy could also be decreased a bit since the idea of the spell should be to counter stuff like Eagles, Dragons and not Mages on a horse.
Proposed change: the one that will make it do ~30% HP damage to Alarielle on Eagle when overcast and 20% to a Mage on horse.
Feel free to discuss also other units that you think need nerfs/buffs in the GS roster currently.