Solarious
Explorer
I won't put any bets on the attackers without some fairly significant magical support. Mostly because high level spellcasters can utterly dominate everything else. First thing is first, Wizards will have Planar Binding. Assuming evil Wizards and lowest rank of Planar Binding, you've got serious problems already.
Take the Imp for example: with Inivsibility at will and Polymorph into innocent forms, they make excellent spies. They also make great poisoners: invisibily add some 'flavouring' to the water supplies; Suggestion on the apparent leader to take a fast water break; about 5 minutes later everyone is retching on the ground. And that's only half the HD limit of Lesser Planar Binding.
Succubuses make stupidly powerful infiltrators, through the virtues of Change Shape, high social skills, Charm Monster, Energy-drain+Suggestion kisses, and plain 'ole Suggestion. Those combined makes it absurdly simple to sow havoc and destruction throughout the ranks, decimating the commanders of the army in short order. They also have Greater Teleport at will as well as Etheral Jaunt and natural flying capabilities to make them superb scouts.
Bearded Devils also make great soldiers if you can afford to spend the resources to retain their services for a while. Damage Reduction and AC 19 combine to make them tough to injure, especially if you equip them up as part of the bargain. Battle Frenzy ups their damage potential, and See in Darkness can be exploited by the canny Wizards with access to Deeper Darkness. Summoning 2d10 Lemures can cause confusion and fear as ill-equiped low-level soldiers find themselves unable to harm the moving blobs of wax, and again Greater Teleport at will gives a decided advantage in mobility.
Moving from offense to defense, Seige Engines will have a difficult time staying in one piece due to Fireballs and Improved Invisibility. Even if they were able to lob ammunition without being blasted to pieces in retailiation, any breach can be easily patched up with a Wall of Stone overlaping the breach for the 1-round miracle repair. Boiling oil or other exotic ammunition can be defeated easily with the proper divinations and precasts with Protection From Energy. Better yet, assume a Wall of Force is going to appear over your seige engines to bounce ammunition back onto the firing crew. Assume your supplies are going to go up in smoke from a Wall of Fire in ring formation focused inward. Count on troops being clumped up together with a Rainbow Pattern before being strangled to death with a high level Evard's Black Tentacles. The terrain is never going to be your ally, simply because illusions will make good terrain seem bad and bad terrain seem good, and when you figure out what is good and what is bad, they'll change it with magic. All your underlings will be suspect, as Dominate Person and Magic Jar (seed the surrounding area with gems and disguise them with illusions/seal them in with Shape Stone) makes them all liabilities and unwitting sabotaurs.
It is very difficult to protect an army from assult from high level Wizards, or even mid-level ones, as the countermeasures are too expensive to protect all but the most important people (namely your unscry-fryable leader). Keep in mind I'm intentionally restricting myself to 5'th level spells. With the addition of even one spell level, you'll have to deal with Mass Suggestion, Guards and Wards, Mislead, Circle of Death, Move Earth, Contol Water, Legend Lore, Wall of Iron, and the big one, Planar Binding (with a HD limit of 12, giving us Large Earth Elementals with Earth Glide, Erinyes sentinels with persistant True Seeing, Bone Devils with at will Wall of Ice, Glebrezu with at will Reverse Gravity, Hezrou with Blasphemy 3/day, Vrocks with Stunning Screech/Dance of Ruin, Retriver artillary with 4 eyebeams). This is really scratching at the surface of a Wizard's capabilities, only looking at evil outsiders/elementals for Binding, and not expanding beyond the SRD for spells. There are tons of tactics you can use, limited only by the creativity of said Wizards.
Take the Imp for example: with Inivsibility at will and Polymorph into innocent forms, they make excellent spies. They also make great poisoners: invisibily add some 'flavouring' to the water supplies; Suggestion on the apparent leader to take a fast water break; about 5 minutes later everyone is retching on the ground. And that's only half the HD limit of Lesser Planar Binding.
Succubuses make stupidly powerful infiltrators, through the virtues of Change Shape, high social skills, Charm Monster, Energy-drain+Suggestion kisses, and plain 'ole Suggestion. Those combined makes it absurdly simple to sow havoc and destruction throughout the ranks, decimating the commanders of the army in short order. They also have Greater Teleport at will as well as Etheral Jaunt and natural flying capabilities to make them superb scouts.
Bearded Devils also make great soldiers if you can afford to spend the resources to retain their services for a while. Damage Reduction and AC 19 combine to make them tough to injure, especially if you equip them up as part of the bargain. Battle Frenzy ups their damage potential, and See in Darkness can be exploited by the canny Wizards with access to Deeper Darkness. Summoning 2d10 Lemures can cause confusion and fear as ill-equiped low-level soldiers find themselves unable to harm the moving blobs of wax, and again Greater Teleport at will gives a decided advantage in mobility.
Moving from offense to defense, Seige Engines will have a difficult time staying in one piece due to Fireballs and Improved Invisibility. Even if they were able to lob ammunition without being blasted to pieces in retailiation, any breach can be easily patched up with a Wall of Stone overlaping the breach for the 1-round miracle repair. Boiling oil or other exotic ammunition can be defeated easily with the proper divinations and precasts with Protection From Energy. Better yet, assume a Wall of Force is going to appear over your seige engines to bounce ammunition back onto the firing crew. Assume your supplies are going to go up in smoke from a Wall of Fire in ring formation focused inward. Count on troops being clumped up together with a Rainbow Pattern before being strangled to death with a high level Evard's Black Tentacles. The terrain is never going to be your ally, simply because illusions will make good terrain seem bad and bad terrain seem good, and when you figure out what is good and what is bad, they'll change it with magic. All your underlings will be suspect, as Dominate Person and Magic Jar (seed the surrounding area with gems and disguise them with illusions/seal them in with Shape Stone) makes them all liabilities and unwitting sabotaurs.
It is very difficult to protect an army from assult from high level Wizards, or even mid-level ones, as the countermeasures are too expensive to protect all but the most important people (namely your unscry-fryable leader). Keep in mind I'm intentionally restricting myself to 5'th level spells. With the addition of even one spell level, you'll have to deal with Mass Suggestion, Guards and Wards, Mislead, Circle of Death, Move Earth, Contol Water, Legend Lore, Wall of Iron, and the big one, Planar Binding (with a HD limit of 12, giving us Large Earth Elementals with Earth Glide, Erinyes sentinels with persistant True Seeing, Bone Devils with at will Wall of Ice, Glebrezu with at will Reverse Gravity, Hezrou with Blasphemy 3/day, Vrocks with Stunning Screech/Dance of Ruin, Retriver artillary with 4 eyebeams). This is really scratching at the surface of a Wizard's capabilities, only looking at evil outsiders/elementals for Binding, and not expanding beyond the SRD for spells. There are tons of tactics you can use, limited only by the creativity of said Wizards.