The stage has been set for battle between the Sanwanians and Neons.
Quick note: I have capitalized game-specific terms/usages.
The Neons made the most of the short time they had to prepare. Much of the credit for the ability of the peaceful Neons to resist goes to the Lord of the Behefian forces sent to their aid.
Bey Heydar (or The Lion) is an Experienced and Heroic Persian mercenary (receiving a positive die roll for Initiative and also when his Company is in Melee). He has brought with him three companies of Persian Archers and one of Shot, along with two companies of mercenary Warriors. His staff includes one of Behefe’s most experienced Physicians (this is a positive modifier when rolling for Disease and Mishaps after initial deployment(s)).
Recognizing the Neons lack of combat experience, Heydar’s preparations focused on a Neon strength; hunting. The majority of the Neon contingent received intensive Archers training, with one Company of young men to be used as Warriors.
The nominal Lord of the Neons is Sisay (or Good Omen). He has excellent Local Knowledge and is an Inspiring Lord (receiving a positive modifier when rallying companies). However, he is Inexperienced and Cowardly (these two traits will result in negative modifiers when he rolls for Initiative and if/when in Melee with his Company).
The Sanwanians are led by Tamrat (or Miracle). His distinguished conduct in the recent victory over Kattego made him the logical choice to lead this large force, with includes a solid Veteran contingent. He is Heroic and Experienced. His only shortcoming is Rash behavior in the field (increasing his chances of being killed in melee).
The Sanwanians are once again accompanied by their adopted Wandering Mystic (Shaman in game terms), Kibwe Nkruma. He is counted on to bolster the Resolve of any Wavering companies.
Photos of the summary sheet for the battle, and initial dispositions before rolling for Disease and Mishaps are shown below. The dispositions are oriented North/South (Top/Bottom), with Neons in the North.