If my players want a space battle for a planetary invasion pre-landing battle, I use the battleforce/alpha strike unit stats/rules/cost. Squadrons of dropships, squadrons of fighters, and 1 capital ship max. The sample list funny enough includes a Lola.
Lola 3, Union C, Carrier, Carrier, 10 Kirghiz, 10 Vandal c, 10 Sula, 10 bashkir C all with 3 skill, versus
3 Leopard CV, 1 Titan, 3 Union, 2 Overlord, 1 Avenger '48, 18 Slayer 15A, 18 Samuari 25, 18 Sparrowhawk 5hK, regular skill.
This works out to be 2k v 2k in the alpha strike stats, but about 100k of IS forces versus 200k of clan forces in classic. I tried to pick ships that are pretty common for the distribution, and using squadrons of dropships and fighters via the free battleforce rules makes it easier to play. Otherwise, I use megamek with princess controlling both sides for classic stats (I still use the alpha strike costs for force construction cause its so much easier) and just read through the results to get a scope of what happened in the naval battle. In classic the clan forces are much more expensive then in alpha strike. Partly because of pilot skill (not just gunnery) requiring a cost multiplier, partly because of how expensive long/extreme range is.
Sometimes the clans bid a naval star to fight without all the support dropships and fighters, but I always find that pretty obtuse of them. They suffer some pretty hilarious warship v warship losses that way. I always include at least 3 dropships, even if they are just cargo dropships, in any navy action. So the idea of using a single Lola without its integrated support versus just 2 dropships without support feels odd. In the rock paper scissors of warship dropship fighter, warships with their capital guns are pretty great at killing dropships, but the fighters launched from the dropships are pretty great at killing warships. So who is transporting the fighters is really important, as in deep space (or the outer ring in abstract naval combat) fighters cant attack as the velocity is too great, but dropships and warships can maneuver out there for as long as they want until someone commits closer to the planet/jump point.
In the megamek fight, as the fighters swarmed around, round 3 the Lola just fired some capital missiles and missed. Round 4, the Lola connected with a NL barrage killing a union outright, while the cap missiles hit 3 smaller targets buzzing around. Round 5 the NL hit the Avenger for some armor damage. Round 6 the Lola whiffed but was now engaging fighters (Inneffectively) in all arcs. The pulse weapons of the Carrier dropships were swatting Sparrowhawks pretty well. Turn 7, the Lola had 7 capital weapons bays fire on an Overlord, hitting with 4 and killing it. Turn 8 the Lola connected on a Leopard, killing it with NL fire and 2 fighters with various capital missile attacks. Round 9 another Leopard falls in a similar manner. Round 10-11 some scattered damage is done, but round 12 the last Leopard goes down. After that the Lola is pretty quite until turn 16, when the Lola kills the Titan. Princess surrendered at that point with just 1 overlord left, 5 sparrow hawk, 7 samurai, 6 slayer. The clans have lost 2 Kirghitz 2 Sulla 5 Vandal 1 Bashkir. The 3 dropships and warship didnt really take any damage cause in classic the pulse and skill bonus just thinned the fighter screen well.
If I cut the clan support, so its just a Lola and its 10 fighters (ill do 10 cheap Bashkir C), versus the same IS force, so 54 fighters and a dropship navy--about even BV now. Still on the board in megamek on turn 28 is the Lola and 1 Bashkir, while just 1 Overlord is left on turn 28. The IS still has 2 sparrowhawk, 6 samuari, 10 slayers. The lola has 18 aft but 6 aft left side yet 38 nose armor. So the fighters may start hitting SI via ALS if they didnt surrender, but with no transports left if the overlord goes down it'll be a cold night for those stranded pilots.
If you inflate the fighters with lots of rockets and bombs they will do more but cost more BV so I dont know. So with only 6 ALS armor left the few remaining fighters would probably cripple or kill the Lola, but at 75% force loss already it looks like a 100% loss over all... Lola's in classic are just good at murdering dropships. Still 54 fighters and a good sized dropship force didnt beat the lola in classic in 3050 without losing all their dropships and most of the fighters first.
For fun, if it has to be 2 dropships versus 1 lola with no support, the lola beats 2 tiamats thanks to longer range guns and more damage then their armor can take, but 2 castrums beat the lola thanks to so many AR10 missile crits from thresholds and missile crit rolls. Something lighter, like the Arondight, died in 1 salvo in my megamek test games. A single large AC bay just crushes it. With 1 Castrum and 1 Arondight, the Arondight died on turn 3, while the Catrum died on round 17. The single castrum did some crippling damage, so a lucky crit could swing it, but the much better arc coverage on the Lola meant that multiple turns the single Castrum wasnt in arc to fight back very well. Something 2 Castrums fixed. So after running a bunch of simulations, if you arnt using alpha strike rules only a pair of Castrums dont get blasted apart by the Naval weapons of a Lola, or something similar. Large naval weapons are just designed to swat dropships quickly, and only the very largest and heavily armored castrum in a pair could trade blows and kill the Lola or cripple it with crits to combat inneffectiveness. Anything smaller then the Castrum (the Tiamat or the Arondight) died to raw capital damage too fast, so only a lucky missile crit would save them.
For fighters, the fighters got threw the armor after 30+ turns versus an unsupported Lola with just its fighter escort, but the Lola still crushed all the dropships before going down. So out in deep space its a suicide trip, but above a planet where the Lola isnt allowed to escape a large enough fighter force can lose all their carrier dropships... but the Lola can disengage if it really wanted to.
Hope all the ramblings and megamek simulations helped. A big reason why I only use the alpha strike rules now for space combat is just how hard it would be to play a 30+ fighter game versus even just a warship without its integrated fighter escort... so many rolls! Thank goodness for megamek AI doing everything for both sides. But yeah, Warships beat dropships unless you cheat (nuke missiles or other antiship capital missile spam with lucky crits) OR you roll out multiple Castrums (which also has said missiles, but in a quantity that the regular damage done is also thresholding some). The Castrum is awesome.
EDIT: For fun, in megamek, once something silly like 36 Eisensturms run out of gauss ammo, thanks to capital SI taking half damage rounding down, the large lasers and medium lasers no longer damage the massive structure. In megamek this causes a stalemate. The fighters have crit'd most of the weapons and run the capital missiles out of ammo, but the Lola is still fighting with 27 SI remaining. In return, the Lola needs 12 to hit the fighters, but has much more time. With bracket fire and antifighter lasers and ECM and all manner of silly advanced rules, along with allowing fighters to squadron up to cause giant single damage attacks with dozens of lasers combining, the Lola will kill more enemy fighters but is vulnerable to weak attacks--such rules arnt in megamek, so I have to make due with the standard rules. Without advanced giant squadrons letting standard weapons group up to deal SI damage, you have to save your gauss rifles and AC20s until you peel the armor off, so you have a weapon that can hurt the warship... thats kinda cool. Means your ac/20 transgressors and such have a real place as anti warship platforms, as you need the big boom for once you peel the armor away.