Playing the Skaven weapon teams in Total War: Warhammer II they all have neat animations.
Jezzails - given the limits of the engine to animate that many entities, glitching is expected, but the full reload cycle is pretty cool to watch (even though it means nothing) as the shield bearer pops a warpstone shard in, then the ramrod, gives it a few pokes, adjusts the shield and readies for firing while the jezzailer is ranting all the while behind him. It's a lot better than the Empire/Napoleon: Total War default reload animation which is just interminable tamping down with the ramrod (the loose formation Rifles/Jagers' reload animation is even dumber).
Poison Wind Mortars - their idle is pretty funny as the loader accidentally drops the warpstone globe, panics, picks it up then looks around as if to say 'you saw nothing!'
All of this would be rendered utterly hilarious and lore-friendly if there were misfire mechanics in the game.
For the Tomb Kings, I love the charge animations for the Scorpion and Sphinxes. When fighting in the desert (paradoxically, they can do this in all terrain types, so I mention 'desert' as simply being the setting where it makes most sense and looks best), the Tomb Scorpion's attack is so drool-worthy to watch and if you can micromanage them well, they destroy any and all infantry. First, they chitter along, then dive into the ground, burst out of the ground in the middle of the unit then take a swipe with stinger/claw at anything within distance while a lot of the rest of the unit is knocked down. Extricate, rinse and repeat for much manic fun and free damage. The Sphinxes, I like not because they're awesome, but because they're oddly cute/endearing during their charge, especially the Khemrian Warsphinx. They're nicknamed Murder Kitties very aptly and the Warsphinx bounds along like an overenthusiastic kitten playing with a ball of cotton. The Necrosphinx just behaves like a very angry cat with permanent RBFS.
Elsewhere, it's showing its age but replaying Assassin's Creed: Brotherhood and it's something I remember from my second playthrough (IIRC) as well as current playthrough, where in the Sixth Day (Lair of Romulus) the final platforming section has Ezio release a huge suspended pendulum (dunno what it's called, it resembles a huge-ass censer, but it's basically a contrived pendulum). After it smashes the cross down to allow access to the objective scroll, the pendulum continues to swing back and forth. The wooshing sound (which is proximity based) and the swing of the pendulum are kind of satisfying. As best as I could tell, the swing degrades as well (didn't stick around long enough to actually check if it does, but it feels like it). The path itself is not quite per real life physics, but can't have everything. Also, anything the heralds announce in general is quite amusing to listen to (especially regarding the defaced statue).