Just started playing kobold camp, and noticed a marked lack of discussion about it in general.
I lost my first camp almost immediately. 7 Koblods cannot kill an alligator without severe losses, even if two of them have maxed combat skills. I think 3 of them survived. One of them was so depressed he went and stood next to a carp infested pool (or maybe it was sturgeon, I don't know). I quit once I was down to one legless, one armed kobold stuck in bed.
My second camp went better. I immediately dug down and made some tunnels for them to live in. I'm not talking about a DF style underground fortress, this is a maze of twisty passages, all alike. Well, it's really more of a rabbit warren. The passages twist all over the place, and randomly go up and down across z-levels. It's far from effiicient, but who plays kobold camp to be efficient, right?
Now I'm wondering what I should be doing with the little bastards. They're no longer in any immediate danger, what with a champion laden military and a few weapons and crap armor to help out, so what modest project should these little buggers be working on I wonder.
Also, on an unrelated (but related note), I've been making use of the many immigrants who have non obtainable skills, like masonry, but I'm wondering if I should. It fits the theme of "you can't do it yourself" in a way, to have things like masons coming out of wherever kobolds come from, but once I have one suddenly one of my major limitations is just gone. If I could obtain an anvil I'd be able to do anything a dwarf would, and that doesn't seem very koboldish.
Also, when thinking about kobolds in DF in general, I think that the ability to send a kobold to pilfer something from a dwarven fortress would be awesome in all sorts of ways. I'd make it a right of passage when the pups reach adulthood.