Also, your first six dwarves, in my experience, should be Miners/Warriors, with the last an Appraiser/Organizer/Social Skills Guy. This allows you to spend the first year burrowing out your fortress proper, and once help arrives you have a six dwarf guard with obscene stats.
Any more details you can give on this? I was thinking it would be nice to start with more miners since it still takes me about a game year or two to layout my fortress like I want, but this would allow it to be done much quicker. I guess you take along a lot of provisions to survive initially right? Or once the game starts do you set a couple to grow/gather food just in case?
Alright, I'll go more in depth, with the most recent example.
My current fortress, Thalalgeshud, is located near a brook and a magma vent. I decided on a fairly bare bones layout, then brought along six Proficient Miners/Proficient Swordsdwarves. My seventh dwarf was a Social guy, with all those Clerk/Trader Skills save for Record Keeper (I'll explain why in a second).
So, starting off, I built into the soil underneath the brook a massive open space, which is now the center of my fortress and my main stockpile. I dug little 3x3 burrows into the wall around it, which are now my major production workshops. Two of the future workshops I built into a barracks/dining room for my original seven, and one became a tiny office for my social guy (who luckily turned out to be the Expedition Leader).
Then I got to work. I told the Leader to train to highest precision, (which takes like 2 seasons to get to legendary even if he doesn't have Novice Record Keeper) and started mining out the bedrooms, magma industry, farm plots etc.
It's the first week of the third year, my fortress is worth 400k and my guard of six is made up of Legendary Miners/Master+ Woodcutters/Swordsdwarves. I think my captain of the guard just one-shotted an Ettin.
I used swordswarves, by the way, because I knew I'd have obsidian. Even with a magma industry steel is kind of annoying to make, and you need ridiculous amounts for armor.
As far as what I took with me on embark, let me give you a rough estimate.
100 rum
100 wine
100 ale
100 beer
300? turtles (be prepared to have more bones and shells than you can throw a +=turtle bone bolt=+ at)
7 wood (for beds)
2 dogs
2 cats
I think there may have been something else, but that's the gist of it.
EDIT: Oh, and if there's anything I'd recommend doing differently, I'd say take some plump helmet spawn (50-100) at the cost of dwarven wine. You won't get through half your stocks by the time immigrants arrive, and it's nice to take some of the useless ones and immediately have your farms going.