Chaos Dwarf Team Roster BB2025
| QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
|---|---|---|---|---|---|---|---|---|---|---|
| 0-16 | Hobgoblin Linemen (Goblin, Lineman) | 40k | 6 | 3 | 3+ | 4+ | 8+ | – | D | AGS |
| 0-2 | Sneaky Stabba (Goblin, Special) | 60k | 6 | 3 | 3+ | 5+ | 8+ | Shadowing, Stab | DG | AS |
| 0-4 | Chaos Dwarf Blocker (Blocker, Dwarf) | 70k | 4 | 3 | 4+ | 6+ | 10+ | Block, Iron Hard Skin, Thick Skull | GS | ADM |
| 0-2 | Flamesmith (Dwarf, Special) | 80k | 5 | 3 | 4+ | 6+ | 10+ | Brawler, Breathe Fire, Disturbing Presence, Thick Skull | GS | ADM |
| 0-2 | Bull Centaur (Blitzer, Dwarf) | 130k | 6 | 4 | 4+ | 6+ | 10+ | Sprint, Sure Feet, Thick Skull, Unsteady | GS | ADM |
| 0-1 | Minotaur (Big Guy, Minotaur) | 150k | 5 | 5 | 4+ | 6+ | 9+ | Frenzy, Horns, Loner (4+), Mighty Blow, Thick Skull, Unchannelled Fury | MS | AG |
| 0-8 | ReRolls | 70k | Apothecary: Yes | |||||||
| Badlands Brawl or Chaos Clash | Special Rules: Favoured Of Hashut |
Chaos Dwarf Roster Changes
- Hobgoblins primary general access moves to secondary and is replaced by primary access of the new devious skill category
- Sneaky Stabba price reduction from 70k, gains primary devious skill access
- Chaos Dwarf Blockers, Flamesmiths and Bull Centaurs all gain secondary devious skill access
- Minotaur goes from no passing ability to 6+ and primary mutation access
Losing primary general skill access on Hobgoblins seems a bit harsh and pushes you towards developing these low cost players down the fouling route. Shadowing has been improved which gives a minor boost to Sneaky Stabbas and they maintain general skill primary access. I don’t see much benefit to the devious skill access to the Dwarfs and Centaurs. Minotaurs can now get mutations easily, so I’d expect that to nearly always start with Claws and they’ve gained a passing stat so can now attempt to throw back a bomb should they catch one.
The team hasn’t changed that much which isn’t really surprising. Chaos Dwarf teams were reworked not that long ago into a version that was very similar to what we see in the new Season 3 version. Despite being well known from playing a lot of Chaos Dwarfs back in the early days of the tournament scene, I’m yet to play with the new roster. I’ve played against it a couple of times, though it’s still early days to really judge how it compares to the pre-Flamesmith team. I’d expect the team to be middle of the pack when it comes to their competitiveness and to be a touch worse than the traditional team.

The changes are good overall, but I’d say the glaring issues of the recent rework are still present.
The Stabba is still way over-costed, even after the price reduction, and even when having them keep General while the regular hobgoblins lose it. They should 50k.
The Flamesmith and Centaurs should still have received Iron Hard Skin both for the flavor (make it a baseline chaos dwarf trait) and also to buff these two units.
And last but not least, Flame Smiths shouldn’t take up blocker spots. This trend of “mandatory positional” driven by the “play what’s in the box” thing is very lame and actively undermine the game. They should have been a “take up to 6 Blocker-Flamesmith” (like chaos get with their big guys) and keep the blockers at 0-6 and the flame smith at 0-2.
Also ngl, the fact that the Bullcentaurs still don’t have horn, despite despite them CLEARLY having them is still annoying to me, and yeah slapping them with unsteady when their whole job is to be the runner of the low agi team feels like completely missing the point of that new secure the ball rule.
Thanks for your comment! As one of the newer teams the Flamesmiths were added by design rather than the team being dictated by what’s in the box. Though Khorne as a newer team did get hit by that design decision. You can see that as more teams came out and got redesigns, they all got altered to give more variety between teams. Giving people a choice to still just take six vouchers instead world make the Flamesmiths a bit redundant. Similar to how a lot of Dark Elf players never took Assassins.
I also disagree that the main job of the Bull Centaur is to be the runner/ ball carrier. Their main job has always been blitzer first. Historically I would use a Hobgoblin as the default ball carrier but they’ve now lost general skill access for getting Block and Sure Hands. This is the biggest downside for the team in my opinion.
So I don’t really mind the Centaurs have Unsteady, it’s not made then worse than before at picking it up. Doing ball handling with them before was a choice of risk management and that’s still the case. Not every team is good or even average at everything, this is one of the weaknesses of Chaos Dwarf teams and is fitting for their play style in my opinion.