A quick follow-up on the flaggellants: It seems to me that you would need to always make sure that you are engaging with one (or more) unit more than your opponent, not only for that specific combat, but in total across the battlefield. This is in order to make sure that your enemy is forced to attack your flaggelants first, while you hold back on attacking with the flaggellants until they have taken a sufficient amount of beating. This is however only valid for your own turn. In your opponents turn, having an equal number of units (or more) engaging is sufficient, as he is attacking first.
Getting those bonuses in both your own, and your opponents turn, is something that needs pre-planning. A clever opponent will take this into account when considering his engagements. Perhaps there is some way to use this to our benefit, i.e. the opponent can be forced to choose between a less than desirable charge (to outnumber you in number of engaging units) and an increased damage output from the flaggies? This may be too situational to be of any use, but if anyone has any ideas for some trickery, please share
It's just a minor point, but I think all generals fielding flaggellants are now forced to take into account the new meta game of combat order (which is already important), even more so than other players.