Thanks for the comments.

As it is planned now, the player won't be seeing hits/loss messages (these are simply to make it easier for me to debug), but instead some graphical indication of results and the possibility of seeing whether they are winning or loosing (like in Shogun).
It would be no problem counting percentages, but reading that 0.5% casaulties were inflicted is not particularly inspiring. Yes - we're down in that scale of losses- keep in mind that the losses of an entire battle will typically not exceed 5-7%; most real losses will be taken when units rout.
Well the nice thing about a combined strategy/tactics game is that the purpose of your battle is a given. Perhaps you're deep within enemy territory, and desperately in need of a major victory to convince neighbouring cities to change sides. Or you might be simply looking to minimize losses to avoid a devastating blow to your forces. Either way, of course, you have an enemy army in front of you - whether or not you wanted the battle.
Seizing the enemy baggage (if I manage to implement it in a nice manner - will probably be "off-board") is a nice thing, but more because it is a huge morale blow to the army that suffers it (historically, some armies surrendered when their baggage trains got seized. Also quite useful if you're low on supplies. as you can seize the enemy's.
But the real object is to get the enemy army to retreat from the battlefield. Just slaughtering the enemy won't do - you have to convince his troops to leave the field of their own accord, before your own do. And - unless you want to loose the war (because armies are NOT easily replaced) - you should probably take thought to when it might be appropriate for your army to withdraw from the field voluntarily, rather than have them slaughtered by a victorious enemy.
The command system is a bit like a tabletop game; more restricted though, as you are the General - not the Centurion.

So that means the important things remain deployment, determining when to launch the attack (if not immediate - time for a skirmish first), when and where to put in the reserves (if any), and when to withdraw (if needed).
No more right now, though - you should get the chance to find out how it functions soon enough, in any case (just as soon as I finish with the worst bugs).