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Advance Wars / Capture and income

Advance Wars Capture and income

Turn cheap infantry into production and repair advantages.

Edition covered

Original GBA Advance Wars. CO balance, campaign paths and available units are from this game; Black Hole Rising, Dual Strike and Re-Boot Camp additions are excluded.

Properties build the economy

An infantry movement route is selected near a friendly base.
An infantry movement route is selected near a friendly base.

At standard settings, each owned income property supplies 1,000 funds per day. Capturing a nearby base also creates a forward production point.

Property reference
PropertyEconomic useService
CityStandard incomeRepair and resupply ground units
BaseIncome and ground productionRepair and resupply ground units
AirportIncome and air productionRepair and resupply aircraft
PortIncome and naval productionRepair and resupply naval units
HQIncome and victory objectiveLosing it normally loses the battle

Capture strength follows current HP

Ordinary infantry and mech units reduce a property's 20 capture points by their displayed HP. An undamaged standard unit needs two capture actions; taking damage can delay completion.

Capture examples
Unit conditionCapture progress per actionConsequence
Standard infantry at 10 HP10 pointsTwo uninterrupted actions for 20 points
Standard infantry at 7 HP7 pointsNeeds at least three actions from a fresh property
Standard mech at 10 HP10 pointsSame normal capture strength as infantry
Capture interrupted by leavingProgress is lostProtect the unit or accept the delay

Protect the capturing soldier

A unit must stay on the property to continue its capture. Push enemy damage away before relying on a next-turn finish.

Leave production space clear

A friendly unit standing on a base prevents another unit from being built there. Move completed units out before spending the day's income.

References
Guide references
ReferenceWebsite
Nintendo instruction manualwww.nintendo.com