Alright, so, strategery...
We have (Correct me if I'm wrong...):
A Bard (Useful, but not under our pervew, he moves as he wants, so fuck 'im for this.)
A Thief and a Swordsman (Woo, anti-axe dudes)
A Mage (fill in whomever has the biggest load)
A Priest (As with the mage, she goes where she's useful.
and a Rider (Lance, going to be very useful here)
And two general hemispheres where combat will occur, illustrated here.
These will be Left and Right Field, respectively.
Left is predominantly
Axemen, Right is predominantly
thieves, though Left has a somewhat more mixed group and is slightly more dense.
Because of this, I'd suggest a crew something like this:
HEALER hangs back, somewhere on the border of both, advancing as things are cleared for her (fits with her personality too.)
The rest of us split into two teams:
TEAM HACKANDSLASH will consist of our
SWORDSMAN and
THIEF, and due to the more varied enemies and such, will also include the MAGE.
TEAM PENETRATION, due to likely only needing to fight one guy at once due to low enemy density, will consist mainly of
RIDER and
BARD, IF HE CAN BE CONVINCED TO COME. Bard is mostly for convenience however, as he'd just make it go faster with extra turns.
HACKANDSLASH attacks
LEFT FIELD, focusing on the axemen to play on their strengths, with the
MAGE providing covering fire against the thief that's over there.
Meanwhile,
PENETRATION attacks
RIGHT FIELD, aggroing one of the thieves there at a time to wipe them out one by one using the Weapon Triangle, along with possible extra turns by the
BARD.
As either team begins to take damage, they retreat back to the
HEALER between fights to get healed up, or uses a vulnerary if needed.
Should either team finish up before the others, they provide support and surgical strikes for the other ones as able.
Alternately,
BARD can stay back with Healer and provide exmoves while the Mage switches parties to
PENETRATION in order to abuse ranged attacks.
Sound good?