Being in control of the Splat Zones (4-1, Carbon Roller Deco)

20th July 2017 – 7.00 am

Oh yeah, straight up the middle with that second Seeker. Nice! I get no splat from an incautious inkling coming over the ledge, but with one on the perch I move towards the corridor to try to get around her. That takes me in to the E-litre 3K, thankfully having just fired, so I flick my way past her and onwards.

My target's gone from the perch, thanks to my squidmates. It seems like we've not only got the Splat Zones, but quite a high position. I send a Seeker to ink a bit higher, and do a flip to check out the Splat Zones. They are being Inkstriked, and I nearly am too, but we clean up quickly enough.

Inking a path up the wall gives us more options, and I head across the grating to help prevent the blue team returning, but, despite my Seekers being suited to this position, I do poorly. We keep the Splat Zones for quite a bit longer, though, and the knockout victory looks almost assured.

A blue Inkstrike hits the Splat Zones, which is counted by a yellow Inkstrike, but Slosher pressure is what forces my retreat. I am soon back in the Splat Zones and threatening, but it's a mild threat, more of a floundering. And when a Suction Bomb Rush comes flying in, I have to abandon my position, which I thankfully manage.

The hullabaloo just about dies down when a Roller drops in to my lap, which is nice, and my Seeker Rush provides some threat over the rise, and a nicely timed Inkstrike provides cover for me to move through. I hit the corridor again, but potential blue threat discourages me for a moment.

Ninja squidding gives me confidence to move up discreetly, and I hit the flank, sending a Seeker across the gap towards a potential target. But I pass another target, just about noticing in time to do a 180 as I land off the ramp and turn being splatted in to a splat. That Seeker lets me squid up the other side easily, and I can return to a position of relaitve comfort smoothly.

The Splat Zones need just a little more care and attention, and I get one more splat with a nice bit of luck, just in time to enjoy the knockout victory. Woomy!

Almost getting past the Splat Zones (9-8, Carbon Roller Deco)

19th July 2017 – 7.00 pm

Tripping over a squidmate probably works in my favour, as the slight delay lets me get just behind the inklings coming around the corner to splat us. The tables are turned on them! One more splat gets me a starting triple, but I don't get to look for a fourth. And somehow the green team still captures the Splat Zones! What are my squidmates doing?

I come back at an angle to be a bit sneaky, and it almost works, but I still make a green splotch of the Splat Zones. I am more cautious the next time, what with all the green ink around and prolonged control of the Splat Zones. An inkling could be anywhere. They're not, but it is better to find out by making it safe. And my Seeker Rush charges as a result, which I use to ink the Splat Zones nicely, although jumping in to the water may have been a mistake.

I take the third route to the Splat Zones, now nicely blue, but get overwhelmed by targets, aiming for them all and hitting none. Sorry, squidmates, I turned the Splat Zones a bit more green again. Going right has worked better for me so far, so let's do that again. I pause to assess the situation, and it looks good for an opportunistic Seeker and rolling around the Splat Zones. Yes it is, nice!

Watching for returning inklings sees one coming. A Seeker sends him one direction, and a bold jump and a 180 gets me a splat that was a bit lucky, but looks really good. Shrugging off some ink, I head to flank, getting lucky to squid under the Carbon Roller, but not flicking well enough to catch the Octoshot Replica. But the Octoshot Replica isn't as quick as my super-jumping squidmate.

I test the ink along the corridor again, and it looks okay. Going over the ledge is a new risk, one that has an inkling coming. Thankfully, his first flick isn't great, so it's a mutual splatting. I'd be happier with that if we were in control of the Splat Zones, but so it goes. A brief pause on our base looks for an squidmate to super-jump to, and I choose poorly. It's squidding back for me. Not that that goes much better.

And that's all we have time for. The green team score a knockout victory. Ah well, it was a fun battle!

Hitting the spots in Splat Zones (7-2, Carbon Roller Deco)

19th July 2017 – 7.00 am

I hold my position against an encroaching yellow inkling on the far side of our Splat Zone. She's pretty insistent too. I feel like pressing the issue, but that doesn't work so well. I probably should have enjoyed the stalemate, given that it would have kept the yellow team effectively one inkling down.

