As we know that the rolls in one update can act as revealing truths about the setting that can have long term effects, I thought it might be interesting to look at repeated rolls, as that's more likely to manifest as a modifier in future rolls or influence decisions, amongst other outliers:
First, the Greenskins, as the new black orc warboss needs to die:
[Greenskin reaction to magical attack: 100.]
[Greenskin leadership: 71+25=96.]
[Greenskin leadership: 84+25=109.]
[Greenskin leadership: 29+25=54.]
[Greenskin leadership: 30+15=45.]
[Greenskin leadership: 74+10=84.]
[Greenskin leadership: 44+10=54.]
[Greenskin leadership: 43+10=53.]
[Greenskin leadership: 5+10=15.]
So, what can we judge from that. First, it seems that the orcs found themselves a new general with Martial 25, who started off strong but was then hit with increasing penalties of first -10 and then -15. We really want to kill that orc as soon as the meeting finishes.
As far as rolls go, apart from the Nat 100 generating a martial genius to lead them, the orcs rolled an average of 47.5, well within the normal range, so apart from the new warboss, I think this series of rolls won't generate anything special.
Next, the artillery:
[Dwarvern artillery: 92+20=112.]
[Dwarvern artillery: 43+20=63.]
[Dwarvern artillery: 67+20=87.]
[Dwarvern artillery: 62+20=82.]
Fewer dice, so less of a trend, but the dwarf artillery lived up to its reputation. An average of 66 over four dice is really pretty good. You have an approximately 15% chance of doing that well overall, which while not impossible, might suggest the practice the artillery have been getting here, or the good emplacement they now have, means we'll be seeing them get a bonus on something in subsequent attacks.
Then Kragg:
[Kragg the Grim: 3+30=33.]
[Kragg the Grim: 46+25=71.]
[Kragg the Grim: 90+25=115.]
[Kragg the Grim: 27+25=52.]
[Kragg the Grim: 16+25=41.]
[Kragg the Grim: 87+25=112.]
[Kragg the Grim: 84+25=109.]
Firstly, 'miscasting' on that first roll when he knows multiple human wizards will have been watching will have been excruciatingly embarrassing for him. Let's be extra polite for the next little while, Overall, while he had a mixture of high and low rolls, his average was almost literally average, being 50.4 compared to the expectation of 50.5. Shouldn't expect anything else from Kragg the Grimm than that, I suppose.
Now, the humans, starting with the archers:
[Codrin's archers: 18+15=33.]
[Codrin's archers: 63+15=78.]
[Codrin's archers: 12+15=27.]
[Codrin's archers: 29+15=44.]
[Codrin's archers: 39+15=54.]
[Codrin's archers: 8+15=23.]
An average of 28 over six rolls. That's, frankly, dire. There's a 2.8% chance that this overall result would happen naturally. Some difficult questions need to be asked of Codrin at this point. It might be innocent, but at those odds there's a fair chance that either his archers aren't as good as they should be or someone is playing games.
Moving onto the mercenaries:
[Codrin's mercenaries: 91+10=101.]
[Codrin's mercenaries: 98+10=108.]
[Codrin's mercenaries: 47+10=57.]
An average of 79 over three rolls. That's top 5% performance. Even with some of it fluffed as Kragg's intervention (and boy that must have pained him to use one of his runes on humans), it's still enough that we might see some long lasting effects. Humans are famously mutable, so I could see there being some after effects with hitting them with a rune that imbues them with some of the character and strength of the dwarves that almost certainly wasn't intended to be channeled through frail human flesh and soul. The mercenaries have collectively earned MVP in this battle, I think.
As for other notable rolls, the only one that stands out is the White Wolves top 8% performance in scattering the routing orcs, which might have some consequences.