

The key to remember is that this happens at the end of the phase. Also you can use this defensively to pull your army back out of a tight spot where you might not normally get enough movement. Enemy deal a few wounds with magic and then shooting to your unit of 15 Ardboys? That is 2d6″ of movement for free. The big key to this is every phase, this can trigger.

Orruk Warclans are a combined army of the old Ironjawz and Bonesplitterz armies but they have the ability to choose which army alliance they want to play from three different options: Ironjawz, Bonesplitterz, and Big Waaagh.

Plus, they have multitudes of movement shenanigans to get your army into melee, which is where Orruks shine. A lot of their special abilities are not magic-based and only require either for units to be in range of a single model, a Command Point, and a single dice roll similar to prayers. Orruk Warclans are a solid army in the current meta of shooting and magic-heavy armies. Combining these two armies allowed for a more diverse roster of option for Ironjawz and give Bonesplitterz access to some heavy hitting and tankier units to complement their own. Meanwhile, Bonesplitterz were an army in AoS 1.0 that really did not really get much time on the table due to their lower tier rating in terms of competitive play. Ironjawz were a new army on the block from AoS 1.0 and they suffered a bit from limited unit selection.

One of the first books that Games Workshop released for AoS that sought to combine multiple armies into one book, Orruk Warclans combined the Ironjawz and Bonesplitterz armies into a single army.
