Advance Wars 2 Capture, income and missile silos
Use properties and one-use missiles to secure a production advantage.
Edition covered
Original GBA Black Hole Rising. This guide uses its CO Powers, Super CO Powers, silos, pipelines and Neotanks; Dual Strike tag turns and Re-Boot Camp presentation are excluded.
Capture remains the foundation

Standard income properties generate 1,000 funds each day at default settings. Infantry and mechs capture; tanks cannot substitute for them.
| Target | Benefit | Priority |
|---|---|---|
| Nearby city | Recurring income | Capture early with cheap infantry |
| Forward base | New ground production | Secure it before pushing farther |
| Airport | Aircraft production and repair | Capture when air units affect the map |
| Port | Naval production and repair | Useful only with a relevant sea front |
| Missile silo | One-use area damage | Fire at a valuable cluster |
Silos are fired by soldiers
An infantry or mech on an unused silo can launch its missile. The blast deals nonlethal damage over an area, creating opportunities for ordinary attacks to finish weakened units.
| Rule | Effect | Tactical use |
|---|---|---|
| Operator | Infantry or mech | Deliver a soldier to the tile |
| Damage | 3 HP, nonlethal | Follow with conventional attacks |
| Blast area | Target tile and surrounding two-tile radius | Check both armies within the area |
| Reuse | One launch per silo | Do not spend it on an isolated low-value target |
Aim at value and position
A missile can soften a cluster of expensive enemies or break the strength of an approaching front. Avoid centering it where your own units will take needless damage.
Repair has an economic cost
Compatible friendly properties restore up to two HP per turn using funds. Leave enough income for repairs as well as new production.
References
| Reference | Website |
|---|---|
| Nintendo instruction manual | www.nintendo.com |
