Unfortunately it does have to be real time for a picture like that to work. TBS combat simply doesn't function with that many things happening at once. You'll have lots of guys standing around while one does something. It will *never* look that way...
I'm going to respectfully disagree with you (yet again!
Imagine a WeGo that's essentially Total War but where there are automatic action breaks (turns).
That's the 'blueprint', the design goal.
Things to implement to achieve this include:
-make the tac map hex (it's just better for moving/maneuvering)
-increase the tac map size so that maneuvering is possible (give fast units room to use their speed, and this allows flank/rear attacks)
-allow unit orders to encompass multiple turns (to speed things up where possible)
-allow unit pathing to be set (so that we can direct which hexes a unit moves to/thru to take advantage of terrain features)
-players set amount of time allowed to make their moves (so people can have fast battles or slow, or whatever we agree upon)
-unit orders would include: attack nearest enemy when they come into range, attack [specify unit type -- ranged, mounted, etc.], hold fire, hold position, charge, etc. (more choices = more tactics/strategies)
-add zone of control (where a unit's movement stops when it enters an enemies' ZoC, the unit can disengage and continue on but suffers an unanswered attack, etc.)
-fiddle with movement distance per turn, and turn length, etc., so flanking/etc. is possible and to minimize breaks to maximize the feeling of fluidity
-let us set up our units ourselves on the field (in our starting area) before the battle begins
I think a skilled team could do a pretty good job of achieving this, and it'd not be a true ground-breaker in games, but it'd be the next-best-thing. It'd help Elemental stand out and do a decent job of achieving a TW-type of feeling for a TBS game.