What did we do in Splat Zones (11-6, Carbon Roller Deco)

30th June 2017 – 7.00 am

I do my usual move at the start of Camp Triggerfish Splat Zones with the Carbon Roller Deco, moving through our Splat Zone and preparing for an incursion to the other side, but holding to secure our Splat Zone first. I decide to press across the bridge a little earlier this time, as our Splat Zone looks okay, and it worked well before. But I slightly mis-judge where the green squid stops. So it goes.

Coming back, I try to support my squidmates and stop us getting flanked, but I just embarrass myself and the Carbon Roller. At least I sensibly give up the chase and, well, I think I'm inking the Splat Zones, but when I decide to push in to green territory a second time, they take control of the Splat Zones. Maybe this push will go better. No, not really.

Perhaps a different route will hold better luck for me. I think I'm spotted on my approach, but pausing shows that I wasn't. I move up and get one splat, and although this time I flick where the Roller was hiding in the ink, she flicks just as well. Still, I finally get a couple of splats, even if I don't neutralise either Splat Zone. This could be a problem.

Back down the side route, and all the green ink makes it difficult for me to get anywhere without being spotted. I make it a bit easy for them to splat me, though. I can do better than this. So much ink everywhere too! Thankfully, I encounter no trouble getting to our Splat Zone, and we re-capture it as a team, but by the time I am only just around the corner both Splat Zones are green again. With no pause, the green team's indicator immediately starts counting down again.

Going across the bridge, I flick some ink down before I land. It reveals my intentions, but it's probably better to have some ink to jump in to. I get a good flick against the Roller, and the inkling on the grating can't quite see enough of me to get the upper-hand. I roll through the Splat Zone and almost squish a third inkling, reacting in time to splat him. I continue rolling, turning around to neutralise the Splat Zone properly. I don't think I quite realised how close the green team were to winning, as their indicator stops at 1!

My Seeker Rush doesn't stop the returning Roller, and she recaptures their Splat Zone, but thankfully my squidmates keep ours neutral for the moment., and follow-up by re-taking the green Splat Zone too. Now we start scoring again. I super-jump back to a squidmate in the green Splat Zone and start defending, although I take a few moments to cover all the restrictive green ink down our flank.

Our charger is on the bridge looking over the approach, which is very handy. The green Roller sees this and, at about 4'12", tries to flick her away, but only jumps in to the water for her troubles. I shouldn't laugh, as my defensive back-pedalling during a Seeker Rush is rather more embarrassing. But my team can do without me for a few seconds, and I soon super-jump back in to the action, getting a splat as I land.

I run over the bridge, launch a Seeker that, in retrospect, only wastes ink, but my pause to recover sees the green team aggressively hunt a squidmate across their Splat Zone, whilst my other squidmates capture it behind their backs. Our indicator ticks down again and, with a couple of decent splats from me, we keep the Splat Zones for long enough to take the lead.

As I mentioned, I had little idea how close the green team came to winning the battle, so I didn't know that taking the lead meant winning by knockout. That was kept as a nice surprise for Judd to tell me. Woomy!

Sent home from Camp Triggerfish Splat Zones (13-2, Carbon Roller Deco)

29th June 2017 – 7.00 pm

Letting loose with the second Seeker as soon as possible towards the Camp Triggerfish Splat Zones lets me regain maximum ink by the time I get there. A little thing, but it's good to consider. The consecutive Seekers let us squid almost all the way there too, making it nice and quick, so that we can ink our Splat Zone early.

I run across the Splat Zone, inking a portion, but don't head down the green team's flank immediately, in case someone with a decent range is watching me and ready to shoot. Besides, the Splat Zones can be contested across the gap, and that's what's happening. I turn to flick some ink and keep it blue.

