This strategy carries a number of tactical implications.
The npcs with the boss buff the boss and one another. As each of them departs, the remaining ones and the boss all get weaker. Each tower or bunker that burns deletes one of the npcs. This suggests that there are two basic tactics and a sort of a third one:
Fast zerg: go to the enemy camp and kill the boss. Do not wait, go directly in and assault him.
Slow zerg: go to the enemy camp. Capture the graveyard. Assault the towers/bunkers. Do not aggro the boss or his guards. When you control the graveyard and enough towers/bunkers are burned that you can kill the boss, assault the boss.
Confused medium panic zerg (CMPZ): go to the enemy camp. Tap the graveyard and the towers/bunkers and also assault the boss and fail, losing some of your team. Wait around talking about what to do next. Hear from players in your own camp that the enemy is attacking your boss ... desperately assault the enemy boss ... maybe win.
CMPZ is usually carried out by PUG groups, so we'll assume that your group won't be caught in that position. Well, of course occasionally you will, but good planning will prevent it most of the time.
Fast zerg requires good tanking, good healing and good organization. The whole team needs to pause just outside the boss's building and group up. Tanks need to be marked, so that healers can find them. The main tank goes on the boss, while the other tank or tanks grab the NPCs. Likely you have plenty of DPS, so the tanks lead in and the DPS starts immediately after.
Slow zerg is the better option if you do not have the tanking and healing that the fast zerg requires. Be aware, though, that your opponents may be better equipped than you. So if you plan a slow zerg, also set up a defensive team around your boss. (See "Wipe Them on the Boss" in AV defensive tactics.)
If you are doing a slow zerg, remember that once you control the graveyard in the enemy camp, you can attack without a perfect tank. Since everyone rezzes right there, you will have continual replacements as players die. Kill the NPCs and eventually the boss will be all alone and vulnerable.
Remember that you have extra people - everyone wants to be in on the boss kill and no one wants to be on guard duty ... but you need defenders in the towers/bunkers in the camp and in the two nearest graveyards. Even if there are just a couple people there to call incoming, you need to defend these locations. (If you want you can make an announcement a minute before your assault goes off so that the guards can come in, but it's unusual to not have enough DPS in an AV blitz.)
Balinda and Galvangar
These two npcs give honor and are worth killing, but its takes troops and time to do that.
In a fast zerg they are usually skipped in favor of getting all the troops to the main boss as quickly as possible.
A slow zerg has enough time for a tank, healer, dps team to take them out.
Many PUGS now run a modified zerg that automatically drops off a team to kill Bel and Galv. This happens because some players are not at all sure that the planned fast zerg will succeed (probably because it often doesn't), and the honor gained here is worthwhile. After the kill, the players either move on to join the zerg, or take up the task of burning towers/bunkers.
Rez Jump
You rez at the graveyard under your control that is nearest to your death.
So sometimes, if you get to the right place and die, you get a free ride to where you want to go.
This is especially useful if your side controls the gy closest to the boss and you are on the other side of the map. I've often had enemy players do me the favor of killing me and saving me a long ride.
Blitz Graveyard Problem
If both sides zerg, and both sides tap all the graveyards on their way in, then any players who die early in the boss fight will rez in their team starting areas.
Since it is a long way back to the enemy boss from there, and since their own boss is close, the logical thing to do is to go try to disrupt the enemy's zerg. Thus both teams introduce a counter-attack in their own back yard.
The outcome of this kind of fight is unpredictable. It puts a sizeable body of troops in the enemy's rear ... at the cost of splitting your forces into two groups.
So ... when blitzing, it might be a reasonable tactic to leave the enemy an open graveyard somewhere ... SHGY and IBGY are the logical choices. Or ... you may want to use the effect as a tool – sacrifice a picked team at the enemy's boss so that they can come in behind the enemy's zerg. (It sounds strange, but it certainly would be a surprise.)
Dealing With Zerg Defenders
If there are defenders in with the enemy's boss, they will interfere with your assault by healing the boss and npcs and by trying to kill your tank. (See "Wipe Them on the Boss" in AV defensive tactics.)
If you are doing slow blitz, you can try to pick them off early with ranged attacks. Beware of being feared into the main room though, because the boss will definitely kill you.
If you are doing a fast zerg, you need to take out the enemy defenders before the npcs. The enemy will concentrate on your main tank, which the npcs are unable to do.
In any case, be sure to cap and guard the graveyard just outside the enemy camp (SPGY/FWGY) If the enemy controls this gy, they will simply rez and return to their bosses room ... a constant annoyance that will slow you down at best and cause you to wipe at worst.