Working through the charge rules I wrote, not wanting to make any mistakes.
The two front rushers pass their stunned companions and win initiative against Kismet and Enrico. They pass through hexes 0412 and 0512. This gives them both a +2 to hit and +2 to damage. They don't "break" because they are facing only three combatants, who are not in formation.
The one attacking Kismet rolls a 14, hitting only AC 7.
The one on Enrico rolls a modified 21, hitting AC 0. With a scimitar, the guard causes maximum damage, 8+2, or 10. This will stun Enrico and whirl him into 0612.
The two guards coming up behind the charging pair now move into 0511 and 0411 (movement arrows not shown, because I don't want to clutter up the image, which looks a mess already. These two attack Kismet and Enrico without charging. Kismet is hit with an 18 and takes 3 damage. I don't think that stuns (please confirm). The other, on Enrico, misses with a 4.
This turns the combat over to the party. Enrico's horse (forgetting the name), which I am ruling is not hitched to the tree (you were making plans to leave), will turn and kick at 0512. I will let Enrico roll to hit: both hooves, remember, damage 1-6. Found Kismet's hit points, 15, so he isn't stunned and can attack. Sofia can attack.
Following the player's move, the combat looks like this:
Accumulated x.p. so far: