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If they can't go forward because the path is choked with other orcs, they'll start bustin' barricades.
Only thing you can do is unleash all your spells, weapons and trinkets on the choke-point to try to clear a few out and get them moving again.
Gnolls should never attack barricades - they just jump over them. I guess if the path is completely blocked they might but at 900 hours I've never seen it.
Charm, yeah that's one of the few disadvantages of it - you just have to be aware of it and try to avoid causing collateral damage to the barricades.
Question: which upgrade are you using - Tougher Barricades or Self-Healing? I recommend self-healing.
Gnoll grenadiers, Cyclops Magi, and late Endless Crossbows can also wreck your barricades in a flash.
Now, about the seemingly random barricade smashing... it's a trickier issue.
Basically when mobs get "disrupted" in their walking (getting hit, stunned, ragdolled, or simply taking a shot at you), they reassess their pathing.
And it would seem this reassessment can easily get confused, especially, as Cougarific mentionned, if the path to the Rift is blocked by other mobs, but also by certain specific barricade placements. I always assumed those coincided with "pathing checkpoints", but I may be completely wrong.
It's unfortunately a matter a trial an error. Some barricade spots seem to act as "smasher magnets". Avoid them.
Also, "advanced barricading" setups that lead to looping (as on Mirror Image or Caldera for instance) will cause a lot of barricade smashing.
Late Endless has more choking and mobs getting further through your killbox. That's why it can suddenly trigger a barricade smashing condition that went unnoticed up to that point.
Robot deliberately chose to err on the side of barricade smashing to prevent all the looping scenarios that ended up ruining the first game.
I also noticed that if you do the "magic barricades" on Chilled Cavern (final Yeti map) you must stay upstairs *at certain points* or the orcs will smash the barricades for seemingly no reason.