I'm coming to this a bit late ... I only use HG, not any of the more recent evolutions of Traveller, and here are my thoughts for what they are worth.
At Tech 15, your power plant only takes PN% of the ship. This enables you to build a ship with a modest spinal mount weapon (probably meson) at under 75KT. To do so is an absolute no-brainer. In combat it gets a HUGE advantage over bigger ships because it is at a +1 DM to hit, whereas anything of 75KT or over is at a +2.
Result: at TL15, ships of less than 75KT beat ships of greater than 75KT on the basis of ton-for-ton or price-for-price equality, every day of the week.
Therefore Tech 15 navies, like modern day navies, have no place for the dreadnought. Get over it, guys ... in a Tech 15 navy, they are dinosaurs.
Retreat to Tech 14, however, and things get a little different. Now your power plant takes 2PN% of the ship, and mounting that battle-winning spinal mount in a sub-75KT hull ain't so easy. You have to start making compromises ... or go bigger and accept the additional +1 on your opponent's "to hit" roll.
Retreat to Tech 13, and things get hairier still. Your power plant is still only taking up 2PN% of your ship ... but your armour is now costing 2+2a% of the ship, not 1+a%. The only way to pack it all in, and still be keeping the overall size down so you are not such a big target, is to think battle rider. Alternatively, accept that your ships are +2 to hit, and go big.
Dreadnoughts therefore belong in Tech 13 & 14 navies. Along with battle riders, and other innovative ways to maximize battle-winning firepower.
Retreat to Tech 12, and it all changes again. Your power plant now takes 3PN% of your ship, and producing the energy required to power those spinal mounts requires just AWESOM amounts of ship. That factor K Meson gun is 8,000 tons; plus 3,000 tons of Power plant to produce its power, plus 1,000 tons of fuel, plus 80 gunners and 30 engineers occupying between them 220 tons of accommodation. That's 12,220 tons just to get the gun into action. Your ship is going to HAVE to be big.
Even your factor C meson gun is 2,000 tons, plus 1,800 tons of power plant, plus 600 tons of fuel, plus 76 tons of accommodation, total 4,476 tons.
Let's say you're going for Jump-2 and 6G. So we need 24% for jump drive plus jump fuel; 17% for M-drive; 18% for power plant to drive the M-drive + 6% for its fuel +2% for the bridge - that's 67% of your ship. Armour-12 (which you'll want on a tech-12 dreadnought) will add another 26%, taking you to 93%. So you've only got 7% to play with for the rest. That includes crew accommodation and so forth which I find normally takes about 2 - 3%. Let's say 3%. We've then only got 4% for our gun ... and we need 4,476 tons. So at Tech 12, the MINIMUM size of ship to deliver a Factor-C Meson (the smallest spinal mount at this tech level) at Jump-2, 6G Agility 6 looks like being approximately 120KT unless we are prepared to sacrifice armour protection.
And that's without ANY secondary armament, screens etc.
And what screens can we have at TL12? Only a factor-1 Nuclear Damper, which doesn't do a lot to repel the factor-8 nukes from the 50T missile bays available at the same tech level, or the fator-9 nukes from the 100T bays (which will score more hits).
So our Tech-12, lumbering behemoth with a puny little pop-gun of a meson spinal mount is going to be VERY vulnerable to missile cruisers and destroyers, which won't take too long to rack up the hits required to render its meson gun ineffective (A tonnage code A, Agility-6 destroyer shipping one missile bay and a few lasers will be immune to that meson gun as soon as it has taken 3 hits and its factor is reduced to 9; even before then, it will only suffer a hit from one shot in 36, so a handful of such destroyers could dance a merry dance around such a so-called dreadnought, and soon put it out of commission.
Conclusion: Dreadnoughts have no place in Tech 12 or lower navies, either.
To my mind, these rules aren't broken - far from it.
They create a finely-tuned system in which, as you progress through the tech levels, different design approaches make sense, and the very large ship is pointless at lower tech levels, comes into its own at tech 13 and 14, and then becomes a liability again at tech 15 and above.
We do NOT need to rethink dreadnoughts ... we just need to think more carefully about when (i.e. at what tech levels) we should be designing them, and when not.
Neither, it seems to me, do we need to start tinkering with the rules because "rules should yield to setting". I could not disagree more violently, in fact. Traveller has a multiplicity of tech levels, and it is simply impossible to make a single, generic "setting" statement which will be true for all tech levels. We should not be taking a "setting" statement (such as the description of what a "cruiser" is in Supplement 9) and elevating it to the status of Holy Writ, such that we need to torture the rules to make them fit that setting statement at all tech levels (or call them "broken" if we cannot).
Having said that ... I'm off to do some tinkering :file_21:
I don't like the TCS naval campaign rules, so I'm trying to produce a few "house rules" for my own alternative naval campaign scenario. And I'm thinking of setting it at the cusp between Tech 12 and Tech 13. Players' fleets at the beginning of the game must be ENTIRELY Tech 12; but they have just achieved Tech 13 and can start building at Tech 13 immediately. It will, I think, be interesting to see how that plays out. (the Tech 13 / Tech 14 cusp might also be somewhat interesting ...)