No one seems to be watching, no one is coming, so I head down the flank and over the bridge. I would say I caught at least one by surprise, and the other I see hiding in the ink. I don't have the ink to launch a Seeker at the Beakon, so do it by hand, and by then my Seeker Rush is ready. That's just looking to be launched towards the green team's base.

Another Seeker splat is good. I turn back to see a squidmate hassled by a Bubbler, and I hide and bide my time. There's no point engaging yet, and by the time they get to me the Bubbler will be gone. And so it is, gifting me another splat, and us continued control of the Splat Zone. Back to the ramp again, and I bump in to another inkling, which a quick flick deals with. I don't splat the charger on the ledge, but at least help to push her back, and with her gone I get to notice another inkling right next to me in time.

A Seeker looks for its target, and inks a path for me to flank him. This is going rather well. A little bit more turf control and a new Seeker Rush charges. I know where to use that. I get a bit cheeky too. A useful Echolocator hits the opponents to reveal one super-jumping away from base, so I sneak through my ink and head around the back to see if I can catch the charger. Yes I can!

I get a cocky, not having been splatted yet, and wait for the charger to return. But I push too far back in preparation, and am partly revealed by some natural inking of turf. That's my own fault. It lets me get back to our own Splat Zone for a bit of attention, but I see my squidmates have that under control, so I head back across the bridge for some more rear-ending of inklings.

The Slosher ignored the Seeker at his peril, and I am back in the green Splat Zone inking turf and launching Seekers. But the Slosher comes back and bumps in to a Bubbler, and I'm stuck and splatted back to base quite easily. There's a lot of green ink on the way to our Splat Zone, and I cover some of it but move on immediately, to see how the Splat Zone itself looks. A bit green, so I turn it more blue. I turn, as maybe my squid-sense is tingling, and catch the brush before she catches me.

I press on, but feel a pang of guilt in leaving our Splat Zone neutralised. I turn back to ink it completely blue, and only go back over the bridge when all looks nice and calm for our side. I almost drop on top of one squid, and although I don't know where he goes, no one really turns around to squirt green ink my way, bagging me two more splats and letting us take control of the Splat Zones again.

Ah, my Seeker Rush has charged again, just when I can point it towards the green base. I launch Seeker after Seeker along mostly parallel lines towards the base, and follow behind with aggressive intentions. But it looks like someone has had enough. To be honest, I don't really blame them, but it does mean I have to go through the footage and manually count my splats.

Shooting blanks in Splat Zones (12-7, Grim Range Blaster)

29th June 2017 – 7.00 am

There's a bit of a pause as Camp Triggerfish floats below, which doesn't bode well. I would shrug it off, except two squidmates get a head-start, which suggests this could be a bit of a dodgy battle. Still, best not to think about it just yet, and I get a decent Burst Bomb and blast splat across the gap.

Did that other Burst Bomb not ink the turf? Just a glitch maybe. We get a bit clumped together, three of us in one place, which is both dangerous and redundant, so I wander across the bridge to see what I can do about the other Splat Zone. I nearly get a splat before I get across, and a Killer Wail lets me land safely, but my aim lets me down a bit and I get just the one splat.

The purple team look strong, we are on the back foot and losing points. Naturally, they press forwards as much as they can. Thankfully, we don't lose too much turf, and we get right back in to battling over the Splat Zones. Over the gap too, both sides with good ranged weapons for the camp.

Hmm, now I do see that not all my ink is reaching the turf. Well, it's too late to do anything about it now, it's just the battle I'm in. And splatting the Sloshing Machine with a direct hit is certainly emphatic. Thanks to a brave Roller of ours, we manage to capture both Splat Zones and start eating in to the purple team's lead.

I pull out my Killer Wail moments after a squidmate does the same. I don't think I can cancel it, so I just have to aim it slightly differently to his. I doubt mine will do much, but I still find an inkling doing something behind the wall. A purple Killer Wail is pointedly aimed at a squidmate, and a Roller follows behind. I mis-time my shot, but I keep the Roller at bay, my squidmate super-jumps to me, and we take the lead. Nice!

