The Romulans
To see the orgins of the Romulan
Star Empire, you must first look back to anchient Vulcan. While Surak was
teaching Logic to formerly choatic species that inhabited that planet,
a rouge group set out ane endured a long journey to the now homeworlds
Romulous and Remus (It is assumed that the fact these exact names appear
in anchient Earth myth is simply a conincidence). Over the preceeding mileenia
the Romulans evolved inot a warlike, deceptive rare, whose military and
secret agency, the Tal Shiar, controlled life for the Romulan people.
Like the popular "Federation
bridge crew" the Romulans have their own "bridge crew" which includes Dr.
Telek R'Mor, Sirol. Senator Cretak, Senator Vreenek and many other rare,
multi-skilled personal. Using their vast different skills helps a player
of this affiliation get missions done, and quickly.
Don't forget that the Romulans
are the only affiliation with two headquarters, which means you can pump
out two free cards a turn, plus your normal card play, without a Red Alert!,
and thus not subject to counters like IT's Only A Game, and Spacedoor.
Not only can the Romulans
get missions done, they can make a formable attack deck. With almost every
ship having a matching commander it allows you to use cards like Captain's
Log, Defiant Dedication Plaque, and Picard Maneuver to enchance your ships
in battle. A full list of commaders and ships is available in the Glossory.
After quite a while the Romulans
have developed into a premirer affiliation in STCCG, and can function alone,
but using treaties can help them.
Federation-
Combine quick strike and mission specialists to get missions done
Klingons-
Use commanders to get the attack decks working.
Cardassians-
Combine Tal Shiar and Obsidian Order to make the ultimate Espionage deck.
Dominion-
Keep your Founders in the Gamma Quadrent, and your Senators in the Alpha
to get the missions done.
In Espionage the Romulans
are one of the two best affiliations there are. Right with the Cardassians,
the Romulans have a full complement of Espionage cards, not to mention
Plans of the Tal Shiar, which can in itself make an interesting deck. Add
to that they have infiltrators and you can do even more fun things.
Mission Solving |
Attack |
Treaties |
Espionage |
Overall |
* * * * * * * (7) |
* * * * * * * (7) |
* * * * * * (6) |
* * * * * * * * * (9) |
* * * * * * * (7) |
Mission Solving gets done with the bridge crew and
missions specialists, especially those that can be at the HQs.
Attack is done efficently with matching commanders
and powerful ships
Treaties are helpful, but not necessary, and
don't get used often
Espionage is one of the best in the game, and
even surpasses the Dominion
Overal a well balenced affilaition which is a
threat to be reconned with.
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