Aaaargh Chris beat me to it!!
was actually planning something quite similar...
But seriously, excellent work! Complete and very practical.
five stars from me!
That doesn't mean I am not going to make some comments of course
I agree with Herald of the Lady about the fanatics, units rarely contain 3 of them so
KE usually survive, and even if they didn't I consider 87 points and a special slot at least as valuable as 107 pts and a core slot. However, that's only for
Brets and a few other armies of course, your article is a general one and for many armies it's valid.
the bait and divert might be split into 2 sections, taking the charge at an angle has quite different effects than fleeing to be run down, even though they often have the same purpose.
one useful trick to add is the supporting charge to deny fleeing. A unit of fastcav in the front can be ignored, a heavy unit some distance away can be fled from, but both units charging together can be certain death: if you stand the heavy will break you, if you flee the fastcav will run you down. Very useful because it's difficult to see coming.
a more general comment: because a guide like this is mainly aimed at medium-level players who don't already use most of these tactics, it might be useful to be a bit more specific about things.
Not all of them are immediately going to realise that "letting him go in a direction he doesn't want to be" means that it's a great way to flank heavy units, or that "You could place them on the table first and see how your opponent reacts" means that they're very helpful in setting up a refused flank by putting him on the wrong foot, for example.
but all in all great stuff!
martin