What would the mundane regular army of the local (human) countris be like in a fantasy world with 17th-18th century technology?

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- This is a typical D&D-style fantasy world,pretty like world of Toril————and their spellcaster powerful like 3E era.

- a Magocracy society. various powerful mages constitute the various rulers,regardless what title they had. they are also the vital core force in war———their primary combat methods are similar to modern special forces(or,the Adventure parties), utilizing decapitation tactics to eliminate powerful enemy being, or using divination spells to assist in making strategic and tactical decision.

-Their regular army possesses technology comparable to that of 17th-18th century Earth. they have Tercio regiments, arquebuses, muskets and black powder cannons—much like the Empire in Warhammer Fantasy. however, they are commanded by a group of powerful mage-commanders who wield incredible magical powers: teleportation, invisibility, the ability to launch fireballs to destroy hordes of enemies, control and detect the people's mind, and the ability to foresee the future.

-Due to cost issues, the vast majority of those mundane troops do not have any magical equipment, and they are expected to be able to deal with a variety of different enemies: orcs, goblins, undead hordes (usually zombies and skeletons), sometime huge dragons(heavy armored fly unit that can breath fire,acid or electric and cast powerful spell), and even devil/demons from hell/abyss (of course, they must be weak, low-level devil/demons).

-about their form of war,in my imagine:
the commanders,those high-rank mage-lords formed main battle forces, operating independently from their weaker/mundane troops. these forces typically consisted of a small group of powerful high-level mages who used teleportation or flight to carry out decapitation strikes, attempting to eliminate the enemy's mage-lords or similar powerful entities.

Weaker mage nobles, unable to use teleportation or flight for battlefield maneuver, they usually commanded golems and hordes of undead (because undead were much cheaper than golems) to fight similar weaker but numberous enemy units. in battle, they would summon various creatures to fight and unleash AOE attack such as Fireball and cloudkill to destroy enemy units while also protect their mundane troops from enemy AOE attack.

The mundane troops composed of ordinary commoners,although still pretty specialized, primarily focused on long-range fire support and logistics. they were mainly artillery and arquebusiers, while also responsible for transporting various supplies. when the enemy approached, they were more inclined to flee than fight until death(it was also common for their mage commanders to use enchantment school spells to keep their morale high and fight to the very end.). they were absolutely necessaries but still played a supporting role.


NOTE:Many people would cite Warhammer Fantasy as an example, but given the diversity of enemies they would face, I suspect their organization and tactics would be quite different from those on Earth (for example, enemy mages could unleash fireballs, and dragons could breathe fire that could instantly destroy any densely packed formation of mundane soldiers).
 

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Summoned undead, summoned creatures, summoned demons, dragons, magic. Would a large army of normal men be needed? They'd just be in the way. I'm not even sure they'd be cannon fodder. I don't think large scale warfare would happen. Wars are normally fought over resources. In a magical society I don't know if those same resources would be as important.
 

Summoned undead, summoned creatures, summoned demons, dragons, magic. Would a large army of normal men be needed? They'd just be in the way. I'm not even sure they'd be cannon fodder. I don't think large scale warfare would happen. Wars are normally fought over resources. In a magical society I don't know if those same resources would be as important.
I think that this depends on a lot of unspoken assumptions.
For example: Undead, how controllable are undead? or summoned creatures? How many such creatures can a caster effectively control?
In D&D undead often act like minefields. A hazzard that lies there until something get into activation range and then it troes to kill them.
 

- This is a typical D&D-style fantasy world,pretty like world of Toril————and their spellcaster powerful like 3E era.

- a Magocracy society. various powerful mages constitute the various rulers,regardless what title they had. they are also the vital core force in war———their primary combat methods are similar to modern special forces(or,the Adventure parties), utilizing decapitation tactics to eliminate powerful enemy being, or using divination spells to assist in making strategic and tactical decision.

-Their regular army possesses technology comparable to that of 17th-18th century Earth. they have Tercio regiments, arquebuses, muskets and black powder cannons—much like the Empire in Warhammer Fantasy. however, they are commanded by a group of powerful mage-commanders who wield incredible magical powers: teleportation, invisibility, the ability to launch fireballs to destroy hordes of enemies, control and detect the people's mind, and the ability to foresee the future.

-Due to cost issues, the vast majority of those mundane troops do not have any magical equipment, and they are expected to be able to deal with a variety of different enemies: orcs, goblins, undead hordes (usually zombies and skeletons), sometime huge dragons(heavy armored fly unit that can breath fire,acid or electric and cast powerful spell), and even devil/demons from hell/abyss (of course, they must be weak, low-level devil/demons).

-about their form of war,in my imagine:
the commanders,those high-rank mage-lords formed main battle forces, operating independently from their weaker/mundane troops. these forces typically consisted of a small group of powerful high-level mages who used teleportation or flight to carry out decapitation strikes, attempting to eliminate the enemy's mage-lords or similar powerful entities.

Weaker mage nobles, unable to use teleportation or flight for battlefield maneuver, they usually commanded golems and hordes of undead (because undead were much cheaper than golems) to fight similar weaker but numberous enemy units. in battle, they would summon various creatures to fight and unleash AOE attack such as Fireball and cloudkill to destroy enemy units while also protect their mundane troops from enemy AOE attack.

The mundane troops composed of ordinary commoners,although still pretty specialized, primarily focused on long-range fire support and logistics. they were mainly artillery and arquebusiers, while also responsible for transporting various supplies. when the enemy approached, they were more inclined to flee than fight until death(it was also common for their mage commanders to use enchantment school spells to keep their morale high and fight to the very end.). they were absolutely necessaries but still played a supporting role.


