Yes. Generally, I did it like a game of Dynasty Warriors. The strategist might create cool options (and the enemy strategist might create difficult challenges) but it's really up to the PCs to make it work.
For instance, perhaps the enemies have a coven of hags, wafting poisonous gases from an ever-bubbling cauldron. That was a good move on the enemy strategist's part, as it could kill large numbers of NPC warriors, but it's not such a great move if the PCs kill the hags and break the cauldron, or worse take control of it and use it against the enemies.
Or perhaps the "good guy" strategist proposed a sneak attack at the enemy's rear, through mountains. Good move, as rear attacks are good, and rear surprise attacks even better... but there's a small but very strong rearguard protecting the route, composed of giants, including a shaman, plus a bunch of Glyphs of Warding. Regular warriors simply aren't going to cut through a barrier like that. The PCs take on the giants, routing them, negotiating a deal with them, taking control of them magically, recruiting them, killing and raising their bodies (maybe it's an evil party?) or otherwise deal with the encounter. Then they can move toward another "checkpoint" while their allied NPC warriors go to town on the enemy army.
The system was supposed to work with the Miniatures Book, but I don't recall if it was actually the Miniature's Handbook or not. (I never owned that product, so I'm going from memory here.)