Final Fantasy Tactics Advance/Magic Wood

Strategy
This is actually quite a hard fight. For a start, Clan Borzoi outnumber you seven-to-five. They also start off on slightly higher ground than you and cannot be reached in one turn allowing them the first strike.

The biggest threat here is without the summoner. She has one of those ribbons meaning she cannot get red carded. This is the first time you come across a summoner in the game so many first time players can be caught out. Do not place your units next to each other or they will get attacked. The summon can do massive damage to the target and gets a fairly decent hit rate as well. The summoner also has half MP as a support ability. The summoner has fairly weak physical attacks and is lot less troublesome when they have no MP. The best strategy is to hit it with bows and magic or their MP. It takes four turns for a summoner to gain enough MP from zero so attacking the MP can sideline them. You could also try to silence them if you have any ability to do that.

The archer and the sniper can be pain as well. They normally retreat to the back of the arena and just shoot at you. The snipers Aim:Armour ability can shatter your armour, losing all of its protection and losing it from your inventory permanantly. Most of their other abilities are not too troubling and be cured with white magic or an item. To make them just that much harder they have decent reaction/support abilities too. The archer blocks arrows and the sniper will shoot back if hit by them (like counter but for bows). This means you have to really get up close and personal with them to take them down, which is a problem if you have no ranged skills. Black magic is the best route here, or creating a missile law nullifying all of their attacks and rendering them useless.

The time mage is a strange one here. The biggest punch he packs is quarter, which as the name implies drains one quarter of your HP. The hit rate isn't fantastic but it is still something to be wary of. They also get stop, which freezes your unit for two or three turns. This makes all attacks hit them, which is a problem when combined with the thieves abilities.

The black mage can use all three of the second level black magic spells. Whilst not the biggest problem here it can pull pretty consistant damage across multiple units. They don't get the highest HP and have poor weapon attacks so MP attacks and silence work well here. Also beware the flame robe which absorbs fire attacks and they do use fira to heal themselves. Keep your team spaced out to lessen the damage taken here.

The final two units are moogle thieves. They are the only real physical attackers or the seven. Their normal attacks do moderate damage and their abilities do no damage. They both have counter so ranged attacks and magic are the best bets here as well, considering the damage that can be dealt by the other units there is no need to pick unneeded counter damage. The steal abilities will take your equipment, which may annoy you at the end of the battle but for now it is not a problem.