Gangtours has come into a golden (or perhaps silver) age in its third year.
The militia has been recycled several times. They have been wiped out by eagle corpses and undead mountain goats before they could be trained properly to deal with such threats. Worst of all was an undead cobra which succeeded in killing two squads of armed and armored dwarves, one squad melee, the others marksdwarves. He was finally crushed to death by a drawbridge.
Fortunately more suicidal migrants kept appearing each season, swelling the fortress numbers to 135. With so much man, er, dwarfpower, available, the outer walls are now fully constructed. Instead of fortifications atop the multi-z-level walls, they are lined with weapon traps and the tiles just inside the walls are lined with spike traps. If a siege proves too mighty, the main tunnel gate can be shut underground, and hostile traffic diverted through the hall of death.
Metals seem to be scarce, despite what the embark screen said. Lots of silver, though. So Gangtours will become known for its squads of silver-hammered hammer lords.
The last eagle corpse was easily wiped off the map by the now combat-hardened troops. The days of random undead trash earning names of respect by killing dozens of civilians and soldiers seem to be at an end. It has been... oh, several days, at least, since a new tomb has been dug.
The hunters are free to roam about, killing elephants and cassowaries. The most proficient hunter was rewarded with a hunting leopard from the last elven caravan which has helped increase the meat stores of the fortress to record numbers. Food and drink now flow like rivers from the kitchens as they work around the clock to produce only the most exquisite delicacies.
Now we just need to expand the army a bit more and wait something deadly to come along to test the might of the fortress.