discord.gg/9NRHQwR3xh Find the Monthly “Everybody” & “Patron Only” Giveaways here! Let me know what you think of the Yin Brotherhood. Do you like the Codex updates to them or do you with they had different tools?
What I've found to be the most effective strategy for the Yin is to think of their abilities more in terms of deterrence. For example you mention using their flagship offensively, but more often than not that's just a lose lose situation for both sides. But it makes for an AWESOME deterrent. If you have it parked at your home planet, for example, who is going to want to attack you?
Ideas for fighting the Yin: Use mechs to make it more difficult for them to indoctrinate your troops. Use ships with sustain damage to absorb hits from their self-destructs. And if you see the flagship coming your way, send out ships to destroy it immediately.
Nomad lider + yin flagship + fleet log + sling ray + bio stims + grav drive and of course chemical x. You still may lose but your became king of the hill ;)
Thank you for making these videos. From 5:05 you explain the faction tech Impulse Core, giving an example in which the Yin player destroys their destroyer to produce a hit against the opponent's carrier, and then remove the 3 fighters, which implies that the fighters are destroyed because no ship remains with capacity to hold them. But I think the fighters wouldn't be immediately removed in that situation according to rule 16.3c in the Living Rules Reference PoK v2.0 ("A player’s fighters and ground forces do not count against capacity during combat. At the end of combat, any excess units are removed and returned to that player’s reinforcements."). Please correct me if I am wrong.
I wouldn't research Impulse Core unless I have a yellow skip and/or I'm going for Integrated Economy. The opponent deciding where to put the hit makes the technology quite situational and can be planned around. I feel like Devotion is simply better most of the time.
Probably a dumb question, but… can the Yin use indoctrination when only one enemy infantry is on the planet? All your examples are two or more when they use it. Just trying to clarify for my own ongoing game. Ty very much!
Thanks Ethan for the guides you are the best! Heres my thoughts: Am thinking of sling ray tech 2 blues - good for stall as it is an action produce 1 unit works with the faction tech 2 free infantry Also integrated economy 3 yellows you gain control of planets easily makes you produce units also works with faction tech 2 free infantry ALSO the hero ability.. imagine invading 3 planets 3 infantry gaining control of em produce units + additional 2 infantry for each production? 0: correct me if am wrong plz am planning on maining them ty
Yin spinner (omega) has significant synergy with sling relay. Your stall is now magicking up bonus infantry, in addition to fresh destroyers to Devote later. I dislike Impulse Core. 2 yellow tech for a slight downgrade to Devotion, that stretches their fleet supply further? I'd consider transit diodes over it. Impulse can be soaked by sustain damage, and banking on having direct hit is just not reliable.
i disagree with your assessment for the tech colors; a single green is better for them; that tech is neural motivator. This let's you get action cards more quickly to have a better chance at stalling people out, and using your new hero effectively.. The second green blip will be your unlocked commander, that let's you get the Yin spinner. You can disregard the yellow techs because they do not add much for your gameplay. And you already have sarween for free. To add to the green, of course is blue, wich can increase they're mobility. This will greatly improve your flexibility during the game, wich has always been a major problem for the Yin.. Just my 2 cents. Regards, great channel!!
Just played this faction on last Saturday for the 1st time. They become really strong with the expansion pack. Ground combats no big deal for them, free mech for 3 influence. Space combats even easier, 1 hit before every round and 1 after with self targeting. My neighbor lost his flagman (updated nomad) in gravity rift taking the risk, because didn't want to combat with just 1 destroyer. They scare with the abilities. But you have to take high control of every resource and ship to play for Yin.
Another great guide! While I appreciate the lore and they do have a place, I just don't get excited for them. I think if they had a little bump in movement or leaned into something like shipless Sardakk, I would more excited to play them.
@@CardboardCrashCourse I do not want to print them. They seem like fan content. Also don't want to have cards that look different from the rest. The only card that was interesting was the Yin hero, making rebellion on a planet and taking it over.
I don’t like playing the Yin. TI is not a war game, it’s a Cold War Game, you‘r actually trying to avoid conflict. The Yin are a scarecrow race, but other than the Naalu they are an aggressive scarecrow, you don‘t want to attack the Naalu, but with the Yin you don‘t want to be attacked, that‘s a big difference and a disadvantage. The make any profit from the Yin‘s abilities, you have to attack, which will costs you the much more profitable way of getting ahead by trade and exploration.
The Yin don't seem like an attacking faction to me. You can go either way with them depending on objectives. You don't have to get their faction technology. The flagship works great as a homesystem protector. The indoctrination ability at start is more of a way to force opponents to turtle up, otherwise you can swoop in and easily take their planets.
discord.gg/9NRHQwR3xh
Find the Monthly “Everybody” & “Patron Only” Giveaways here!
Let me know what you think of the Yin Brotherhood. Do you like the Codex updates to them or do you with they had different tools?
What I've found to be the most effective strategy for the Yin is to think of their abilities more in terms of deterrence. For example you mention using their flagship offensively, but more often than not that's just a lose lose situation for both sides. But it makes for an AWESOME deterrent. If you have it parked at your home planet, for example, who is going to want to attack you?
Saar, if you already use agent
Edit cabal also try
Ideas for fighting the Yin: Use mechs to make it more difficult for them to indoctrinate your troops. Use ships with sustain damage to absorb hits from their self-destructs. And if you see the flagship coming your way, send out ships to destroy it immediately.
Fuck yes! Love the yin! Keep it up brother Ethan.
Brother Oliver! It’s so good to see you!
