Having said all that, let me pass to what I expect from those who work with me in testing scenarios.
1. I need durability. Too many volunteer...then disappear!
Count the cost before you begin.
2. I need communication. There are testers who are listening but never responding. I can't possibly know what is going on unless you write me.
This is perhaps my second biggest peeve: testers who don't communicate
3. I need thoroughness. Check it all. Testing is much more than just playing the battle.
It requires a sharp eye, a look at detail and the mechanics of the battle/campaign.
As has been stated, you start with the text. Read it. Check it first for grammar mistakes. note them.
Read it again to get the feel of the battle. Does it give you that? Is there too much? Is there too little? Does it sound accurate?
Now open the scenario. You've read the text. Now play the battle. Play it through. Note your score. Note anything wrong you see as you play. Make notes. If not, you'll forget.
I know this is different from what most do, but this is the best way.
Now that you have played it and gotten a your first impressions of it, open it in the scenario editor.
The first step is a hard look at the map. Any roads incomplete? Are there hidden building hexes?
Does it have the look and feel of real terrain? Does it fit the situation?
Next, look at the smaller operational map to the right? Little dots indicate troop locations. Do you see any that are still along the edge of the map? Should they be there, or did the designer miss them when deploying units?
After playing the scenario and looking it over, and IF you have the time, play it again.
Make more notes on what you find. Keep your final score.
Next, write out your report. Use common courtesy. DON'T say, "This is a piece of crap!" (even thought it might be). Be diplomatic.
Find something nice to say about the scenario before you begin, as we say here, "cracking" on the work.
Let your criticism be constructive.
Offer your own ideas on how it might be better.
Examples: It should be longer - shorter. Units should be closer or further away from the battle area. Reinforcements should come in earlier or later. Place reinforcement flags further away or closer.
Modify artillery or air support. If it is unbalanced, how could the designer make it more balanced (challenging, yet winnable)?
Remember, even if you make suggestions, the designer may not use them. Don't get offended. He has that right. His name is going on it.
If, however, you feel you are wasting your time trying to help a designer, just don't do anymore work for him.
These are a few haphazard thoughts for you Resisti to get you lined up for what you are about to do.
Good luck with it.
Wild Bill