I don't have the game, but I have often thought about something along the lines of what TPM has suggested and in fact if the units are nameable I usually customize them into some kind of higher organization. So there you go, nameable units.
On the lower side, how about allowing the players to organize the strength steps into a couple of echelons, representing a depth of deployment. First row is the presentation of the unit, strong or weak, big footprint(telling the enemy "I'm here") or weak, a masquerade, not revealing too much, and maybe there is nothing there(a sort of FoW). Maybe you want to overpower the enemy, strength upfront, imagine a couple of armored specialists here, assault guns, whatever, use your imagination, the enemy will be presenting different looks also, depending on terrain.
Second row, the rear echelon, are you on defense or do you want a follow up attack, obstinance on the offensive, to hell with the losses. If you're on defense, maybe a rear guard setup with the whole unit oriented to retreat at any level of enemy contact(give ground). Maybe its a pseudo defense, with armor and artillery specialists waiting to counterattack at penetration of the first defensive line, all at the owing players discretion. Anyway, you get my drift, use your imagination, but the AI may suffer with this added dimension of complexity.