NOTE:Many people would cite Warhammer Fantasy as an example, but given the diversity of enemies they would face, I suspect their organization and tactics would be quite different from those on Earth (for example, enemy mages could unleash fireballs, and dragons could breathe fire that could instantly destroy any densely packed formation of mundane soldiers).
I think you can take one of a couple of approaches here.

1) Keep it as close to the actual historical period as possible and ask what that implies about the power and availability of magic and magic users. Like what stops the magic user from remotely detonating the gunpowder in the guns/cannons/stores?
2) Assume something like D&D magic and make some assumptions about the availability of high level casters and spells and work backwards from there.

You can pretty much justify whatever you want by tweaking the base assumptions. You can also ignore all of this and just go with it, will the players notice.
 

Eberron, basically. Wandslingers, arcane artillery, magical weapon production lines, magical beast domestication and training, one side fields armies of undead and another responds with armies of constructs.
 

Both D&D and PF have introduced gunpowder into the normal games. PF had gunslingers in PF1. More have been introduced in newer versions. The Freeport world features guns, cannons and such from the 'Iron Men and Wooden Ships' type settings. IMO - the gaming worlds you see now.

A lot comes down to how common is high power magic vs gunpowder technology? Also range is a factor. If the rifled barrel weapon can out range the high powered wizard, then the wizard probably dies at some point. If wizards are a dime a dozen then who cares? "Wizard 23 just died." "Call up Wizard 24." If there is only one wizard per major governmental area, then the wizards probably stay in secure areas doing research into better weapons and spells and/or overseeing the mfg of magic items. If gunpowder is very rare, then gunpowder weapons are probably only used by special forces type folks or kept close to HQ for use against those pesky teleporting wizards.
 

Eh, most people really, really overestimate what D&D magic can do in a strategic scenario. Regardless of level, nobody is commanding 'hordes' of undead. There are no spells that wipe out hundreds of enemies, either. Almost all AoE spells target relatively small areas, so you'll kill or inconvenience about 10 guys out of the fifty thousand infantry coming at you. The ranges on these things are almost all tactical - so your high level mage commander has to be right there in the thick of things instead of back at the command complex a mile away on a hill. They also still suffer from the 15-minute adventuring day - 'well, I blew my handful of high-level spells, so I'll see you guys tomorrow'.

Intel gathering are where mages excel. Even a familiar up in the air is a titanic tactical advantage in low-tech strategic combat.

The things that will mess up a battlefield are things that cause difficult terrain, Hallucinatory Terrain can conceal ambushes, etc.

Forget golems and undead. The thing that will really mess up troops are lycanthropes. In almost every iteration of D&D they are immune to all non-silver, non-magic damage or they have such high DR that your 0-level soldiers have no chance of damaging them. They are invincible juggernauts on a mundane battlefield and you can make as many as your ethics committee tolerates. Plus, they can easily infiltrate the enemy ranks because until they change, they look like dudes.

Dragons, obviously. still the nuclear weapons of the D&D battlefield. If you have a truly big adult, all he really has to do is show himself and the dragon-fear takes care of hundreds, maybe thousands of people at once because all the people in a football-field-sized are go mad with fear and all those left are the few that did the nat-20 save required. Getting and keeping a dragon of that caliber is, however, very problematic. It's really more dangerous to you than anyone else.
 

The things that will mess up a battlefield are things that cause difficult terrain, Hallucinatory Terrain can conceal ambushes, etc.
Plant growth is unusually effective here. Its 100-foot radius is exceptionally massive for a tactical spell, great for slowing large numbers of enemies to a crawl especially in a choke point. And if your army is on an extended campaign the alternate casting option will help to keep them fed through the winter.
 

Almost all AoE spells target relatively small areas, so you'll kill or inconvenience about 10 guys out of the fifty thousand infantry coming at you.

People also overestimate the size of armies. The single largest European battle in the Medieval period was probably the Battle of Grunwald in 1410. There were about 39,000 on one side, and 27,000 on the other, total, all types of soldiers.

The Battle of Hastings was about 7,000 per side.

The French had 20k or 30k at Agincourt, the British more like 9k or less.

Later, in 17th and 18th centuries, battles got bigger, but you still didn't usually see 100k or more total in isolated pitched battle outside the Napoleonic Wars.

Forget golems and undead. The thing that will really mess up troops are lycanthropes.

Right. All those easily-contolled, militarily disciplined lycanthropes that follow orders and don't just rip your throat out.
 
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Summoned undead, summoned creatures, summoned demons, dragons, magic. Would a large army of normal men be needed? They'd just be in the way. I'm not even sure they'd be cannon fodder. I don't think large scale warfare would happen. Wars are normally fought over resources. In a magical society I don't know if those same resources would be as important.
The summons are a great point, and I think "what the reasons for conflict are" is a ripe opportunity for worldbuilding. Resources matter, but there is also a dynamic wherein societies with more resources engage in more conflict; see WWI, for example, taking place between the most prosperous states of the day.

So if it isn't food or whatever, is it other resources: scarce materials used as magical components, or resources which aren't more available because of magical solutions? E.g., maybe there is some inequality, with the mages taking all the land with nice views of the mountains and ocean. Or is it a response to a kind of existential ennui, a way to construct meaning in a prosperous (and boring) world? Cf Fukuyama and thymos. Is it some identitarian concerns?

OP, possibly you are aware, but it may be worth reading about the Tippyverse, an exercise in worldbuilding which took 3E RAW at face value.
 

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