Hal:
Read the article from the NewYorker posted in "Fighter Performance" thread in Classic Traveller section of this forum. It does not go well for the Battleship arguement...
Yup, I was remembering that facet of fighter combat. (thanks for the pointer by the by Rigel Stardin). However, What I was looking at, was combat between a Battle Rider strategy and a Dreadnaught per the original poster's thread and utilizing Meson spinal mounts for the battle riders. It isn't all too difficult to come up with a battle rider of 19,000 dtons utilizing an E meson spinal mount. The best "quick calculation" for a battle rider tender at TL 13 to carry the 19,000 dton craft was one that was 80,000 dtons costing 47,883 with Jump 4, Manuever 2 and every turret weapon fielding sandcasters (purely defensive armaments as the tender isn't expected to enter the battle line).
Net result - 6 possible battle riders with max computer, max armor, max manuever drive, max meson screens and max Nuclear Dampner screens, along with a spinal mount of E meson (plus a few odds and ends repulsor bays and missile bays)
When I looked at the odds of hitting said Battle rider with a TL 13 Dreadnaught of 200 dtons, using an R particle spinal - plus a fair number of missile bays, the results were NOT encouraging for the Battle Riders.
The particle spinal mount needs to roll a 0+ to hit its target, assuming computer models cancel each other out, we have a modified 6+ to hit due to initial agility. Due to the size modifier of 0 for the ship hull size, this is the final to hit value.
For 1/2 a trillion credits, the cost of the DN's were such that they could field 4 such beasties versus 6 of the battle riders. For E Meson spinal mounts, we have base 4+ to hit, modified by an additional +2 for hull size, for a modified 2+ to hit versus agility 0 ships. This makes it such that an 8+ is required to hit an agility 6 warship.
Problem is, if said warship carries the maximum meson screens possible, a 9+ is required to penetrate the screen after securing a hit, whereas for the R-PAWs, there is no penetration number required - all hits are automatic.
Taking it one step further...
Rolling against the R PAWS, its damage roll is 2d6 + 13 (max armor roll for non-buffered ships), giving it a range of 15 to 25 for damage rolls, averaging rolls of 20. Excluding the "critical hits" aspect of an R spinal mount hitting an L sized craft, the damage rolls would be (on average)
Weapon-1 for the surface table, and Weapon-1 for the radiation table.
Worst case scenarior hits:
Weapon-1 for the surface table, and Computer-1 for the radiation table (nullified by an optical computer).
Best case scenario (rolls of 9+ on 2d6)
No effect for either surface or radition hits.
In short? Fielding a force of Battle Tenders with 1 battle rider of 19,000 dtons versus 200 dtons Dreadnaughts armed with R-PAWS, is suicide for the Meson E Battle Riders.
I'll have to play around with this some more to see if I can find some other combination for the battle riders, but the initial idea of E spinal mounts didn't work too well
NOTE: This is all using TL 13, it may be more "doable" at later tech levels.