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« on: June 10, 2011, 10:08:27 pm »
If you need 360 LoS, you can always go to the fortrified rooftop; a more restricted main viewport helps for setting up good firing lanes though. All told, you seem to have a fair concept of fields of fire, but for those who don't know:
What you need to do is find a relatively small area(s) through which the enemy must travel to get to your fort, this will be your first chokepoint (or series of chokepoints, if you have multiple entrances). Put a couple of pillboxes with lines of sight restricted so that they can only see inside this chokepoint or closer towards your fort. Then find another, such that the goblins must pass the first chokepoint to reach the next. Set up as long a series of chokepoints as you can, all the way up to your gate. The gate itself you should turn into a killing ground, like a chokepoint but with no exit; let the goblins get in the first gate then get shot at from all sides when they're trapped (this is why castles had courtyards).
When the gobbos come, make two or more fire groups of marksdwarves, then set them up in stages at the chokepoints. When a group runs out of ammo, have them fall back to a central stockpile. When they've regrouped and rearmed, send them to the next empty chokepoint the gobbos haven't gotten to yet. When they get to the killing field, regroup all squads there but open up only once the outer gate is closed... If any gobbos remain outside then you can just let them in once the first group is dead; but if the AI is ever upgraded it might be better to then and only then fire apon them from convex ramparts and wide-view firing positions.
Another thought is to have hidden (well, blocked by raised bridge more likely) sally ports out in the open from which squads of axedwarves could jump out and dispatch pesky archers; as with all melee combat this is risky, but it might become necessary if when Toady gives the gobbos some Fun new ways to go-a-gatecrashing (literally, in this case).