From the strategy guide written by Stefan Sasse
- When attacker, roll a die before ground combat. On 5+, enemy loses one GF and you gain one
- Before the second round of space battle, you may discard a Cruiser or Destroyer to immediately inflict one hit on any enemy ship
- Once per round, as an action, reverse the resource and influence value of any planet for the rest of the round
- Hylar V Assault Laser
- Automated Defense Turrets
Leaders: Agent, Admiral, Diplomat
Representative 1: Imar Yissadar (S) +0. Assassinate. If bodyguard, he and spy are killed.
Representative 2: Talla Darator (C) +4. If assassinated, Spy’s owner must abstain.
Representative 3: Rhal Darish (C) +3. If you give a Promissory Note this turn, receive 3TG from supply.
Racial Tech 1: Fanaticism (4) Use your racial ability twice each ground combat.
Racial Tech 2: Yin Spinner (2) Build one free GF each time you build units at your Space Dock. The free GF does not count toward production limit.
- 4 GF
- 2 Carriers
- 1 Destroyer
- 4 Fighters
Trade Agreements: 1,1
Homesystem: Darien (2/4)
Flagship: Van Hauge (10 / 5×2 / 1 / 4) Your GF units in this system may participate in Space Battles as if they were Fighters.
The Brotherhood of Yin consists of cloned and genetically altered individuals, engaged fanatically in an all-binding religion. They are nearly unbeatable in ground battles throughout most of the game and can convert any infidels with ease. Unfortunately, their measures of convincing them are somewhat limited.
Let’s have a look at their first racial ability. On a roll of 5+ before any ground combat, one enemy GF is converted to your side. This wins 90% of the ground battles in TI3 for you (those it doesn’t are obviously the ones with the big stacks of GF, but they are resolved by bombarding in most cases anyway). You can fly with a minimum force through the backyard of a player and conquer planet after planet, and your force can actually grow in the process! Provided he doesn’t interfere, of course.
The second racial ability is one that is underrated more often than not. By sacrificing a Cruiser or Destroyer in the second round of combat, the Yin can inflict a hit on any enemy ship of their choosing. Naturally, there can only be one target for an ability that mighty: a full packed transporter. Make sure before combat that the enemy make clear which GF and Fighters are on which Carrier and blow up the fullest. Never is it more important to divide attacking forces over several Carriers than when fighting Yin. The downside of this of course is that you have to hold until the second round – so you can only go kamikaze if the fleets are roughly the same size since it’s not an option if you are wiped out in round one. Just think of destroying that one Cruiser last.
The last racial ability allows the Yin as an action to reverse influence and resource value of any one planet once per round, best indicated by putting a flag token on said planet. This is what makes their homeworld at least a bit worthwhile. It really shines in case of systems like Arinam/Meer or, of course, Mecatol Rex, since you can reach building limits in these systems like no one else and are not dependent on the same systems as everybody else to build.
The Yin racial tech is a no-brainer should you ever expect to land on enemy planets, and who doesn’t? It will give you two convert dice rolls instead of one, even more weighing the scales in your favor. With your racial tech researches, you will be the bane of everyone who engages you on the ground. It’s really the only GF-concerning racial tech worth buying. Your second racial tech, the “Yin Spinner”, allows you to build large amounts of Ground Forces. You will have a similar number to Sol, without their stalling ability, granted. If you think about getting this tech, do so early – otherwise it won’t pay off.
The homesystem of the Yin, Darien, sucks. Its values are comparable to Jord of the Federation of Sol, but to reach them, you have to sacrifice your racial ability every round which soon becomes more useful at other systems. In the beginning, you have no other choice though. Make the best out of Darien and watch for more juicy systems out there.
The starting forces of Yin make up for the shitty HS, on the other hand. You have two Carriers to guarantee quick expansion and the GF to use them. One Destroyer and 4 Fighters allow you to protect this expansion well. And never miss the opportunity for a very aggressive opening move if the opportunity presents itself: your initial Destroyer can go on a suicide mission after an enemy Carrier very fast; any Fighter escort will be vaporized by the Automated Defense Turrets, and the chances are good that the Carrier won’t hit the Destroyer and will itself be destroyed by a Kamikaze maneuver – boom, enemy crippled at the cost of one resource. You can repeat this move later on and use your Destroyers as hunter-seeker missiles for weakly-protected Carriers.
Your starting techs encourage this aggressive attitude. You start with Hylar V Assault Laser and Automated Defense Turrets (the latter essential for aggressive Destroyer maneuvers). You lack, however, economic techs and of course the green and blue tree. XRD transports are essential so your Carriers can keep up with the Cruisers and Destroyers your force will mainly consist of.
The leaders of Yin are mediocre. The Agent and the Admiral are nice to have, but the latter won’t have a long life, considering the tendency to suicide missions the Yin have. The Diplomat at least will protect a vital planet, which is always nice, but don’t count the Yin leaders in as an active factor. You spread them out in the beginning and then they will sit in place for most of the game.
The Representatives of the Yin are ok. Their spy gives the possibility to even kill an enemy bodyguard, which can be valuable and makes them kind of a wild card, while the others are forgettable in their effects, mostly.
The Flagship “Van Hauge”, on the other hand, is just great. It allows you to strike two flies with one stroke: you don’t need to build Fighters, ever, and can instead use your Ground Forces for it (which you might get for free with the Yin Spinner anyway), and the survivors may then land, convert other Ground Forces and therefore bolster them up again. That’s one nice stampede you can start there.