sorry for the post coming so late, but...
I agree with kroxigor, though i'm not entirely sure the chalice of darkness would work that way (i think it all just comes from the common pool, making it an amazing offense weapon by removing opponent's dispell dice)
I'm not entirely sure what you're going for on the second CD hero. I really suggest dropping him, or replacing him with a hobgoblin hero if you're just running him around on his own. (hobbie hero, gauntlets, and a great weapon = great and cheap chariotbuster/troubleshooter)
I disagree with Krox on the warriors, the PDF specifies how much each unit can have a command for at the beginning (not under the unit selection itself... strange ravening hordes formatting).
Warmachines look good, though your opponent may be crying cheese with two earthshakers on the board. If you want that, fine, if not, i'd suggest scrounging the points for a unit of 5 or 6 bull centaurs with heavy armor. (drop the Arrer boys and you'll be fine for it)
The orc boyz seem good, if kinda sparse on items... if you're going offense with them, put an additional choppa in 'em, or if you decide on a more greenskin heavy force, up them to big'uns and give them the banner of slavery.
The wolf riders look like a nice harrassment unit, i've not tried them out yet but it should be nice for marchblocking some units.
Again, Arrer boys are not allowed by the Chaos dwarf's list. either drop them for hobgoblins with bows and perhaps light armor, or use their points towards magic items and upgrades for sorcies and/or a bull centaur unit if you take my advice on removing one earthshaker.