CC warriors can keep up with gaunts...
Synapse have a 12" range... CC warriors can run, that is equal to fleet as long as the gaunts are not charging
CC warriors... give'em jump!! Gaunts will be in the combat one turn ahead. In that case, they may get out of synapse range (synapse range=jump charge range) but a little clever placement during the deployment can get rid of the problem:
-just set your warriors "in the middle" of your gaunt squad. Total encirclement of your warriors mgiht slow your gaunts so leave a hole at the back of the formation so that warriors can leave it. Result: during movement, the last gaunt will be approx. 2" behind your warriors. Keep that distance (it should't be too hard...with run) When charging, the last gaunt will be within synapse range.
This trick works and barely slow your wave down. Furthemore, it keeps your warriors in cover, and when the tide hits the enemy ranks, you can be sure that your hard hitting warriors will get stuck in the next turn.
There!