Childs Play
You relay your plan to your men, and soon you prepare for the siege. You get Dmitri and Maxim to spy on the enemy, ducking behind the rocks while they spy on them from the hilltop. The back isn't as defended as you anticipated, guarded only by 6 men. The rest are on the walls, on the ground and some are manning the ballista mounted behind the gate, ready in case it falls. The enemy leader is stationed right in front of their flag, flanked by two other men. They say it's Kristof, the son of your neighbors. You've known him to be very proud, and always planning ahead.
You hear static and screams as you notice that Dmitri's icon on your screen disappears. They've been spotted! Maxim fares better, ducking behind the rocks, taking potshots at the enemy, downing two of them. He's a better shot than you thought. He calls for back up frantically, outnumbered and unable to run, fearing that he'll trip and roll down the rocky cliffside.
You call for the cannon to fire, prioritizing the gates, towers, and archers. You have your archers stay back, ready to move forward and fire when the enemy attempts to fire on the cannon. The melee infantry are responsible for moving the pallisades, raising their shields when they are fired upon. Your men wait for the order, and you yell loudly: "FIRE!"
Blasts boom through the air, shocking you with their loudness. The first shot hits its mark, the gate, unhinging it, but still standing. The second misses completely, flying through the air. The second cannon has been knocked back further than it should have by the recoil, and will take time to reposition.
The opposing archers take the opportunity to fire upon the cannoneers. The arrows sail pass them or hit their cover, but you've sustained no casualties yet. Your archers fire back at the now exposed enemy, firing a volley of arrows. They miss; they're slightly too far from good shots.