I avenge a squidmate hit by the Sloshing Machine, and think I get the upper-hand on the Mini-splatling's Burst Bomb Rush, but a couple of hits aren't enough, it seems, and I quite attract his attention. We recover our position quickly, and surveying the turf I even manage not to run in to a Killer Wail. Good stuff. But the purple ink comes flying across the divide again, and although I get a splat and avoid a Suction Bomb, I get another misfire, which leaves me stuck in ink. Never mind.

I decide to hit our flank on my return, seeing purple ink build up there, where it shouldn't be. I nearly get the splat on the culprit, but my Burst Bomb doesn't seem to be quite as full of ink as normal. I come back to see an inkling on the bridge hassling a squidmate. I don't get there in time to prevent the splat, but I get revenge, which my squidmate appreciates. Pushing up gets another good splat, but going for a third has our Roller jump in front of my blast, but not in the way of the Burst Bomb thrown my way.

The Splat Zones are lost for a moment, but capture or neutralised soon enough for us to keep the lead. But my lack of ink strikes again, just when I need it. I don't save a squidmate, don't ink the Splat Zones, and don't hit a purple inkling. My squidmates do what they can, but the Mini-splatling sticks around to ink the Splat Zones and give their team back the lead.

There is a nice flurry of action right at the end of the battle, with a couple of inklings splatted out of the way, which gives us a slight chance to recover the Splat Zones and take the lead, but a Splat Bomb catches me just right, and another splat head of me is made mutual, leaving us without enough cover to send the battle in to extra time.

Stalking the Splat Zones (7-3, Grim Range Blaster)

28th June 2017 – 7.00 pm

Phew, my aim's all over the place right at the start, inking my way towards the Splat Zones. I am hopping to try to maintain some forward momentum, but I recall that jumping also decreases your accuracy. As my aim is already bad enough, maybe I should walk more. What's good is that I remember my Burst Bombs, both for offensive use and to ink the Splat Zones.

Pushing forwards only gets me forced off my perch before I can do much, but we're just getting started. That Dual Squelcher will have to go from that perch, though. I can't do anything about that if I can't even get to the Splat Zones, and that shot so narrowly misses the hiding inkling. This could be tough.

My next entrance is much better, getting a Burst Bomb and blast almost simultaneously for a splat. My first splat, I think. That's soon followed by a neat Killer Wail splat, with the Wail helping keep the green inklings away from the Splat Zones so we can ink it. One inkling gets through, and splats a squidmate, but I'm right behind to get instant revenge.

Everything seems calm for a bit. Maybe I should claim some more turf pushing forwards, but without knowing where the green team is I'm not sure it would help in the Mall. On top of that, our counter continues to tick down, and we take the lead shortly after the green team reappear. Nice!

I try to stay safe as a Suction Bomb Rush flies in, and somehow manage it by jumping towards green territory. That also lets me support my squidmates, and I stay unsplatted a little longer. My squidmates reappear and we ink the Splat Zones again, as I set a Killer Wail that I think maybe doesn't have much effect. But I splat an inkling coming up to the perch with another good weapon combo.

Hah, look at me ink with Burst Bombs like I've been doing it forever. I can't quite hit inklings with too much accuracy yet, but I'm doing much better. Encounters are happening on one side of the Splat Zones, as I hang around the other side. That green patch of ink will let an inkling sneak up on me, so I ink it purple. That also means I can peek around the corner safely, which lets me spot trouble coming my way.

We're nicely back in control. The green team show up with a few seconds to spare, but a couple are splatted away, and the one that remains doesn't have enough ink to spread on the Splat Zones quickly enough. Knockout victory to us, woomy!

