Some FUN in Tombsthrone.
Hospital gets broken in by having a woodcutter lose a hand to a goblin snatcher by the main gate. Followed by a fool trying to *clean* the interior of the garbage dump - where he gets hit by a falling goblin corpse and suffers a broken leg.
So things are going along with my expectation for the dwarven caravan and the liaison when the "AMBUSH" message appears. A goblin swordsman... already *inside* the fort. He found the Trade Depot entrance while the rest of his friends have to go around the outside and run through a few traps.
OK. Just lock the Trade Depot doors and let the caravan guards have him. Oh, no doors installed.
So lock some hatches and keep him sealed off on that level until the anti-wildlife militia squad arms up and I get the available gear on a few other dwarves. What do you mean there are *no* internal hatch sets installed yet.
Activate the training militia squads. Nope, none of those either.
So I put together three ad hoc militia squads by appointing a few more squad commanders. I have:
1. Anti-wildlife squad in copper and some bronze mail with some iron weapons. Beef it up to 6 axe and add two spear dwarves.
2. Put the miners in a squad and tell them to grab mail shirts and shields
3. Put another six dwarves with some crossbow ability in a squad and just give them crossbows. Hopefully they can get quivers, bolts, and the crossbows in time. I position this squad in my large forge room since most of the equipment is there and it should give them at least a chance to get a volley off if the goblin gets that far down.
I also set up a new burrow down in the lower mining galleries and set the alerts to pull all the other dwarves down there to get them out of the way and hopefully buy a little more time.
The two melee squads are given a few moments to get equipment, and then given attack orders to go after the goblin, who is now on the main stairs by now.
The goblin gets literally *mobbed* by a dozen dwarves in various states of being unarmed and unarmored. And a stray dog joins in as well. The goblin kills one dwarf and takes the foot off a squad commander. At this point he is "tired" and also beaten up from being punched a lot. At this point a dwarf arrives with an actual weapon (battleaxe) and proceeds to dismember the goblin.
The rest of that ambush team is busy coming around to the front gate. And another ambush team appears at this point to chase down and kill the liaison. The archer goblin leading one squad also stops on a small rise and proceeds to fire arrows at my fleeing livestock.
Following their kill I give the melee troops more time to armor and arm themselves and then position the wildlife squad near the main gate and doors while the pick squad awaits a level down as a backup.
The traps at the outer gate maim a few more goblins. The archer goblin opts to send a few arrows into a pet wolf who is trying to get in the gate. Things look like the animals will make it in and the goblins will be dealt with by the traps for the most part.
And then I notice the axe dwarf yelling "URRRRIISSST JENNNKINS!!!" as he charges from the Main Gate towards ten goblins including two archers. He's just Competent with that axe too. So, do I leave him to do his suicide charge alone? Nope, this is Dwarf Fortress! So the melee squad is sent out to deal with these pesky invaders. Blood for Armok!
The fort Militia Commander and his sparring partner in the wildlife squad both go down in the courtyard from head shots. Another dwarf gets a leg wound (broken) in the melee. The goblins get mopped up, helped by the fact that half of them were lying on the ground already due to getting stabbed by menacing spike weapon traps.
More fodder for my doctor to work on (who likes helping others). Plus a corpse count in my crypts two years in that exceeds what some of my forts hit in a decade. One just recently from a dwarf deciding that a bunch of "R" traffic restrictions did not make a short-cut thru an active coil accelerator too dangerous to ignore. SPLAT. Exploded dwarf.