I played Yin on the weekend, I was in a 5 player game featuring the Fed Sol., Barony, Neckro Virus and the scavenger pests... The Barony and Neckro had a slug fest over resources early, Sol made a fast play at Mekatol and cut me off, so I just built kamakaze ships and decided to play for some cool game changing moments with my flag ship. I dropped it into the heart of a huge Sol fleet on their home planet in an attempt to wipe their space units (it definitely worked) by sacrificing the unit while Neckro tried to make a play for the ground combat and prevent Sol from winning the game. Alas, Sol played diplomacy and ended up cinching it but I've never had more fun in a game I couldn't have won from the get go! I just loved having a "suitcase nuke" that I was threatening the galaxy with, I was truly impressed with how much political sway I held over everyone at the table just with my flagship prowling the edges of space with lightwave drive and gravity well upgrade heh
Also, a note on the Van Hauge ability - you WILL destroy infantry units that are in space and haven't made landfall yet. Which makes it such a fun little dagger to gently caress as you stare maniacally at the other players on the table. The Galactic Terrorist movement known as The Yin Brotherhood approves of this video!
That flagship is the most devastating and threatening Flagship in the whole game in my opinion. I had to tip toe around the Yin player the entire game when I had a massive fleet with a War Sun and two Dreadnauts.
What I love about the Yin is they are a low-risk, high reward type of race in terms of defense in space and ground combat. Cruisers and destroyers are the cheapest non-fighters and they can do massive damage against expensive fleets, especially if you have a direct hit on hand. Invading and defending is also hilarious as you can swing the battle toward your favor. They definitely benefit from planet objectives.
Yeah, they're flying along. I film them 3-4 at a time and then editing them together is fairly quick, so I do that every couple of days. I reckon we'll be done some time next week with all the races.
I played the Yin for the first time in a 14 point 5 player game the other day. Just like with Mentak, it's a nice change of pace from the usual Dreadnought/fighterscreen meta to actually have more incentive to build the smaller ships. It was a win, but I did not use much of the race specials I guess. Both the racial techs seemed next to useless to me, at 2 tech prereq a piece and I skipped them. I did use both the racial powers in the game, especially early game they are quite effective. Indoctrination is a deterrent when people want to attack you (you turn a 3 vs 1 groundforce battle into a 2 vs 2!), nobody wants to conquer a system and then lose the ground combat because of bad dice rolls. Also when conquering planets with only 1 GF on it, indoctrination is great: you just exchange the infantry for one of your own and run zero risk of losing ground combat.
That's interesting. Indoctrination against 1 Infantry is something I didn't fully consider. It sort of forces people into paying for more Infantry on all their planets or run the risk of losing them without a fight. Fascinating. I must actually play as Yin again some time.
Are there videos that exist that describe how to play to each race's strengths? I'm playing the Yinn, but am having a difficult time figuring out how to utilize them well
I haven't made any strategy videos specifically, but if you look out for the Space Cats Peace Turtles podcast, they cover these topics a lot. Someone pointed them out to me recently and while I haven't dug in to their content yet, they seem to know their stuff.
Can you use trade goods for the influence in the first ability? It looks like the only time you cant is for the 4th part of the round; agenda phase. Just wanna make sure I'm understanding this correctly.
Yeah, that would be cool. Would be a challenge to film it effectively, I think. I'll have a think about how I could do it. TI is a long game, so imagine playing it as all races and setting up camera shots that are lit well from multiple angles across the play... It could be really fun and the result would be worth it. Time might make it tough. Let's see if I get a chunk of time in the next few weeks and if so, I'll give it a shot!
This is a great question and I did some digging to find out the answer. I found this: 37.2 Each ship that moves out of or through a gravity rift rolls one die after moving; on a result of 1-3, that ship is destroyed. "after moving" implies that it happens when the movement is complete, not during it. So I would say that the Yin Flagship would blow up at its destination hex, not in the rift itself. This is my interpretation, at least
a question that came up in a game; if you have an enemy invading your Yinn planet, are you required to have surviving ground forces at the start of ground combat to be able to use the ability to pay 2 influence to make an enemy infantry change sides? be it the original yinn infantry was destroyed by bombardment, or the planet was empty with only a control token? it seems powerful that if you can use it on an empty planet, that they would never have to bother leaving defensive infantry? or is there a rule that skips ground combat since there are no opposing forces at start so that the ability doesnt come into if there isnt at least 1 surviving yinn ground force?
I played Yin on the weekend, I was in a 5 player game featuring the Fed Sol., Barony, Neckro Virus and the scavenger pests...