The same inkling goes on to capture our Splat Zone and splat my squidmates there. I try to make up for my defensive shortfall by sneaking up, but her sneakiness beats mine, simply by hiding outside of the Splat Zone. Thankfully, her slow rate-of-fire lets her down compared to my quick flicking, opening up a window for us to retake control.

We neutralise the Splat Zone, but don't capture it. I am hindered somewhat by a Killer Wail, and rather than walk back in to lots of inky pressure I push forwards to hit the yellow team from behind. My Seeker Rush charges at the right time, but my Seekers don't do much splatting. They do ink a path for me to approach the oblivious Splatterscope, which helps, and another lets me cross the Splat Zone to close on another inkling.

With the yellow team out of the way, I can capture their Splat Zone, and my squidmates capture ours. Now we starts scoring! There's lots of yellow ink outside of the Splat Zones still. A squidmate is taking care of some of it, which lets me push across the yellow Splat Zone again to watch for returning inklings.

The Splatterscope's return is short-lived, as is the inkling with the Killer Wail, although I don't stop the Special from firing. I don't mind, as I'm on the right side of it to continue pressing, and with a Seeker Rush ready. That gets a splat and inks a lot of turf towards the yellow base. I pick one path to squid down, which turns out to be well-chosen but not required. The yellow inkling pops up in to the inky explosion of the final Seeker hitting her Splash Wall.

I just about get away from the yellow base, survive a Splat Bomb Rush, and a Suction Bomb Rush, but my luck runs out when I push for another splat. The yellow team surge ahead to try to recapture the Splat Zones, with some urgency as our counter sits at two, but it's all to nought. I squid through our Splat Zone as my squidmates capture it, and get not much further before the yellow Splat Zone is inked blue again.

Before I know it, the battle is won. Woomy!

Hit and miss in Splat Zones (8-6, Grim Range Blaster)

18th July 2017 – 7.00 pm

Let's try a bit more with a Blaster. The Grim Range Blaster again, because the range and Burst Bombs will probably work better with Splat Zones. The range works to a point, but with blue pressure dominating the Splat Zones early on, I need to get closer. And closer still, as I jump in to a Killer Wail about to start. That works out quite well, to start with, particularly with a direct hit on the second inkling.

With some blue pressure relieved, we secure the Splat Zones for ourselves, and I look to prevent the inklings from coming down the side. My Blaster works well around the corner, but throwing a Burst Bomb at the wall doesn't do as much as I'd hoped. A bit of patience on my part, and desire to get to the Splat Zones on the blue inkling's part, gets me the splat in the end.

When it's Blaster versus Blaster, I decide to back off. That turns out to be bad timing, with a Suction Bomb Rush happening behind me. Heading the side route on the way back only runs in to the kind of pressure I was putting on the blue side, plus I am ignoring the Beakons placed by a squidmate. I use them instead, which is good, as it gets me splatted sooner, squidding in to yet another wall when trying to avoid a Killer Wail.

The Beakons are well-positioned, though, and I use a second one as a means to get behind the Splatterscope. I almost do that, but we run in to each other. Both a bit surprised, I don't get the smooth splat that I was hoping for, but I get the splat. Charging my Killer Wail, the first splat gets me a second, which looks to give us a decent turf advantage. I try to press that advantage, but am overpowered pretty quickly.

Our lead keeps increasing, at least, and the Beakons are back. I use one to head around the back again, but aiming for the other perch. That inkling certainly wasn't expecting me. Another Killer Wail charges, and I get another splat from it. But despite my height and position, I can't quite take advantage of it. I think I miss seeing that super-jump ring at the time because of the dark colour of the blue ink, and my aim lets me down at close range.

Our Beakon squidmate is doing a bang-up job with keeping them in a good position. I can keep getting back in to the battle quickly, which lets a splat happen quickly, whichever way it goes. Against me again this time, but at least it is far from the Slat Zones, preventing the blue team from doing too much.

Indeed, the pause to splat me may have been just enough time to help my squidmates re-capture the Splat Zones cleanly, and win us the knockout victory. Of course, we were likely to win anyway, but perhaps my getting splatted helped end the battle a little quicker. Either way, woomy!

