Wait, what about if we broke up our formations into much smaller independent groups so that they could not just read the mind of one guy and figure out the strategy. Have battle plans made up in advance by officers and broken down into small task-lists for each independent group. The commander on scene would be handling moment to moment changes but the overall plan would be preset and not known by the commander in the field..
We don't have the communication tech to pull that of.
Iituem : You forgot to add the big Fireball spell to our list. Oh, and what do we get from capturing an area anyway, do we get some sort of resources?
On that note, it seems we have a bit of a tactical gap. With our wind spell mostly useless, we no longer have a cheap spell. However, we have 4 Expensive spells. That is kind of an issue. Here are a few ideas.
Firewood wand : A
cheap wand that allows even apprentices to cast fireball spells with ease. Basically, more firepower.
Firetrap : A
cheap, ritually inscribed stone. Once stepped upon, it unleashes a fireball spell. Basically, a trap the enemy
can't detect because it's magical and a stone.
Fireguard forces : An elite unit consisting out of our best bowman, best swordfighters and a dozen apprentices. Their tasks will be the elimination of spying enemy wizards, and ideally even their master. The great concentration of magical power should overpower the enemy wind spells. I mean, un all likelyhood we can cast mist more than they can blow it away. The ability to cast a good 20 fireballs should allow them to push through everywhere.
On a side note, don't forget. Once we capture the sea, we can flank the Jungle.