+ to the above.
Keep your troops warm and fed. They fair better in entrancements than on the field. So when the weather gets bad only move them if necessary. Always keep them well supplied. This cannot be overstated. Your forces will trade hits in cohesion and from Wear-n-Tearâ„¢ for supplies.
If you do have to move them, once they have reached their destination, if it is practicable, send them inside a town or fort to recover for one turn--set them to enter the town upon arrival, every day counts--.
Pay attention to your replacement pools. Every turn a pool hits zero is a turn in which you waisted the opportunity to bring some unit(s) up to strength.
Here's a practical tip: open the replacement "Atlas" with <F2>. If you hover your mouse pointer over one of the NATO symbols, it will tell you the "Maximum number allowed". This refers to how many 'chits' you may purchase of that replacement type. This is also the
total number of elements of that type you have in the game. This is an important number in deciding how many replacement chits you want to have in each pool. The tool-tip on the little man symbol above and to the left of the NATO symbol says
N hits are missing (this is also the number shown to the right of the man) in elements using this replacement chit.
It is advised to always keep a buffer of replacements, ideally 10% of the number of elements using it.
If you watch these levels closely, which I would suggest, you can allow the number of chits to be lower. I generally shoot for about 5%. But when you know you are starting a campaign in which you will suffer large losses, it is advisable to increase this to about 10% so that your troops recover as quickly as possible after a battle.