Contrary to their name, Chaos Dwarves do not have that many Dwarves on the team. Statistically speaking you will have more non-dwarves than dwarves on your roster, and among players on the pitch it takes only a single Chorf removed before the ratio tilts in favour of those same non-Dwarf players! This simply won't do at all! We can be better, maybe more chaosy and certainly more Dwarvenly!
Also a Minotaur without Mutations on normals is stupid and we should probably do something about that.
|0-6||Chaos Dwarf Blocker||4||3||2||9||Thick Skull, Block, Tackle||GS(APM)||70K|
|0-2||Chaos Dwarf Sorcerer||4||3||1||10||Thick Skull, Bombadier, Strong Arm, Stand Firm||GP(ASM)||80K|
|0-2||Bull Centaur||6||4||2||9||Thick Skull, Sprint, Sure Feet, Horns||GS(AP)||140K|
|0-1||Minotaur||5||5||2||8||Loner, Frenzy, Horns, Mighty Blow, Thick Skull, Wild Animal||SM(GAP)||150K|
I feel like I should mention at this time that I don't guarentee all of my Roster Changes will be good.
Let's start at the bottom and work our way up! The Minotaur now gets M access on normals, which makes it better but still probably not very worthwhile to use. There is an argument to be made for a Tentacle Bull on a developed team, but the high price and low armour mean that it will never be a permanent fixture on the team.
For the Bull Centaurs, we've given them Horns at the cost of another 10K added onto their cost. For the developed roster this cost is easily worth it and in addition to being a solid mechanical addition also makes the Centaurs much, much better blitzers. However, the added cost also puts additional limits on the rookie team and may stretch out the development period where it goes from way too expensive to defensive death machine.
Last of all we have a new player addition: Sorcerers!
Wizards, Chaos Dwarf Style
These guys have a stat-line resembling other Chorfs, but they've made that classic mistake that Chaos Dwarves often do and started turning into stone, translating into more durable armour at the cost of manual dexterity. The real differences become obvious when we look at their skills. Thick Skull is pretty obvious and Stand Firm is another side effect/fringe benefit of petrification. Then things get interesting when we hit Bombadier and Strong Arm. These Chorfs literally throw exploding balls of fire at their enemies on the pitch, and occasionally even hit what they were aiming for! With Strong Arm and AGI 1 they will require a 5+ for an accurate short pass or lower, but anything up to a long place will be a 2+ for an inaccurate throw.
Passing access on an AGI 1 player also provides some unique oportunities. A developed Chorf team could shave a reroll by putting leader on one of these maniacs or take Hail Mary Pass for pitch-wide throws. If you're really insane you can even get some mutations on there to make them do thrower stuff, though I probably wouldn't recommend this approach. With the Chaos Dwarf Sorcerer, your options are only limited by your sanity.
Wrapping things Up
We have taken a consistent and terrifying team and thrown consistency in the trash in order to crank the terrifying part up to 11! Are these changes good? Probably not! A more level-handed approach to the team would cut the Minotaur entirely and make skill changes to even out the team such that they are a little worse at high TV and a little better as rookies.
And also give the Bull Centaur horns because, come on, they literally have horns damn it!
But sometimes it's more interesting to do the wrong thing, as is the case with this redesign.