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

At standard settings, each owned income property supplies 1,000 funds per day. Capturing a nearby base also creates a forward production point.
| Property | Economic use | Service |
|---|---|---|
| City | Standard income | Repair and resupply ground units |
| Base | Income and ground production | Repair and resupply ground units |
| Airport | Income and air production | Repair and resupply aircraft |
| Port | Income and naval production | Repair and resupply naval units |
| HQ | Income and victory objective | Losing 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.
| Unit condition | Capture progress per action | Consequence |
|---|---|---|
| Standard infantry at 10 HP | 10 points | Two uninterrupted actions for 20 points |
| Standard infantry at 7 HP | 7 points | Needs at least three actions from a fresh property |
| Standard mech at 10 HP | 10 points | Same normal capture strength as infantry |
| Capture interrupted by leaving | Progress is lost | Protect 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
| Reference | Website |
|---|---|
| Nintendo instruction manual | www.nintendo.com |