Finding a groove in Splat Zones (8-5, Grim Range Blaster)

18th July 2017 – 7.00 am

I try to keep my range to start the battle, not rushing headlong in to a contested Splat Zone. It keeps me safe, and lets us feel out the initial tussle. When it looks like the yellow team have backed off from the ridge I turn to hit the corridor, when ink flies over the top from there. I get lucky with that splat, I have to say! Sure, I aimed for the ledge, but I didn't expect an inkling to wander in to my shot.

It's a bold move to wander around a corner in to fully yellow ink whilst Echolocated. Or stupid. Thankfully, I don't get splatted. The most I have to do is work out where to aim my Killer Wail. Nowhere for now, I think. I head down the corridor instead and see some targets on the opposite ledge. If only I had also seen the Dynamo Roller below me.

Super-jumping back gets me in to the thick of things quickly, and I get lucky with one splat, and not lucky enough with another. I was forced to get close by good pressure from the yellow team, which put me at a disadvantage. I head back the long way, on the other side, where I see not only the Splat Zones the wrong colour but our ledge under lots of pressure. Despite my efforts, I do nothing to alleviate that.

That Dynamo Roller is a pain. I don't think directly approaching him is the best idea, and I'm right! At least I force him to reveal himself, and a squidmate behind me gets the splat. It still leaves quite a lot of clearing up to do on my return. Best to do it now, when there's less pressure on the Splat Zones. But, my goodness, the Dynamo Roller certainly can exert some pressure on the Splat Zones from a distance! A squidmate deals with him, which is good.

I start to ink the turf just beyond the Splat Zones, but I don't reach too far. And the yellow team are returning. My Killer Wail aiming may seem a bit panicked, but I kinda know what I'm doing, and I manage to corner an inkling for the splat. I get a direct hit afterwards, which is much quicker. I should do more of them. And I do! After tidying up the Splat Zones, I manage to keep my range nicely from an approaching inkling, until the direct hit stops her in her tracks. Nice!

The yellow pressure returns to the Splat Zones, with an Inkstrike, followed by the Dynamo Roller. I take a risky route to avoid the Rollers ink, and somehow keep my footing to get a good splat, before another Inkstrike hits. Those are easily cleaned up, but I head forwards instead. Another direct hit is fun, but the inky pressure behind me is less so. I manage to stay just ahead of it, and return to the Splat Zones my squidmates have managed to control well.

I spy an inkling squidding towards me, but the string of direct hits is broken, and the Dynamo Roller's ink is felt heavily once again. But that's just fine, as our counter continues down to zero. The knockout victory is ours! Woomy!

Pushed on to the back foot in Tower Control (15-8, Tri-slosher)

17th July 2017 – 7.00 pm

My starting gambit on Ancho-V Games is pretty much decided by my position on the base. I'm at the front, so I take the shortest route to the purple team. I try to be as sneaky as possible, for someone throwing buckets of ink around, and drop quietly on to the floor, happily manage only to ink the side of the block, and surprise the Mini Splatling. I surprise the other two inklings too. Nice!

I go looking for the fourth inkling, but a squidmate splats him. That leaves the Tower all for us. As my squidmates push the Tower forwards, I decide not to concentrate us all together and head around the back. That gets me the E-litre 3K again, and some helpful ink on the Mini Splatling, until a surprise Carbon Roller circles around and above. But still the Tower moves, right to the half-way mark. Good work! Let's see if we can improve this.

But the Tower gets in to purple tentacles, and I think that charging in would not benefit me or the team. Even so, being somewhere the Carbon Roller can splat me doesn't help either, but I didn't think he could get me there. At least he's not immune to Suction Bombs. I come back to an Echolocator, which I sit out, not wanting to be such a big target for the E-litre 3K. When it drops, I head around the side to flank the purple team. One target is lost on a rising platform, another out-inks me.

The Towers, but only for a moment. A Disruptor stops the Carbon Roller for a bit longer, and that lets the Tower reset and take some pressure off us. And that E-litre 3K is a big threat on the perch. Her aim isn't perfect, thankfully, but we can't just ignore her. Once we're in a better position I go looking for her, but she's moved, maybe because of the Suction Bombs heading her way, maybe because the Tower's moving. Either way, I manage to track her down, just before I'm splatted away myself.

