Ok more info:
Zuff Redirected: 4 Turns to make a difference. (he has to be redirected)
Our Spearman is 6 turns away, so is the other axe, but someone has to stay back with the 2 workers and the settler, I vote the axeman.
One Possibility we have is:
Move Barentz NE and Fortify.
They currently can't see him So this will show them we have alot of power in the area.
This Will Heal Watersoft this turn but 1 Full

to 4.7

.
Move IJzer 1 Tile S (or SE) and Use STR 1 Promo.
This Lets us see if they have more units close by. Downside, if they want to be agressive this Axeman is dead. (Dutchfire that does give you your them being aggressive though)
On the diplomatic front we have some choices:
Here is the interesting part:
We say nothing.
Thier Predicted action is:
Move that chariot N and evaluate what is in Angle. They will see 1 warrior with 78% odds of winning. The may attack they may not. This is a gamble (they could also on the outside chance lose the battle, or just move back S again and wait for reinforcements.
Or Diplomatically, we ask them to leave.
Bonus Round: (I just thought of this)
Krill Is Angle Worth MC? Could we offer MC to them to cease and walk away?