Sorry its more bad wording from GW.
Fallback always means toward your deployment zone.
"Any direction" should not be in there.
In other words, the ability works EXACTLY like the Chaos Raptor and Warp Spider abilities.
You fall back rolling 3d6" for your movement and the enemy can only consolidate.
A smart Seraphim player WILL have lots and lots of faith points--and put more into the "bank" by forcing you to shoot units he wants shot so he can add more faith points.
Raptors and Seraphim are always "Hit and Run", and Seraphim are always "Faithful". Kill a WS Exarch and that ability is denied. Kill the faithful character in other SoB units and that unit is no longer faithful. Kill all the Seraphim but one and that unit is still Faithful.
Seraphim played wisely are >THE< assault troops of the game. And yes, some units you just don't assault.
*cough* Genestealers *cough*
First, Lictors also have Hit and Run...
And, about Genestealers: they really aren't quite as good in assault as some people make them out to be. Striking Scorpions can beat them point-for-point in melee. Wyches can beat them point-for-point in melee-- even without wych weapons or combat drugs. However, Seraphim *will* lose... unless you run "The Passion". In this case, they will stike simultaneously. The Genestealers will each get 2 Attacks x 2/3 hit x 1/2 wound + 1/6 rend x 1/3 armor, or none if rend. This comes out to 4/9 kills per Genestealer. The Seraphim, who will be charging (12" move + 1d6 fleet of jump pack + 6" Assault... c'mon) will each have 4 attacks (1 + CCW + charge + The Passion) x 1/2 hit x 1/3 wound x 5/6 armor, or 5/9 kills each. However, this does use a Faith point...