The Barony and Neckro had a slug fest over resources early, Sol made a fast play at Mekatol and cut me off, so I just built kamakaze ships and decided to play for some cool game changing moments with my flag ship. I dropped it into the heart of a huge Sol fleet on their home planet in an attempt to wipe their space units (it definitely worked) by sacrificing the unit while Neckro tried to make a play for the ground combat and prevent Sol from winning the game. Alas, Sol played diplomacy and ended up cinching it but I've never had more fun in a game I couldn't have won from the get go! I just loved having a "suitcase nuke" that I was threatening the galaxy with, I was truly impressed with how much political sway I held over everyone at the table just with my flagship prowling the edges of space with lightwave drive and gravity well upgrade heh
I'm going to steal that "suitcase nuke" term in future.
@@RulebreakerBoardgames enjoy!
Also, a note on the Van Hauge ability - you WILL destroy infantry units that are in space and haven't made landfall yet. Which makes it such a fun little dagger to gently caress as you stare maniacally at the other players on the table. The Galactic Terrorist movement known as The Yin Brotherhood approves of this video!
That flagship is the most devastating and threatening Flagship in the whole game in my opinion. I had to tip toe around the Yin player the entire game when I had a massive fleet with a War Sun and two Dreadnauts.
Scary alright
What I love about the Yin is they are a low-risk, high reward type of race in terms of defense in space and ground combat. Cruisers and destroyers are the cheapest non-fighters and they can do massive damage against expensive fleets, especially if you have a direct hit on hand. Invading and defending is also hilarious as you can swing the battle toward your favor. They definitely benefit from planet objectives.
Dude! You are cranking these out! Way to set the pace! I bet you'll have them all done before my next game!
Yeah, they're flying along. I film them 3-4 at a time and then editing them together is fairly quick, so I do that every couple of days. I reckon we'll be done some time next week with all the races.
Really enjoying these videos, keep it up!!
I played the Yin for the first time in a 14 point 5 player game the other day. Just like with Mentak, it's a nice change of pace from the usual Dreadnought/fighterscreen meta to actually have more incentive to build the smaller ships. It was a win, but I did not use much of the race specials I guess. Both the racial techs seemed next to useless to me, at 2 tech prereq a piece and I skipped them. I did use both the racial powers in the game, especially early game they are quite effective. Indoctrination is a deterrent when people want to attack you (you turn a 3 vs 1 groundforce battle into a 2 vs 2!), nobody wants to conquer a system and then lose the ground combat because of bad dice rolls. Also when conquering planets with only 1 GF on it, indoctrination is great: you just exchange the infantry for one of your own and run zero risk of losing ground combat.
That's interesting. Indoctrination against 1 Infantry is something I didn't fully consider. It sort of forces people into paying for more Infantry on all their planets or run the risk of losing them without a fight. Fascinating. I must actually play as Yin again some time.
My first game I got a choice between these guys and the Ghosts, I wanna try these guys next game
Dang. The yin with direct hits is busted.
Are there videos that exist that describe how to play to each race's strengths? I'm playing the Yinn, but am having a difficult time figuring out how to utilize them well
I haven't made any strategy videos specifically, but if you look out for the Space Cats Peace Turtles podcast, they cover these topics a lot. Someone pointed them out to me recently and while I haven't dug in to their content yet, they seem to know their stuff.
Can you use trade goods for the influence in the first ability?
It looks like the only time you cant is for the 4th part of the round; agenda phase. Just wanna make sure I'm understanding this correctly.
you can!
selfishly i hope this guide for races is followed up by a 3player solo game
You mean some kind of stream/recording of a full example game?
yea, set up a 3 player game and play rounds as all the players, doing your “best” for each race. Shows everything coming together
Yeah, that would be cool. Would be a challenge to film it effectively, I think. I'll have a think about how I could do it. TI is a long game, so imagine playing it as all races and setting up camera shots that are lit well from multiple angles across the play... It could be really fun and the result would be worth it. Time might make it tough. Let's see if I get a chunk of time in the next few weeks and if so, I'll give it a shot!
10:30 why could It be useful in the right circumstances?
If I activate a system and I send yin flagship through gravity rift and fail the dice, does that systems ships blow up? :D
This is a great question and I did some digging to find out the answer. I found this:
37.2 Each ship that moves out of or through a gravity rift rolls one
die after moving; on a result of 1-3, that ship is destroyed.
"after moving" implies that it happens when the movement is complete, not during it. So I would say that the Yin Flagship would blow up at its destination hex, not in the rift itself.
This is my interpretation, at least
a question that came up in a game; if you have an enemy invading your Yinn planet, are you required to have surviving ground forces at the start of ground combat to be able to use the ability to pay 2 influence to make an enemy infantry change sides? be it the original yinn infantry was destroyed by bombardment, or the planet was empty with only a control token? it seems powerful that if you can use it on an empty planet, that they would never have to bother leaving defensive infantry? or is there a rule that skips ground combat since there are no opposing forces at start so that the ability doesnt come into if there isnt at least 1 surviving yinn ground force?
You need to have forces for Ground Combat to happen.