Few things:
Biome: The map tells me 'calm' for the entire world... Yes, I didn't find a single spot, that wasn't 'calm' If what had happened is the definition of calm, then yeah... have fun...
Against the first few animals: drakes are your best friends. Really! They kill about everything the wilderness can throw at you, even lions. Problem is, that they dodged into the water quite early in this run. And they have trouble with armored invaders, of course. Also bumrushing with all Kobolds you have is quite fun and somehow effective, if there is someone that can deal damage among them (like someone with a weapon or a drake) If there is not, then you end in a blizzardmen desaster
long bridge: Sure... I would love to do that... Problem is the building material. You need quite an amount of bones or wood to realize a looooooong bridge.... And bones require some kills, which lead to more animals spawning^^ And then, you need some time to butcher the corpses, etc... Of course, you could also do it via butchering jackrats... Problem in last game again was the fail embark (no adult males) and the fact that I lost 20 jackrats to the first animal attacks... So I couldn't butcher the remaining ones.
And once I had my initial setup, I didn't have the time to move much further back, because I was constantly busy.
Still, in my next attempt I will surely try to get some more space between my Kobolds and the land... That's why I said, I think with a better embark (itemwise and strategywise) I think this is doable, as there are many improvements over this attempt.
ranged weapons: I don't consider them a valid option the way I play Kobolds... (of course, when playing with a less suicidish style, they would be good^^) There are few problems:
a) ammo: bone ammo simply doesn't cut it against basic armor... and I can't really afford poisons, I feel. So while it may be decent against animals, the whole defense would fall apart against invaders, and in the end, while animals may be a huge annoyance, the invaders are the real threat... and while it is possible to get a decent metalbar income from stealing, it is much easier to make one machete for each bold then constantly supplying them with ammo. Also you have to remember that, until I can finally steal the magma generator (which is damn risky...) I have to burn wood for coke... And my wood supply is limited to what i bring at embark, and I need a fair amount of wood for certain buildings... (e.g. thieves tunnels require wood)
b) equipping them - with the peoples militia I use here (again, this is completely for fun, I could just use 2 Bold squads and game would be boring) melee weapons have a huuuuuuge advantage. Stupid bolds only have to grab a single item, to be somehow effective in combat... And often they even fail at that.... With ranged weaponry they would have to grab 3 items... (launcher, quiver, ammo) This will NEVER work out in panicmode... Problem here is that they love to drop their stuff whereever they feel like, once the squad is deactivated...
This problem could be somehow reduced, If I could use stockpiles with those items near the meeting/staging area. But this fails due to lack of minecarts/space. With QSP this would be no problem(and manually QSP'ing is no option, as it would have to be done after every fight, aka every two weeks) , or if I would have enough space to store 20 weapons/quiver and 100 stacks of ammo... But this requires 140 tiles i certainly don't have easily available. For the next attempt I'm considering making one or two permanent militia squads, then I could also use some ranged weaponry for those...
QSP: As i wrote in the dwarves general thread... minecart QSP all the way... I don't see much use in the other ones... That's why the magma generator is soooooooo good to have... minecarts+magma = pure awesome