History of the AWr versions 1.0 First public release (06/09/2002). - Characteristic rules determine the behaviour of the units. - Orders are issued with a pair of dice: the message and the orders dice. - Unit base dimensions set to a multiple of the measurement unit. - Commanders on round bases. - Commanders not tied to specific units. - Combat based on doubling the scores as per other systems, yet: - Combat outcome triggers a morale check. - Fleeing units may be rallied. 1.1 to 1.3 Minor updates. 2.0 - Combat changes: the final combat score difference directly dictates the morale check grade. - Scout factor introduced and calculated accordingly to the total number of Light units. 2.1 - Unit classification updated; Light, Medium and Heavy units acknowledged. - Unit grades introduced: inferior, ordinary, elite. - Anachronisms in unit designations terminated. 2.2 - Dozens of minor changes and updates. - Extensively played but never released to the general public. 3.0 - End of alternate turns; both players interact in the same turn. - Semi-simultaneous movement system introduced. - Scout factor calculated as a percentage of the Light units in the army, with a restricted range from 0 to 10. 3.1 (16/09/2006) - Many small changes to better adapt the game to the semi-simultaneous turn sequence. - Increased firing range for close-order Bw and mounted archers. 4.0 test phase since July 2008 - Renamed AWE: Arcane Warfare Excel - Target play time 01:30h - MIP dice dropped - INI sequence refined - Elan CC roll replaces former flee an rally routines