Defend burrow is a great technique. They will rush to get within range of the target if they can see it. If the burrow is next to the fortification, more the better.
Early on in a fort, assigning dwarfs hunting labors in a safe biome is a fine early training technique. Only produce enough material specific bolts to allow them to hunt, when you are about ready to transfer them to a squad, stop making those bolts. When they run out, remove the hunters allocated bolts from equipment screen, remove their hunting labors, assign to a squad, start producing bolts again, and assign them to the squad.
Beware trying to recycle metal bolts for melting, if its the type you use for CT. When you designate them to melt, then reclaim them, if the archers fired them, it will show up the ammo screen as assigned, but forbidden, since they are destined to be melted. Badddd
Unforbidding bone/wood bolts from a range catcher is okay, but takes longer for them to restock the quiver. To get them to go to archery more, remove their hauling jobs, assign them a job that is rarely needed, but still gives them a job. Assign them to the active schedule, but remove the train order from each month(Which is train by default, basically demonstrations, not archery practice). It makes them go practice more, than the Inactive schedule.
When the marksdwarves get really skilled, you need to micromanage the available bolt supply somewhat, because the will go through alot at archery practice. Occasionally make just enough bolts to keep them from getting ready, and have a large enough supply for combat ready for them. After a battle, they will use the remainder to target practice with, when that supply runs out, remove that allocation, make a small supply of practice bolts, add them for use. Once they are gone, add metal bolts to it that you made for times of trouble