had a bit more of a play. it would appear that the seq. renders take a look at their global's frame range and stepping before they start, and stoically adhere to them throughout - no matter how you might be jigging time in the scene, it'll visit every prescribed frame for evaluatn and render (no matter what! - someone show otherwise ?!?).
so no seq batching in a hurry 
this includes playblast and HW buffer.
so you gotta fire off individual frame renders, automated (yuh, the whole idea). use findKeyframe and currentTime to move about to relevant frames. fire renders off when you hit the frames, followed by a move on to next kFrame, do this until you find your on the last kFrame. do your rends with UI render, or for speed w/o plush edit up single frame range HW renders: playblast/glRender. id wrap this in an expressn, 'cause i like them.
it really is very simple to implement (easily <10 lines), so have a crack, if you have probs id be happy to dump an expressn nodual. 
gluck, c.