Hm, well, here's a small military guide, then:
Materials
• Edged weapons get massive improvement from quality and need to be better material than the thing they're hitting.
• Blunt weapons and armor get slighter and slighterest improvement from quality. Blunt weapons also effectively penetrate through armor, though are less effective the bigger the target is.
- Armor takes same material logic as weapons, though stacking multiple things can ablate attacks effectively.
- Blunt weapons (depend on weight) and shields in this version largely don't care about material, though in 43.04+ wooden, leather, bone, etc. gets shredded easily.
Combat-appripriate outfitting
• The minimum for every piece covered with metal is boots, mail shirt, gauntlets and helmet, with replace clothes on. If you don't use replace clothes then they might leave off helmet, boots or gauntlets in favour of cap, shoes or gloves and die.
- The maximum native coverage is high boots, socks, gauntlets, mittens, two trousers, greaves, 3 mail shirts, 1 breastplate, 6 cloaks,1 helmet and 6 hoods.
A dwarf that lacks armor user skill and goes out with that will fall asleep from overexertion and get their head punched in, though, provided they put it all on in right order at all (might need to go through several successive uniforms for that).
• Against undead in reanimating regions, you need blunt weapons - I suggest starting with maces and upgrading to looted morningstars when possible.
- As far as edged weapons go, spears are good for big fleshy limbed targets like hydras while pick or axe (depending most on how you want to train your military) make good weapons for grinding stuff up.
- Ranged attacks are edged and horrenduously weak compared to melee ones. Still useful for things dangerous or hard to get close to, such as fire FBs or keas, as well as slowing down enemies.
• Because of a bug, avoid having woodcutters, miners and hunters in military - while the latter two make relatively simple way to train up the relevant skill, when going inactive or active they will drop their current equipment, store it as appropriate (with food in backbags stored in cabinets, not food stockpiles), and pick up new equipment when doing whatever they were going to do.
Training
• The minimum you need for melee military training is assigning 1 building as barracks to the squad and switching them to Active/Training. (Though if they are at least competent, they will do individual drills even when idle and inactive.)
- Giving them weapons and shields and a good trainer helps those respective things.
- Ranged attacks can be trained through demonstrations or drills if they already have some skills in them, but assigned archery range buildings (1 for each member), or even better, shooting at live targets help to improve the speed.
• Micromanagement-intensifely, you can boost up individual's skills with mock combat, or by locking them into danger rooms. This can change "two years" to "few months" for a nice military.
- Attacking harmless wildlife with wooden axe, sword, spear, crossbow (works as hammer) or two shields + some armor on can train up those respective weapon skills, or misc obj. user and armor user for the latter.
- Using repeating training spears can boost weapon skill, shield user, dodger and armor user in roughly that order.
- Two opposite-faced lowest speed rollers can help train dodging very quickly for the individual.
- Swimming in 4-6 water is useful for avoiding drowning in wetter areas.
• All military training gives a pretty good stat boosts, so they make for good, if time-consuming cross-training for civilians even if you never plan to send them into a fight.
- A legendary +5 dwarf likely has maxed or close to maxed attributes in relevant stats, which is like a night and day compared to something like mining or socializing.
Target selection
• Benign wildlife will rarely try to hit back, but hooved, horned and tusked ones can kill an armored dwarf due their large size nonetheless. Still, they usually try to flee and die before hitting back.
• Skill is a large improvement - consider how a legendary +5 herbalist is just in output quantity just as good as 25 dabbling herbalists. A single properly-outfitted legendary squad can slaughter a goblin siege with no casualties with reasonable terrain selection.
• Beware of steel, firespitting, webspinning or deadly dust FBs in particular. Poison gas can also be somewhat dangerous. If you're unsure what syndrome a FB has, test with a pet. Melee dwarves can't even approach FB made entirely from fire.
• Husking clouds can sometimes coat things they turn. This can spread on contact - otherwise, the targets are just buffed from what they were in life.
• For chokepoints, you might want to use traps instead of military. Beware of military dodging into a trap, or off a bridge.