So in my last Peak Performance I ran into a mini Voyagernought, only 7 defense dice

fortunately through no planning what so ever I had a few tricks to deal with it. However now that we have shuttles and Hood Riker, it may be easier for folks to bring their dreadnoughts to the table. So this got me to thinking

how can I mess with these super high defense builds? Then I had a cunning plan

and this is what I came up with:
32 D'Deridex (borgified)
03 Salatrel
05 Magnometric Guided Charges
02 Cloaked Mines*
02 Romulan Helmsman
32 D'Deridex
04 Toreth
04 Mendak
05 Magnometric Guided Charges
02 Cloaked Mines*
02 Romulan Helmsman
12 Romulan Science Vessel
04 Donatra
05 Independent Fleet Captain (Tech*)
00 Romulan Talent
02 Interphase Generator*
02 Cloaked Mines*
02 Cloaked Mines*
So this breaks some of my basic list building rules. 1) I don't like Donatra builds, she does nothing if the rest of the fleet is destroyed, 2) I also don't care for support ships that can't attack. However I thought I would leave my comfort zone for the sake of theory.
The basic idea behind this list would be to create a bubble with the cloaked mines on your side of the board, then reverse and let the opponent come to you. Now if Donatra is close by the charges will be able to get 4 attacks. Now that doesn't sound like much, but I figure if the opponent doesn't get defense dice that can add up. The Warbirds should be able to use
TL on the 1st volley and Donatra should be able to use Mendak's fleet action to give out some
BS. Plus the charges convert 1
BS to a crit. Also Salatrel should shoot at 10 and Toreth 9.
The mines will probably do some damage as the opponent passes through then focus fire one volley of high quality charges. That should be enough to put a souped up Voyager on the ropes. A Scimitar may take another turn. The Helmsman will allow the Warbirds to backup and enable the charges for a 2nd volley, also if you placed them right the opponent should still be in your mines

With 6 hull and 4 shield the Warbirds should be beefy enough to get 2-3 volleys off with the charges.
I don't think this list is suited for Q 1&2, but if I had another Peak Performance, I would be tempted to try it. Mines, plus 2 sets of charges a turn and no defense dice to be seen, lets face it nobody takes Gul Damar
So what do you guys think, playable or waste of points