(1) What difficulty levels have you played the scenario on?
Mainly easy but also medium 1.8.5 and 1.10.5
(2) How difficult did you find the scenario? (1-10)
Even as a newbie 2.
(3) How clear did you find the scenario objectives?
Head north, kill the enemy leader..
(4) How clear and interesting did you find the dialog and storyline of the scenario?
The storyline in general was okay but for the scenario it didn't make much sense. Deoran is heading back to his command post in the north, there's guards, but just a dozen or so hexes to the south there's this bunch of bandits just hanging out in the forest?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
Okay so the newbie player gets a chance to recall levelled units, once again use the stealth of the Elvish bodyguards and perhaps find out how a level 3 Royal Guard, Halbardier or Master Bowman stands up to a Thug or level 2 Trapper or Outlaw but the novelty quickly wears off.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Having never gone down the bandit route through this campaign I cannot say whether that route is more challenging but here having taken the Elvish route this is where it falls apart.
The South Guard is a novice campaign with a lot of potential - not just for introducing people to the basic elements of Wesnoth gameplay but also, due to its length, it could be a good campaign for players to come back to as a tool for developing and building on their individual styles and gameplay strategies through the Loyalist faction, the largest and most diverse of all the factions.
The first scenario is good at introducing the two basic units, the importance of the night and day cycle, the concept of lawful and chaotic, and follows on from the tutorial.. But then the novice player in the second scenario is given a White Mage with not much explanation, in the third a Cavalier and the chance to recruit Cavalrymen without any explanation as to how or why and much of the campaign is spent fighting enemies the units are ill equipped to fight in less than favourable conditions - a forest, a cave and mountains (as in Vale of Tears).
Then we come to this scenario and the victory conditions are what? Moving one unit to the top of the map?
You can do so many things to make this scenario interesting.. How about, for example, instead of bandits have a keep of Orcs and Trolls? A longer map with two enemy keeps evenly spaced? A fight between two factions in the middle? Or even how about the bandits attacking the allied units at the outpost?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No, not really.