how about using one of the more suitable unit bonuses:
Best = +5 points- bonus attack per round, 1 per unit not per stand
Bold= +20 points- recover 1 carry over hit per round
Brave = +10 points- ignore penalty for enemy when issuing orders to this unit
Conquerors = +15 points- double pursuit bonuses
Courageous = +10 points- always stands ground if defeated in combat
Fearless = +5 points-ignore penalties for terror, enemy to side/rear & confusion
Foremost = +25 points- obeys 1st order on anything but a 12
Fortunate = +20 points- armour value +1 in first turn of combat
Gallant = +10 points- last stand gets +3 hits
Loyal = +25 points- obeys orders on anything but a 12 if general within 20cm
Mighty = +5 points- close combat attack rolls of 6 cannot be saved
Steadfast = +5 points- re-roll 1 armour save per round
Strong = +10 points- +1attack per stand in 1st round of combat
Swift = +25 points- ignore distance modifier for orders
Tough = +15 points- re-roll armour saves on a 6+
Undefeated = +20 points- armour value +1 until a stand is lost
Valiant = +10 points- re-roll all attack dice – one use
Vanquishers = +15 points- D6 bonus attacks during 1st charge
Victorious = +10 points- +1 to combat result – one use
see my post here for a full summary of costing modifications to units:
http://sg.tacticalwargames.net/forum/index.php?topic=4290.0