Off topic;
That raises another question I have had. How do I get military dwarfs to wield pickaxes? I see it show up ever so often, and I am wondering what the perk would be, asides the hefty damage they come with. What skill do they use to raise it, mining?
If a dwarf is drafted with the mining labour permitted, he will wield his pick in combat as long as he is set to unarmed. They use mining skill to determine the strike success, and although not as high damage as regular weapons, they have a high crit chance.
Because of this, by mid to late game, your legendary miners will make an extremely effective militia, roughly equal to a legendary speardwarf sans armour.
On topic; I avoid them personally, but the best method I have seen involved an array that dripped water onto the middle few tiles of the pipe, hence causing an endless succession of cave-ins. While this can be annoying due to the message spam, it quickly and efficiently sucks any and all magma denizens to the bottom of the map.
This is why I bring 4 miner-masons at embark now. Leveling mining will give them agility, strength, and toughness, which straight-up increases the number of actions they can do per year, or per combat turn. This squad of four, unarmed and unarmored, mines with equal effectiveness through goblins.
Magma creatures are a non-issue and don't need to be cleared out. Since the magma pipe has a differing size on each level, there are levels where you can dig out the ground above the magma because the pipe is smaller above than below. Tap into the volcano from the side on one of these levels by digging a channel down into a wall tile which separates the magma pipe from a pre-prepared tunnel into the area below your future magma workshop. This should be set with a magma-safe floodgate and mechanism attached to a lever so you can close it off if you ever need to.
X = Floodgate V = Channel location ò = Lever
__|~~~~~~~~|__V_______ __ò <- small level of the magma pipe, future workshop site
|~~~~~~~~~~~~|X_______/ <- large level, underworks site with ramp or stairs up
|~~~~~~~~~~~~|
Dig your channel where the V is so the wall behind the floodgate is destroyed, and magma will flow into the tunnel once the floodgate is opened. Note that the floodgate itself and the mechanism which attaches to it must be made of magma-safe materials: iron, steel, or bauxite for the floodgate, and bauxite for the mechanism. Only the mechanism which attaches to the floodgate needs to be magma-safe: the lever and the mechanism which attaches to it don't need this! When attaching a lever to a floodgate, the first of the two mechanisms that you select is the one that gets attached to the floodgate, and the 2nd goes to the lever.
Naturally you have a ramp or stairs which leads into this soon-to-be-magma-flooded chamber, so make sure to lock the door or build a hatch cover or grate to keep dwarves out before you open the gate and let magma flood in. Now, to keep magma denizens from coming up through your new magma works, you need to build the workshops carefully.
For: Smelters, Glass Furnaces, and Kilns, you will need a 3x3 area with the topmost tile channeled out, like so:
+X+
+++
+++
This tile corresponds to the one tile of the magma workshop that is solid. Once the workshop is built, this one tile will cover up the hole while still leaving the workshop active.
For a magma forge, it's different:
+++
X+X
+++
As you see, you need the leftmost and rightmost tile opened. Technically only one of the two needs to be open, but I usually do both since they'll be covered anyway.
Now, you've got a nice underworks to store magma for your workshop which is technically not exposed to your fortress, since you built an iron grate or a workshop over any hole which leads down into it. Magma will NOT flow upward hydraulically under any circumstances, except possibly in the case of one weird bug which involves pumping fluids up and down ramps several z-levels. In any case, this setup is safe and keeps you from having to kill the magma creatures!