Kutuzov

## Unit in the game:

The Kutuzov is a Human expansionist capital ship.

## Gameplay

Kutuzov ships are purely designed for expanding into distant resource sites to both allow building static defenses within the construcion radii when they deploy into the Command Station and to prevent long-distance travel of Icarii from these same sites to the main original base. Because of the titled expansionist nature, Kutuzovs are considered a large investiment in both Metal and Supply that tend to pay themselves off in the long run of the game. Like Icarii, Kutuzovs can also defend themselves with a Tactical Laser battery.

Kutuzovs are made available to the player in the campaign in *Point Custer* in Chapter 01 - Hostile Visitors.

## Unit Strategy

Kutuzovs are large and slow-moving and maneuvering, but regardless have a large hull count and one additional hull point in comparison to the other expansionist vessels, the Gathering and Installator, being capable of shrugging off even Nuclear Missiles from Tellers. In addition, they also help fight off other enemy units, especially fighter units, with twin laser batteries that have the same damage output as Hurricanes. This makes the Kutuzov a viable alternative for a damage tank unit while St. George carriers are unavailable.

However, Kutuzovs still are primarily used to open up new base areas, especially close to resource sites or as proxy staging areas close to enemy bases. Given their status as core structures, deployment into Command Stations has a minimum distance requirement from resource nodes, although some diagonal-based deployments - depending on the layout of the resource site - make it possible to establish a pseudo-cord between the Command Station, the cargo ship and the Mining Station so that resource income is instant the moment the Engineer Shuttle returns and drops the resources.

While taking up a considerable amount of Supply (10) in addition to Metal, Kutuzovs when they deploy into Command Stations immediately reverse that Supply usage by providing 20 Supply instead of taking 10, as well as provide the same Energy income as a Solar Station but double the Energy storage capacity (400, in comparison to the Solar Station's 200).

## Counter-measures

Despite the very high hull amount and even the capacity to defend itself against fighters, Kutuzovs are still vulnerable to a dedicated, concentrated firepower, especially from units with high damage potential against hull, such as Orcas, Hailstorms, Avengers, Flankers, Invaders, Obelisks, Glooms, Plasma Raids, Raiders (if they are able to close in), Devastators, Flagships, Ion Cannons, Rictii, Ruptors (and Elasmoruptors), Overseers and Charybdises.

Large wings of bomber fighter craft - Crows, Lancets and Predators in Assault Mode - can also pick off enemy Kutuzovs provided they can be micromanaged to let out 'volleys' of enemy fire. Impalers spawned from Decays are also viable given their expendible nature. Suicidal units such as Martyrprobes and Leech Mines built from Caldrons are a viable counter to Kutuzovs, too, although Leech Mines have a Metal cost and Martyrprobes cost both Metal and Tachyon.

Kutuzovs are extremely vulnerable to the Sylon Assimilator and it's Assimilation ability researched at the Quantum Core, as it gives both a tanking unit and the possiblity of a second tech tree open to the Sylon player, allowing him/her to tech up and build Federation units, especially Hailstorms, Crows and Tellers. Kutuzovs can also be Recalled by Breakers behind a Thorun attack group, exposing the attacking Federation craft from behind the Kutuzovs to open fire from the Thorun attack group, while also isolating Kutuzovs for the outnumbering Thorun ships to pick off.

## Racial Counter Relations

###  Federation

**Soft** - All.
**Hard** - None.
###  Sylon

**Soft** - All.
**Hard** - None.
###  Athrael

**Soft** - All.
**Hard** - None.
###  Thorun

**Soft** - All.
**Hard** - None.
###  Zhogarn

**Soft** - All.
**Hard** - None.