In this map, there are several dragon veins that will heal all allies within range when activated. Also behind your starting point, there is a Fire Orb and Launcher that can damage your party if not taken care of. These two should be your priority targets. You have to send a unit that can use hidden weapons (daggers/shurikens) in the launcher and any of your unit that can use tomes/spirits to use the Fire Orb. The dark mage in the middle just below your starting point drops a Dragon Spirit while the maid beside the launcher carries a Bloom Festal. Shura's position is guarded by two ballistae so don't approach him directly without proper preparations.
At the start of the turn, you need to take out the enemies near your position. You need to leave at least two pairs of units that can guard the contraptions and fend themselves since a couple of enemy reinforcements will appear from the south and attempt to use the contraptions against you. One good strategy is to keep your forces in the middle of the map within the range of the contraptions you have captured and have the enemies come to you.
After the aggressors have been taken care of it's your turn to take the offensive. Take note of the ballista's range. Having reliable Falcon Knights is quite beneficial in this battle since they can provide long-range healing. You can't destroy the ballistae but you can take out their archers (Shura can use them as well) to prevent them from using it. If possible, try saving your game mid-battle before attacking. The dragon veins will be quite handy in recovering from the ballistae damage.
Around the 7th turn, more enemy reinforcements will arrive. Keep your sturdier, more powerful units like your main character and Ryoma to tank at the front and deliberately position them within the enemies' attack range with your healers safely in a short distance at the back. Once you further lessened the enemy forces, push through and don't mind the ballistae. At the end of battle, Shura will join your party.