
You won’t win games by playing scared trying to protect them all the time, that said don’t be overly reckless, a Dwarf cage can be a really bad place to end the turn in. Despite the dangers involved if there is a good opportunity for getting the ball loose and causing lots of problems for the other team, then it can be well worth it to put your Wardancer at risk. If they don’t then it can be worth trying to hit them even at a strength disadvantage. If the ball carrier does have Sure Hands and Block, you might want to reconsider jumping in there. You have to pay particular attention to cage corners who have Guard as you can’t cancel their assist out with Linemen like you usually would. If you do look to leap into a cage to hit the ball carrier you also need to consider the assists that they will get. Thankfully dodging out of a cage is a lot easier than trying to dodge into one. Even if you do succeed you should think about a route out or the other team is likely to start getting a lot of hits on your Wardancer the next turn. You should also be aware of failing a leap into a cage, if your armour does hold up then you are surrounded by opposing players and a ripe target for a juicy foul. This can lead to you injuring your own player off a failed leap without the other team having to do anything, they will love you for this and rightly so. Leaping is also harder than dodging most of the time so you will end up prone if you fail, more often than if you dodged. You do need to be careful about using the Leap skill too much though, there is no skill reroll for it so it can end up using up your rerolls quickly. The Leap skill also means that they can’t hide on the safety of the sideline using half a cage, you can jump right in and push the ball carrier into the crowd. This causes the other team to be extra protective over the ball and can cause them running out of space to manoeuvre. If you can knock the ball loose, your fast and agile team mates can often recover it and then be off to safety before the other team gets a chance to blink. This ability is what makes playing against Wood Elves such a nightmare and it gets worse after they get Strip Ball. Wardancers tend to do all the blitzing on the Wood Elf team, they start with Block like other teams blitzers and with the Dodge and Leap skills they can usually get to the ball carrier. They do have low armour so can get hurt easily, but with the starting combination of Block and Dodge, they can be fairly hard to knock over, especially for new teams. They will get targeted a lot by the other teams in order to injure them, so expect them to get fouled should they end up prone for whatever reason. They can pretty much get anywhere they want and do anything they please, making them the best weapon in the Wood Elf coach’s arsenal. This does of course make them expensive but they are worth every penny of their cost if not more. They are fast, agile and have a fantastic combination of starting skills. Wood Elf Wardancers are often cited to be the best player to have on the ground getting their head kicked in in the game.