I head around the side again, watching for my moment, and catch an Inkzooka in action. As a bonus, the E-litre 3K advances at the same moment. Still, the Tower is going the wrong way, so I pay some attention to that, helping to splat the remaining purple inklings. I chance that the E-litre 3K is back on the perch, and she is. I'm a bit clumsy, but just about avoid her Burst Bombs. It's a shame the Carbon Roller is in range too, though.

The purple team make another push, and we defend once more. I decide to be pro-active, and take the longest route to the E-litre 3K's perch, which works out perfectly. Sure, I get squished by the Carbon Roller when moving towards the Tower, but it means the Roller isn't on the Tower.

As I lay in a puddle of my own ink, I see my squidmates controlling the Tower, trundling forwards, as the battle comes to an end. It was a tough battle, but we're victorious. Woomy!

Pushing forwards in Tower Control (9-3, Tri-slosher)

17th July 2017 – 7.00 am

More Tower Control! Probably my favourite battle mode. I used the Tri-slosher a lot in my last session and like to shake things up for variety, but Flounder Heights and Ancho-V Games are great for skirmishing, and I'd like to get some confidence back in the bucket after the frustrating Splat Zones.

The first splat doesn't quite go to plan. I think I miss where the inkling hides. Good job, purple inkling. I do better not being caught off-guard by an inkling from above, and feel pretty happy with myself, right until surprise Carbon Roller.

I support my squidmates on the Tower from above for a bit, hoping sloshing ink downwards will help, plus the odd Disruptor. But the Disruptor misses, and two sloshes on to the Inkstriker don't do quite enough. When the purple team pushes back, they aren't fazed by my Bubbler, although it takes two of them to splat me.

It looks like quite a battle up at the top of the Heights from the base, so I take a more circuitous route up there, which keeps me safe. And there's not much I can do about a Kraken on the Tower, so I head across the divide and ink some turf in preparation. On hearing an Inkzooka below, I suspect I'm in a good position to deal with it. I'm a little late to be effective against the Inkzooka itself, but I get myself a lucky quad-splat out of my ambush from behind. Nice!

Up and across, supporting from above again, and this time I dive-bomb an inkling successfully. But the Tower starts reversing, and by the time I turn around I can't stop it. I head backwards to squid up a wall, but my squidmates turn me around again. I'm not complaining! Missing the Carbon Roller is a bit of a pain, admittedly, but that's on me.

It's worth super-jumping back, at least half-way, to save some time. I then waste that time by missing my jump down, and being a bit cautious. But I use the walls well to flank the purple inklings, and help remove some inky threat from the Tower.

And, what the hell, I clamber on to the Tower to ride it victoriously to the goal. Woomy!

Pressing high in Splat Zones (5-3, Tri-slosher)

16th July 2017 – 7.00 pm

That Disruptor hits someone, I can hear it. But I don't stay to admire my throw, as my bucket can't reach far enough to do much across the gap. I press on, and throw a Disruptor ineffectively in to some netting, maybe contributing to my getting splatted.

I take the side route to the green Splat Zone. It takes me a while to get there, having to ink the turf as I go, and end up meeting a squidmate coming from the other direction. Nice! But the green team have got to our Splat Zone now. I would worry more, but it seems that the other half of the green team is coming back to their own, which is more immediately pressing.

With a charged Bubbler I feel confident pushing for an encounter. Good job too, as a Killer Wail was being set to cover the Splat Zone and more. With that cleared, I ink a bit further ahead, but turn back to recover the Splat Zone, sloshing upwards for a decent charger splat first.

I decide to focus entirely on the green Splat Zone, where I am, and trust my squidmates to take care of our Splat Zone. At the worst, no one will score points if I keep this one purple. I gauge the right time to move, and get it pretty much right, squeezing past another Killer Wail and pressing for more splats, with help from our charger. Nice!

Our Splatterscope's Killer Wail keeps the channel clear for a few seconds too, and the green Splat Zone stays purple for a bit longer. With it a healthy colour, I press high again, but am pulled up short by the green Splatterscope conscientiously inking all the turf. A bit of jinking stymies her aim, and gets me close for the splat.

An inkling resorts to lobbing Suction Bombs over the fence, which isn't too successful at neutralising the Splat Zone. I try to Disrupt the minor barrage, which I think works, but manage to still get hit by a Suction Bomb, which was a bit careless.

