From what I've read, the battles won't really be real-time. They're more like simultaneous turns. You queue up your orders, and your opponent queues up theirs. Neither set of orders are actually executed as you issue them, they're just noted by the game. Then the game executes both sets of orders simultaneously. You can then pause, issue new orders, and so forth.
If you look at the combat screen shots, the positioning of units is grid-based. A true real-time game wouldn't really work well on a grid-based system, so it appears it will still be a "This unit can move 3 spaces per turn" affair. It's just that:
1) Both sides' orders are executed simultaneously, which gives it a more realistic and fluid feel. Your units aren't running around doing things while your opponent's are sitting their frozen, just watching.
2) You can issue orders that will take more than one turn to execute, so you don't have to stop and issue orders each turn, you can just let the turns tick by until the time comes that you want to issue new orders, or alter the current ones.
At least that's my (completely uninformed) guess.