Being a menace in Tower Control (14-5, Tri-slosher)

28th June 2017 – 7.00 am

I wonder if the Bento Splatterscope will be on the obvious perch to start the battle. And I wonder if I can get around to it unscathed. Yep! I hop over the perch to look for inklings in the sea of purple ink, and almost bump in to one. I somehow come out of that encounter okay, but put my trust in my Bubbler.

The Splatterscope comes back, and I know I got a good slosh on her, but she must have been inky already, surely. But it's good to have inklings drop in to my lap occasionally. I wonder what to do next, kinda hoping not to start getting splatted stupidly, and see the Tower. Riding that's probably a good idea. But maybe not with some purple threat heading this way.

I drop down again, and the Splatterscope is back. I don't tempt fate and try to engage her directly, but squid my way around to try to get an advantage. It doesn't quite appear, and I show my hand too early to an alternative target, so head back to the Tower to try that again. A squidmate is up there, though, and I turn my attention back to the perch, splatting the Splatterscope again.

With a charged Bubbler, I feel like I can support the Tower in a forwards position, so head forwards, and up. Sadly, my Bubbler reflexes aren't quite quick enough, particularly when I'm looking in slightly the wrong direction. The Echolocator encourages me to ink turf on my return. It drops when the Tower starts coming towards me, but my sloshing doesn't quite bend around the Tower's column. At least I splat one inkling before I'm overwhelmed.

Back around the side, where much of my ink remains untouched. That lets me get in to a good position to see an inkling come straight towards me. That's another direct, one-hit splatting with my Tri-slosher. Maybe I have a good connection for this battle. Whatever it is, another inkling squids towards me, and I get the upper-tentacle again. The Splatterscope is not on the perch, but it's best that I don't hang around, so hop over and support the once-more advancing Tower.

The same inkling splats me in the same place. I should watch out for that. Super-jumping back to the Tower looks mostly safe, but looks a little less safe by the time I land. I back off to let some ink clear first, and when I hop back on I am the lucky inkling to have a squidmate take the hit. But my jinking around on the Tower has my slipping off just a point from the goal, and the purple inklings above me make short work of splatting me underneath them.

That Inkstrike will not stand. Better still, the next Inkstriker will be splatted. I keep going, a little brutally, and force the Splatterscope in to a corner for no good reason. She escapes sensibly, and I make my escape too. We seem to be in a kind of defence mode, skirmishing for turf and splats, and letting the Tower sit happily in the middle of the map. We could push for a knockout, but with under a minute left it seems like a lot of effort.

The Splatterscope wants me splatted, and understandably so. I don't know what possesses me, but I head back towards the goal on foot, bumping in to one inkling on the way, and going right around to the other side of the map, splatting the Splatterscope again. I don't think it was with malicious intent, I'm just in a groove with the Tri-slosher.

Turning around is a weird choice. I'm pretty sure I was just going to run through again, but when the inkling turns in to a Kraken when my Bubbler is up, I think I can out-wait it, with my Special Duration Up glasses. I don't quite count on the whole of the purple team wailing on me, though, but I should have expected it. That squidbagging is totally deserved too.

The purple team makes one last push, taking the battle in to extra time, but we're all over the Tower. Woomy!

Forward support in Tower Control (9-2, Tri-slosher)

27th June 2017 – 7.00 pm

Less forward and more sideways to start with. I kind of saunter over there too, not really rushing, both wanting to build a bit of charge in to my Bubbler and wanting to see if anyone is coming on the teal team. Yes, one is, and a Disruptor catches him nicely. I should use them more often, really.

I round the corner and hear my ink hit something, and get a bit lucky in my turning to get the splat. Another inkling maybe eludes me, I'm not sure, before I'm introduced to the mighty flicking of the Dynamo Roller. I'm tidying up the mess she's made first, then heading right back the way I came, and getting some height.

The Dynamo Roller is a bit more agile than its size would suggest, going here, there, up and along. I get the splat, but not quickly enough, and I feel the force of ink once again. Meanwhile, the Tower mostly stays where it is.

