Surely ven. dreads do not need TL anything. If you went for plasma and leave them one arm to use their WS5 might be nice.
I think this is the second list on here I have seen with this so maybe it is me. So please tell me why.
essentially it's projection of power while able to stay mobile. the Autocannons + psybolts make it 2 hits at
str 8., 2 of them give 4 hits each turn on just about anything. That's enough to wipe out 6 transports/light vehicles a turn potentially with 6 dreads (realistically with cover saves and pen rolls, it's more like 2-3). The 48' range on auto cannons also mean less return fire that can reach the dreadnaughts. Your 36' guns will have to move 6 and run 6 to get into range if I happen to stay really close to my max range.
A plasma blast might seem kind of nice for hordes but that's what the heavy bolters with psybolts are for already. Any infantry that can get close will just mean they get a bunch of heavy bolters to the face. The
str 7 will also be less able to penetrate tank armor as well although I do like the Ap2.
On the topic of melee, this list really doesn't have much in terms of melee. In fact, it abhores getting into assault. The dreadnaughts will be trying to stay 48 to 54' away from anything so that nothing can get caught up in assault with them. Tarpitting is very bad for this list.
As to why there are 6 of them? It's essentially target saturation. This list is pure reduncancy. Kill w/e you want. It's essentially able to maintain mobility and keep shooting. If there is a deathstar, all units can kite and keep shooting at it. I've glanced a
LR to death before though it does take forever. (And of course there's still the suicide melta men if I wanted to; Even at BS3, 8 meltas potentially unloading on any one target should get a kill. ). If there is another multiple small unit group, this list has enough guns at range to keep them away for the most part taking priority to pop those transports.
Even at BS3, 8 meltas potentially unloading on any one target should get a kill.