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« on: September 05, 2008, 09:55:14 am »
OK, this is all very interesting, and it's clear to see that there are many different ways to play DF. Likewise, there are many different ways to defend an above-ground settlement. Experiment, and have fun!
However, at the very beginning of a fortress, manpower - er, dwarfpower - is at a premium. I don't want to spare even a single dwarf to the military. That's where wardogs come in handy. They're cheap (especially if you just bring dogs and then train them, which takes little time, even for unskilled animal trainers), and they're tough on goblin ambushes and murder on kobolds.
They're not always where you want them, of course (it helps to designate a meeting area where you want them to hang out), so bring a bunch of dogs. You can also assign them to dwarves who'll be most at risk (woodcutters, herbalists, etc.), though that doesn't always work, either. And tie kittens to restraints near your bridges and other choke-points. Goblins will usually attack them first, and the kittens will uncover snatchers and thieves. A little advanced notice is really, really nice!
If you plan to use traps at the start of your fortress, keep in mind that unskilled mechanics are very slow. I brought a proficient mechanic with me from embark, for that very reason. Later on, you'll have dwarves to spare, easily enough to form a powerful military force. But to get there, you have to survive the early years.
Great fun, huh?
Bill