The awesome thing is when they are charged and you flee with them, as long as your run away roll is higher than their charge distance from where they would have hit to their max charge, your archers get away leaving your opponent susceptible to your charge on the next turn. Perfect for eviscerating brettonians.
I'm sorry if my description is poor, let me explain. Bret knights have a charge of 16". They're 14" away and charge your archers. You flee and roll your 2d6, resulting in let's say 5. 5 is greater than 2 (the 2 being 16-14), so they get away. Their knights are now sitting right in front of your infantry block, who are chomping at the bit to charge them on your next turn. Queue Jabba the Hutt laugh.