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Mini of the Day

Clone Commander Gree
Set: Champions of the Force

Date Reviewed: July 31, 2006

Image from Wizards.com

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt:
200 pt:


Sorry, we don't have this card image

Sith Dragon


Clone Commander Gree
Cost: 18
HP: 40
DEF: 13
ATK: +10
DAM: 20

Rapport (non-unique wookiees); speed 8; Mobile Attack

CE: Your squad may contain non-Unique Wookiees of any faction. Each soldier or trooper follower can move 2 extra squares at the end of their turn. Characters with O66 and Mobile Attack do not provoke attacks of opportunity.

We kick off clone power week with the first of three minis that were great improvements to O66 clones and has helped to actually make them playable. Commander Gree is designed to help with Master Yoda, as both were on Kashyyyk with the wooks.

His stats are not real great for the 18pts, but his effects once again make up for it. When compared to the ARC, they are the same save for Gree having three less DEF. Is the DEF that big of a hindrance for a piece that you want to keep alive? Not when they have Mobile attack and speed 8 it isn't. That makes him harder to hit than any DEF they could realistically give him, so its a good trade.

The Rapport with wookiees, and making them cost one less is a good thing for those who like to run Master Yoda with Wookiee bodyguards as the best wookiees are all generic. If you run a major power Jedi, like Mace, in the build I would not run Gree because the room won't be there, but if you have more of an army build then i would fit him in.

His CE has many different parts with varying degrees of worth.
Your squad may contain non, unique wookiees form any squad. Right now this really doesn't do anything except allow you to use the rebel wookiee soldier. The piece really is not worth the 6pts it would cost unless it happens to be your final 6pts. They cannot attack at all, where every other version can. So right now this effect is not that great. Hopefully with BH we will see some sort of wook from another faction that will be worth using.
Each solider or trooper can move 2 extra squares at the end of their turn. This is one of those effects that is a matter of taste. I don't know if any soldiers or troopers can really benefit form this, but it does allow you to pull some nice tricks with doors. The first clone can move to a door. At this point you have 2 effects happening at the same time, the door opening and the 2 squares. By choosing the door first and then moving the final 2 squares back, the door will remain open until the end of the next character's turn. So you activate character two, attack, and at the end of its turn the door will close, preventing your opponent from getting any shots through it. Tricks like that will really make your opponent hurry to close the distance. Getting sniped like this is very frustrating.
Characters with O66 and Mobile do not provoke attacks of opportunity. This one is iffy, but with the help of Queen Amidala can be beneficial. Normally, this doesn't do very well because its best used on characters that need to be hit more than once. Currently, the only O66 piece that does this is the AT-RT. Here it can really be worth it because with Amidala's help, an opponent's Jedi will run up to kill it, but it can simply move away with impunity. Other than that there is a better way around this that we will review on Wednesday.

100pts: Here he isn't worth it. You simply cant do enough with him to do any good because most of his qualities are meant to be played with other commanders. 100pt games are dominated by the beefy Jedi.

200pt: Here he can have enough to do a couple of things with him. He can be good with Master Yoda or Clones & Wookiees. His mobile attack is a great way to make sure he stays alive, and for the same cost I would usually run him over an ARC for the final 18 pts, simply because he will live longer, unless you are already running Queen Amidala. He is probably the least of the three clone commanders, both in cost and use, but he can definitely justify his cost.

What articles would you guys like to see? I have a couple I am working on for game play, but are there any ideas or topics you guys would like to see discussed? Click on my name in the left column and shoot me off an email. Let me know what you guys want to see, and I will do what i can. :)

"Dude, the fat guy totally just blew up!" -Pink 5
Clone Commander Gree is the red-headed stepchild of the clone commander family. Bacara was reviewed as part of "Wow!" week here on Pojo, and Cody grants Accurate Shot, but it seems no one is impressed by Gree's weird grab bag of abilities. Let's see if we can't change that.

Ignoring the commander-y parts of his card for a moment, Gree is a perfectly capable shooter for 18 points. He's in the same league as most of the unique bounty hunters, with Speed 8 and Mobile Attack giving him a nice solid ability to deal damage safely (he's even immune to attacks of opportunity). This is important, because he has a standard clone Defense score of 13. He does 20 damage with a +10, perfectly in keeping with his cost (he's an ARC Trooper with lousy defense and better mobility at this point).

Personally, I'll use Gree just as a mid-cost shooter (though Sev is hard to pass up in this role). Let's see if his command skills help justify dropping the almighty Sev:

"Your squad may include non-Unique Wookiees of any faction" and "Rapport: Non-Unique Wookiees cost 1 less." Weird. Okay, so Wookiee Berserkers, Scouts, Commandos (a Fringe piece), and Soldiers (a Rebel piece) are all available and with a slight discount. None of them are stellar pieces, but that's fun (and if you run Gree with Emperor Palpatine, Sith Lord, you can legally include a Rebel piece in an Imperial squad. Eerie!). Perhaps the best use of this shtick is using Wookiee Soldiers with Yoda, Jedi Master to have 6-point Bodyguards with 30 hit points.

Another part of Gree's CE is that Soldiers and Troopers can move 2 extra squares at the end of their turns, much like Princess Leia, Senator lets all of her followers do. While providing a slight speed advantage, this is usually called "pseudo-Mobile Attack," and is less flexible than the real thing. I wouldn't mention this, except that Queen Amidala (reviewed Friday) provides a much better option here.

Finally, Gree protects all Mobile Attacking Order 66 units from attacks of opportunity. This is cool in theory, and really can be useful, but if your shooting units are getting based, you're already in trouble, most likely. On the other hand, if you keep moving away, you do deny those Double and Triple Attackers their extra attacks.

Bottom line, most of what's good about Gree can be obtained with more efficient pieces. Queen Amidala leading a group of Sevs is pretty much just better than Gree leading pretty much anyone. For hardcore competitive play, Gree won't see much use, but if you really like Wookiees, Gree is your guy (not that Gree's Rapport ability with Wookiees stacks with Amidala's Rapport for all non-Unique Republic pieces, so Berserkers and Scouts can be very cheap indeed).

Overall rating in 100: 3 (but try Yoda, JM, Gree, and Wookiee Soldier x3 for a fun, thematic squad)

Overall rating in 200: 3.5 (now you can afford better followers and real support)

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