That's going to be some hard AI to implement, possibly.
Also, there was this topic about the definition of roguelike, and so much can apply since it is pretty vague. As far as I'm concered, it can have graphics, multiple characters, whatever. Even the main concept can be different (UnrealWorld, for example), but it can still *feel* like a roguelike.
Tactical stuff is the best though. I loved UFO: Enemy Unknown and Terror from the Deep, Incubation and most squad-based games I ever played. The team and combined-efforts needed makes for more intricate options. But yes, without a good interface, it can all go to hell.
I'd definitely not use a roguelike-ish interface, and make use of the mouse, and pop-up menus.