Well, it would be useful to see what the (likely) actions are say 2 or 3 rounds from the current round for all of the enemies that are next to player units (which will presumably either attack an adjacent player or heal themselves or something to that effect.)
If you knew you werent' going to move some of your units for a few rounds, having insight into the nearby enemies attacks could be quite helpful.
Otherwise, it could be structured differently to allow you to actually move your characters each round that you see into the future, and then see how the computer would respond to that move. So basically, it would store the state of the current battle so it could restore it after the spell, and then let you actually play out a round or two or whatever, and then move back to the current state. To offset any random numbers used to introduce chance into the algorithms, you'd have to store/restore the random seed as well when the spell is cast.
If you knew you werent' going to move some of your units for a few rounds, having insight into the nearby enemies attacks could be quite helpful.
Otherwise, it could be structured differently to allow you to actually move your characters each round that you see into the future, and then see how the computer would respond to that move. So basically, it would store the state of the current battle so it could restore it after the spell, and then let you actually play out a round or two or whatever, and then move back to the current state. To offset any random numbers used to introduce chance into the algorithms, you'd have to store/restore the random seed as well when the spell is cast.