Here's my response to a similar question on dealing with werebeasts back in 40.19:
http://www.bay12forums.com/smf/index.php?topic=147848.msg5981674#msg5981674Other posts related to starting info:
http://www.bay12forums.com/smf/index.php?topic=146662.msg5887031#msg5887031http://www.bay12forums.com/smf/index.php?topic=146662.msg5887181#msg5887181So, now for the
huge infodump to the face bit of general advice (things I like to do in my games) from one new person to another,
which I hope is all still relevant and accurate
+You're starting in heavily wooded/forest area is also what I usually do.
+Starting setup can be used to get yourself a bit of a head start, time-wise or material-wise, depending on which you aim for.
Some examples include:
++ http://dwarffortresswiki.org/index.php/DF2014:Starting_build#IndustryBring bituminous coal, or lignite, and maybe 1 unit of coke.
Bring some amount of metal ore, based on what types of metal/objects your "starting seven" prefer.
++Consider giving at least one starting dwarf (level 1-3) in a set of military skills.
http://dwarffortresswiki.org/index.php/DF2014:Combat_skillIn rough order of importance greatest first:
One weapon skill, dodge,, fighter, shield user, armor user,
misc. object user (used for fighting with non-weapon objects; this includes shields)Which, by the way, like I said in the thread I linked above;
quality matters more than material for shield (I assume it still does?),
but wood/leather are lighter by far than metal.
As far as I know, the material of the shield still does not change its performance as a shield,
though I am not sure about performance as a misc. object (shield as weapon).
I believe leather is the lightest but the difference is minor and in general leather was far too scarce a resource compared to wood for me.
The latest version may have changed how the default butchering/tanning/leather production works (to be more realistic) though I'm not sure.
Also, you may of course want to make shields out whatever material you have the most skilled crafter in (carpentry versus leatherworking; though usually I'm going to have a much better carpenter, much sooner than leatherworker)
Maybe pick the one that likes teaching/social stuff and/or happens to like a specific weapon type in his personality.
Ability to handle some stress is a plus but not totally needed if he/she is going to be mostly be early emergency defense and a trainer.
++I personally like to look for a dwarf or 3 in my starting 7 who have preferences/attributes that lend themselves towards filling jobs related to
metal use.
http://dwarffortresswiki.org/index.php/DF2014:Starting_build This whole page is good but as related to metal;
if you search that whole webpage (in Windows on Chrome
CTRL+F) for the word "metal"then as you read the whole page, the highlighted instances of "metal" are helpful I find in sifting through all the info.
http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Breadth_vs._Depthhttp://dwarffortresswiki.org/index.php/DF2014:Starting_build#Training_considerationshttp://dwarffortresswiki.org/index.php/DF2014:Starting_build#Which_dwarf_should_have_which_skill.3Fhttp://dwarffortresswiki.org/index.php/DF2014:Starting_build#IndustryAside from the links above, there's these bits as well:
Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity too much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.
Working at different jobs levels up specific attributes. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.
Metalworkers spending their time in the forge can easily handle more than one type of metalworking skill, and are also well-situated to be furnace operators.
Keeping in mind what it says about making your own stuff in this section:
http://dwarffortresswiki.org/index.php/DF2014:Starting_build#Finished_product_or_do_it_yourselfTime is key.
+Building things using [stone]
blocks is usually best/fastest.
Some people prefer to go for a mechanic[shop] for mechanism/traps, some for military fighters/training/equipping,
but
Good mason &
good Carpenter are super useful early on no matter what.