I'm in the process of preparing to take on the HFS in my first fortress, and I've got quite a few questions. For one thing, I've read that demons are immune to most traps, but vulnerable to upright spike traps. However, the wiki says in the article on pressure plates, "A toggleable trap may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again." Does the same problem occur with spike traps, or only things like bridges that have delays? How should I get the spikes to switch as fast as possible? Would simply setting the "pull lever" task to repeat work fine, or is there a better way?
I've also read that there's a problem with trap components melting when exposed to a spirit of fire. It seems like any metal except adamantine has a melting temperature below the body temp. of a SoF, so there's really no way around it. However, there is a question of how quickly they are likely to melt. Does anyone have experience doing something like this? It also poses a problem for my particular fortress, as I'm somewhat limited in natural resources. I have a moderate amount of iron, and a fairly large amount of copper. While copper spikes would likely melt faster than iron spikes, as well as dealing less damage, I could set my weaponsmith to pump out copper menacing spikes until I have a few hundred. I need to save a lot of the iron for other important things. It really depends on how big of a difference the higher melting point makes. What do you think? I'm also guessing it'd be wise to order a lot of bauxite for the mechanisms, so that the mechanism doesn't end up melting before the spikes, rendering them useless.
I also need to decide on how to make the approaching hallway so that my marksdwarves can safely get off as many shots as possible. I'm looking at the "Fortress defense" page on the wiki, and there seem to be two viable options. The first one is a zig-zaggy side corridor that is made to be the only path by raising a bridge. The problem with this is that the path is made by channeling out some of the squares, and I think demons would just fly right over them. I could build a maze of fortifications, but then the fortifications wouldn't protect my dwarves any better than the demons. I could make the maze a solid wall instead, but there wouldn't be as much room to shoot. The second one is called the "Reverse Battlement" design, a bridge with fortifications one z-level above the path. It looks good, but I'm not really sure how the game calculates whether a unit can target something on another z-level, and there don't seem to be any pages about it on the wiki. If I want the marksdwarves to be able to fire anywhere at the whole corridor beneath them, do I need to destroy the entire floor over the corridor on their level?
I also have a problem with training marksdwarves. There aren't any trees or cave rivers in the biome, so I can only use imported wood. Thus, my supply of training bolts is limited by whatever lumber is left over after building beds, and whatever bones I can get from animals and goblins. What's the best balance between a few highly-skilled squads of marksdwarves, and several squads of recruits with minimum training?
Anyway, thanks for any advice you can give me. I'm looking forward to this. While I don't mind losing, and I expect to have quite a lot of fun if I do, I'd really like to be prepared as much as possible first, so it's not just a suicide mission.