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Im guessing SFO, or similar mods if you have them enabled.
Khazrak gained a new unique hidden camp stance set apart from the other Beastman lords and that's why he was still having the 10% movement requirement left.
I also noticed that
"wh_dlc03_effect_stance_ambush_removal_hidden -999 "
Is now gone from the official Beastmen stance. This is the reason why we didn't have an ambush occur when an enemy walked straight into us during the end turn waiting. I have removed it as well from my mod!
Except for Khazrak, who shows 10% requirement now.
This is with no other mods installed.
https://postimg.cc/gallery/ZTyG5tq/55485a10
Next time, try disabling other mods before you make assumptions.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1937959639&searchtext=raze
(That and the Vampire Coast getting 0% movement needed is what made me revive this mod from Warhammer 1)
If you don't feel like making the edit, I can easily make that edit myself :P
Plus it is within the Beastmen lore that they just appear out of the woods, raze a settlement, then *vanish*.
The balance in campaign is already quite butchered, CA knows this. This is not changing too much to be honest, only helps making similar faction mechanics less frustrating.
Not sure if they use it properly after a Raze but i do think the AI will go into stances if they are available to them.
The reason why i removed it back in Warhammer 1 was that CA fixed a ton of the problems for WoC in particular and i thought it had gotten too strong.. Then, a couple of days ago i was playing Vampire Coast and realised they had this feature and they are MUCH more feature rich *and* more powerful so i figured it was time to dust this off again as it just made more sense for the actual Horde armies to have it if a semi horde faction with way cooler features could have it.