1. It's more effective to counter a CA with a shooter than to send an expensive YC chasing after it. A CA will loose a shootout with an SA or a teppo. YC are better used to protect your own shooters during the skirmish phase of the battle. If you are using YA or YS to protect your shooters from cav attack, you'll have to keep them relatively close to the shooters.

2. You don't want to loose the skirmish phase by a large margin because then you'll be forced to retreat or attack. To hold your own when skirmishing with teppo, use the teppo in 3 ranks initially and move them as little as possible. Make sure all of your teppo on the firing line are shooting, and not just standing there taking casualties. If you are not inflicting any casualties, moving your teppo slightly closer can sometimes make a big difference. Consider using hold position with ranged units so that they don't inadvertently advance if a manually targeted unit falls back out of range. Late in the battle, teppo can be very important to winning due to their ability to rout enemy units with full volleys.

3. WM, ND and YC are very vulnerable to archers, and have be protected from archer fire. You'll loose about 3 men in those units per 60 man archer volley if the targeted unit is stationary. The archers can deliver 36 such volleys one every 4 seconds. In one minute you can easily loose over half a unit to archer fire. YA are vulnerable as well, but they are much cheaper than archers.

4. Moving causes fatigue, and fatigue inflicts morale and combat penalties on the unit. Unnecessary movement of units should be avoided. Walking incurs less fatigue than running over the same distance.