With that Splat Zone nicely covered, I head to our own, which just needs a bit of attention and maybe we can win this battle. I don't do so well, despite having the height advantage with the Tri-slosher initially. It almost looks like the green team will capture the Splat Zones and stuff us with a big buffer to work though, but thankfully my squidmates are on top of the situation.

The green team are completely pushed back, and in that little time we have of no inky pressure, my squidmates recapture the Splat Zones. The green team simply don't have time to respond.

Tussles over the Splat Zones (8-4, Tri-slosher)

16th July 2017 – 7.00 am

It's a fairly normal start to the Camp Triggerfish Splat Zones battle with my Tri-slosher. My Disruptor even hits an inkling, and I have enough time to squid past a Suction Bomb in my way. But capturing our Splat Zone has my back towards some approaching inklings, and although I manage to turn around safely, I am not cautious enough to survive a cooperating pair.

If the purple team come to our flank, I'll go to theirs. I have the obvious disadvantage of having to ink my way when they are watching for someone coming, and a less obvious disadvantage that the waiting inkling has an Inkzooka ready. Thankfully, I am experienced in approaching Inkzookas. That, and my Bubbler charges.

I get to the Splat Zone, keeping maximum turf inked, and approach with some caution. But I'm not noticed, and get a good splat with the help of squidmates across the gap. Before long, we've turned the Splat Zones around and start scoring. My attempt to press a bit higher starts well, but throwing a Disruptor, whilst sensible in itself, drains my ink tank too much to be effective afterwards. So it goes.

I tidy up some purple ink on my way back, and see what's happening. All looks okay around our Splat Zone, so I move ahead, where an inkling approaches. Once again, the Inkzooka doesn't fare well against my bucket and Bubbler, which I find immensely satisfying. It's also nice to drop down next to an Inkstrike-in-progress for a really easy splat.

Okay, the Squiffer splats me easily too, and with a bit more skill. That's okay, we have the Splat Zones for a bit longer, and are building up a nice lead. That lets me get more green ink down here and there whilst moving towards the purple Splat Zone. When I get there, it's quite green, but an inkling is above me.

I don't think the Squiffer was expecting me, but he has good enough reactions to disengage. I pull back to be a bit more tactical, which keeps me safe for a bit, and the Splat Zone green, but once it becomes a 2-on-1 again I can't quite hold my position. The Squiffer moves up, undoing all my good inking, and, although it's probably not a good idea, I head straight back that way to confront them. It goes quite well.

The Splat Zones are green again, so I push past them to press high a second time. I find myself in a similar situation to before, but with more ink. That seems to do the trick! Nice! And there's not quite enough time to get another splat, as our counter hits zero for the knockout victory. Woomy!

Splatting all around the Splat Zones (9-2, Tri-slosher)

15th July 2017 – 7.00 pm

A good position and some Disruptors lets me take a cautious stance to start the Splat Zones battle, which is probably wise, given that the Splat Zones in Bluefin Depot being at the lowest point probably makes them a literal Splat Zone. And when I'm ready, I drop down, and help clear the area of inklings and turn the Splat Zones green. Nice!

I ink walls to give myself options, rather than to head up immediately. That seems to work, probably half by accident, and I hear an Inkzooka get pulled out when I'm in the right position to stop it. Some more turf inked for more options, then a bold move right back towards the returning inklings. Having a Bubbler ready helps, as does retreating at the right time.

I give myself the option of heading back around the top straight away, but consider that somewhat foolish, so look for another option. The ramp is an obvious choice, and having a target has my squidding across the gap. Another good Disruptor ensures me the splat, but I can't quite out-ink the Carbon Roller at close range.

I saw lots of purple ink on the other side of the Depot, so head that way, comfortable that we retain the Splat Zones. Naturally, we lose control almost immediately, but I stick with my plan of making it more difficult for the purple team to move around. Doing so lets me head up and around the purple team, dropping down before sloshing ink to properly surprise them. It goes well.

Heading back up to the top gets me spotted and potentially trapped. Quite how I am not splatted by the Carbon Roller and manage to get away safely I don't know, but I'll take credit for being awesome for doing so. He gets me in the end, but on my terms and with the splat mutual. That'll do!

Our buffer is reduced to nothing and our score starts counting again. That gives me just enough time to run in to the Carbon Roller once more, this time with a Disruptor on hand. But only just. The knockout victory is ours. Woomy!