Cosmo
Does Not Know Kung-fu
Grimm
Turn 2
Kloudy
Grimm wanted to gather some boyz, but the question remained.... where did he look? Located near the hills and small mountains near Barak Varr, he could go looking around there.. Or he could go south into the edge of the badlands and look there, or perhaps find some caves or caverns in the hills to look for some runts. It wasn't a simple matter of meeting them and having a civilized discussion on the perks and bonuses of following a new boss, no, Greenskins recruited in a pure way. The biggest and strongest ruled, recruiting would likely involve fighting the current boss or leader of any band they find and either winning or dying, such was the way of the Gork and Mork.
What did Grimm do?
Decision Point [Pick One]
1. Search the hills
2. Search the edges of the Badlands
3. Search for caverns
4. Just try to gather roaming groups [Autoresolve - Likely goblins and snotlings]
Whatever one he picked [outside of 4] is likely to result in a duel to the death.. But that only meant the fight would be a right propa scrap!
DA GREAT RAID!
Grimm likely meant to raid smaller hamlets and take some humie slaves, but sadly, they were too loud and obvious and so the easier pickings fled or avoided them, long used to moving and abandoning their homes before oncoming storms and returning later once it abated [Somehow not a single dice was above a 5.] This left only one real target, a place many of the humies ran to, a large fortification held by humies with funny hats and large mustaches. The palisade walls were strong, and the ditch was deep. Assaulting it directly would be difficult, and they'd need to fight through two layers unless they wanted to try and break through to the keep directly, but that hill was so steep as to be near impossible to climb, especially if the defenders were firing or throwing things at them... It would be a difficult fight especially with little way to breach the walls or gates. It could be done with a right propa kunning, or just brutally smashing his head through until something gives.. But either way, it would prove a challenge.
There was another option, of course, and that was to place it under siege and use the remainder of the season, and scrap, to construct siege weapons to help breaching [We will do some rolling to see what you and Twist manage to create and how much it cost, as Twist is 'tinkering' this turn, you'll get a bonus for this]
[You may roll a perception {Intelligence} check, at +20 since you have time to really examine it, to get a feel for the defenders.]
Decision Point
1. Assault!
2. Place Under Siege
3. Move on
Visual Representation of a Motte and Bailey
Turn 2
Kloudy
Grimm wanted to gather some boyz, but the question remained.... where did he look? Located near the hills and small mountains near Barak Varr, he could go looking around there.. Or he could go south into the edge of the badlands and look there, or perhaps find some caves or caverns in the hills to look for some runts. It wasn't a simple matter of meeting them and having a civilized discussion on the perks and bonuses of following a new boss, no, Greenskins recruited in a pure way. The biggest and strongest ruled, recruiting would likely involve fighting the current boss or leader of any band they find and either winning or dying, such was the way of the Gork and Mork.
What did Grimm do?
Decision Point [Pick One]
1. Search the hills
2. Search the edges of the Badlands
3. Search for caverns
4. Just try to gather roaming groups [Autoresolve - Likely goblins and snotlings]
Whatever one he picked [outside of 4] is likely to result in a duel to the death.. But that only meant the fight would be a right propa scrap!
DA GREAT RAID!
Grimm likely meant to raid smaller hamlets and take some humie slaves, but sadly, they were too loud and obvious and so the easier pickings fled or avoided them, long used to moving and abandoning their homes before oncoming storms and returning later once it abated [Somehow not a single dice was above a 5.] This left only one real target, a place many of the humies ran to, a large fortification held by humies with funny hats and large mustaches. The palisade walls were strong, and the ditch was deep. Assaulting it directly would be difficult, and they'd need to fight through two layers unless they wanted to try and break through to the keep directly, but that hill was so steep as to be near impossible to climb, especially if the defenders were firing or throwing things at them... It would be a difficult fight especially with little way to breach the walls or gates. It could be done with a right propa kunning, or just brutally smashing his head through until something gives.. But either way, it would prove a challenge.
There was another option, of course, and that was to place it under siege and use the remainder of the season, and scrap, to construct siege weapons to help breaching [We will do some rolling to see what you and Twist manage to create and how much it cost, as Twist is 'tinkering' this turn, you'll get a bonus for this]
[You may roll a perception {Intelligence} check, at +20 since you have time to really examine it, to get a feel for the defenders.]
Decision Point
1. Assault!
2. Place Under Siege
3. Move on
Visual Representation of a Motte and Bailey