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After they incapped the guy who had the break, I got the "blah blah blah faction is fleeing" so I guess it kind of solved itself?
However, the initial behaviour sounds familiar. Friendlies will always move normally to your base, then hang around a bit. I think the idea is to give you a chance to assemble a squad before they engage. Then they move a top speed (running) towards the threat and attack head-first.
They're only really useful if you call them in before the attack happens. Great when you need cannon fodder to take down a psychic/poison ship.