Nomad lider + yin flagship + fleet log + sling ray + bio stims + grav drive and of course chemical x. You still may lose but your became king of the hill ;)
Thanks!
Thank you, sir!!
Close to the 1000 ❤
So close :)
Hey, great video! I was wondering, where did you get your codex cards from?
Thank you for making these videos. From 5:05 you explain the faction tech Impulse Core, giving an example in which the Yin player destroys their destroyer to produce a hit against the opponent's carrier, and then remove the 3 fighters, which implies that the fighters are destroyed because no ship remains with capacity to hold them. But I think the fighters wouldn't be immediately removed in that situation according to rule 16.3c in the Living Rules Reference PoK v2.0 ("A player’s fighters and ground forces do not count against capacity during combat. At the end of combat, any excess units are removed and returned to that player’s reinforcements."). Please correct me if I am wrong.
Came here to say this.
I wouldn't research Impulse Core unless I have a yellow skip and/or I'm going for Integrated Economy. The opponent deciding where to put the hit makes the technology quite situational and can be planned around. I feel like Devotion is simply better most of the time.
agree, why invest in a tech you basically already have
It od better because you are the one who aply dmg
This is Kayne Brotherhood faction. From CnC.
Very helpful!
For Indoctrination at 2:49, can you spend more than 2 influence to convert troops or are you capped at just converting one.
only one troop
@@KirillVlasencothanks a lot
btw. Flagship is destroying only ships, not ground units
It would kill them if they're in the space area.
@@SlippiHUD Yes, but say the flagship brings ground units somewhere, then the flagship hangs around to protect the planet
Probably a dumb question, but… can the Yin use indoctrination when only one enemy infantry is on the planet? All your examples are two or more when they use it. Just trying to clarify for my own ongoing game. Ty very much!
Thanks Ethan for the guides you are the best! Heres my thoughts:
Am thinking of sling ray tech 2 blues - good for stall as it is an action produce 1 unit works with the faction tech 2 free infantry
Also integrated economy 3 yellows you gain control of planets easily makes you produce units also works with faction tech 2 free infantry
ALSO the hero ability.. imagine invading 3 planets 3 infantry gaining control of em produce units + additional 2 infantry for each production? 0:
correct me if am wrong plz am planning on maining them ty
Sling relay does not work with sarween tools
@@DillonLittlefield yes i know only on stuff that has "production" word
Keep it up!
Thank you, Brother Zaruma
Yin spinner (omega) has significant synergy with sling relay. Your stall is now magicking up bonus infantry, in addition to fresh destroyers to Devote later.
I dislike Impulse Core. 2 yellow tech for a slight downgrade to Devotion, that stretches their fleet supply further? I'd consider transit diodes over it. Impulse can be soaked by sustain damage, and banking on having direct hit is just not reliable.
good job~
i disagree with your assessment for the tech colors; a single green is better for them; that tech is neural motivator. This let's you get action cards more quickly to have a better chance at stalling people out, and using your new hero effectively..
The second green blip will be your unlocked commander, that let's you get the Yin spinner. You can disregard the yellow techs because they do not add much for your gameplay. And you already have sarween for free.
To add to the green, of course is blue, wich can increase they're mobility. This will greatly improve your flexibility during the game, wich has always been a major problem for the Yin..
Just my 2 cents.
Regards, great channel!!
I wasn't quite taking into account their mobility issues as much as I should have been, you're absolutely right. Thank you, Jan!
Just played this faction on last Saturday for the 1st time. They become really strong with the expansion pack.
Ground combats no big deal for them, free mech for 3 influence.
Space combats even easier, 1 hit before every round and 1 after with self targeting.
My neighbor lost his flagman (updated nomad) in gravity rift taking the risk, because didn't want to combat with just 1 destroyer. They scare with the abilities.
But you have to take high control of every resource and ship to play for Yin.
Ground combats are so much fun with them. Getting that Deploy ability off is great!
Another great guide!
While I appreciate the lore and they do have a place, I just don't get excited for them. I think if they had a little bump in movement or leaned into something like shipless Sardakk, I would more excited to play them.
Thank you! Yeah, they’re not my favorite. I definitely still like them, however
Also: Be aware of who has upgraded PDS when moving your flagship, or you're going to have a bad (albeit hilarious) time.
I guess that's what the 3 capacity is for. Bring some fighters to absorb incoming PDS fire.
Sling ray isint work because faction tech sead about unit using production
That's before Codex correction
@@kkonaklap6067 true
I wish you didn't use codex cards. Because most of us don't use them or even know they exist.
I understand. My reasoning is trying to be as up-to-date with the community as possible. They are worth quickly printing out!
@@CardboardCrashCourse I do not want to print them. They seem like fan content. Also don't want to have cards that look different from the rest.
The only card that was interesting was the Yin hero, making rebellion on a planet and taking it over.
@@dnaseb9214 the codex is a revision of rules by FF, it’s offical, and designed to buff certain cards that need it.
I don’t like playing the Yin. TI is not a war game, it’s a Cold War Game, you‘r actually trying to avoid conflict. The Yin are a scarecrow race, but other than the Naalu they are an aggressive scarecrow, you don‘t want to attack the Naalu, but with the Yin you don‘t want to be attacked, that‘s a big difference and a disadvantage. The make any profit from the Yin‘s abilities, you have to attack, which will costs you the much more profitable way of getting ahead by trade and exploration.
The Yin don't seem like an attacking faction to me. You can go either way with them depending on objectives. You don't have to get their faction technology. The flagship works great as a homesystem protector. The indoctrination ability at start is more of a way to force opponents to turtle up, otherwise you can swoop in and easily take their planets.