If the General of the army has the Ambush special rule he carries a Brayhorn, which he may sound during the battle to summon Beastmen and Warhounds that lie in wait. It for whatever reason, the General no longer counts as a Beasts General, then he loses his Ambush special rule.
Units with Ambush can use this ability in any scenario that allows Scouts to use their special deployment. Up to half of your ambushing units and characters (rounding down), may be set up in ambush. For example, an army with three Beastherds, two characters with Ambush and two Warhounds units can put any three of these units and/or characters into ambush. Make a note of which units are in ambush at the start of the battle, before deployment starts. If characters are waiting in ambush, they may join another unit and arrive with them - make a note of which unit they are with before the battle begins.
Ambushing units are not deployed at the start of the battle. However, the General must be deployed normally Models do not count as in play while waiting in ambush (for example. for the purposes of generating Power or Dispel dim). If, for some reason, the General is removed from play before sounding his brayhorn, then any units sent to wait in ambush count as destroyed when determining Victory points.
Starting from the second Chaos turn, during any Chaos Movement phase, after charges have been declared, the General may sound the brayhorn and launch the ambush. For each unit waiting in ambush, mark a point on the table edge you wish them to move on from. After this, make a Leadership test for each unit. If the test is passed, every model in the unit moves on from the marked point, in the same way as if they had pursued an enemy off the table in the previous turn. If the Leadership test is failed, they turn up at a random point on the table edge. Roll a Scatter dice in the middle of the table and follow the arrow (even on a roll of a HIT) to determine the point on the table edge where the unit enters.