There's a lot of ink to the left of our base, and that is not healthy for us. I gain some height again to slosh away the teal ink, and anticipate the inkling coming up to shoo me away. My plan works better than his. I pause for opportunity, and opportunity drops in to my lap. And as the Tower is now moving in a positive direction, I decide to help it along.

I discourage inklings from coming over the perch, then use a friendly Echolocator to good advantage, splatting an already inky Dynamo Roller, and, instead of heading towards the goal, note that another inkling is threatening the Tower in the other direction. That's another splat. Now to head towards the goal.

One inkling drops in front of me, for a convenient splat, and from there I ink some turf whilst looking for more inklings. The ramp looks clear, with a friendly Inkzooka blasting over it, so I turn back towards the corner, where I get a bit lucky against the Range Blaster. All the while, the Tower trundles forwards, and hits the goal. Woomy!

Tenacity in Tower Control (7-6, Carbon Roller Deco)

27th June 2017 – 7.00 am

The green team push up pretty aggressively to start the battle, and I feel a bit impotent against the two-pronged approach. That isn't helped by a mistimed jump/Seeker throw that does nothing. At least I time my jump in to the Killer Wail a bit better, although it's frustrating to hear my ink hit something a few times and not see a squidy ghost at all.

I round the corner to meet the Tower, but, somehow, the green inklings know where the Tower is going too. I clear one inkling off the Tower, but only by standing on a Splat Bomb, and that green inkling is replaced by two more. I try to forge a path of ink through the green turf, but am foiled by a jumper, which is personally irritating but I was out of my range anyway.

I start to reclaim some turf, knowing that we won't be able to do much if we can't move but they can, and naturally run in to a spot of bother soon enough. In retrospect, sneaking behind the Splash Wall was never going to end well for me, but at least I splat the .52 Gal too.

As I come back, it looks like there's some healthy battling going on, so I take the opportunity to push the Tower forwards. Getting off again seems like a good idea before long, and this time I respect the Splash Wall and somehow manage to extricate myself from the situation, resetting much like the Tower.

Seekers versus Seekers has neither side win, and I don't manage to hop on to the Tower as it decides to head backwards again, but I push forwards to try to relieve some green pressure. I nearly do, but the inkling has good reflexes, and transforms in to a Kraken as my flick hits home. I dunno how I get out of there, but, for a second time, I do. Going back finds the same trouble in different form, and when a new Splash Wall gets thrown in front of me I don't really have an escape route. I don't mind, as I splat two inklings this time.

My squidmates are pushing the Tower as I return, and to keep the push going I dare a super-jump. I land safely, ink the Tower's floor, and have a green Splash Wall work in my favour, as its owner stands too far back to get a good bead on me. Once again, though, the green team know where the Tower is headed, and head around the corner to try to stop me.

I get lucky by squidding in the ink at just the right time and place, and popping up to flick one inkling away gets two instead. Nice! Even better, the Splash Wall is just offset enough to let me ride the Tower through it. And that gives us the lead! Now our confidence is high, we have support, and the green team are perhaps panicking a little.

The Tower keeps moving, me and my squidmates throw ink around. With a splat here and there, and some decent consecutive hops on to the Tower to keep it moving, and we turn the battle around from being under pressure to winning a knockout victory! Woomy!

Almost across the bridge in Tower Control (12-6, Carbon Roller Deco)

26th June 2017 – 7.00 pm

I can get to the Tower on Hammerhead Bridge pretty quickly as a Carbon roller, but as a Carbon Roller I'm not sure that I should be getting there quickly. Still, that Seeker does a good job, I avoid a Suction Bomb, and we take an early if insignificant lead. That E-litre 3K looks like he'll be a pain though.

The yellow team push back, but are easily forced off the Tower, and we get another go ourselves. With some support, and a mostly useless Seeker Rush, we get almost half-way to the goal. I nearly manage to keep the push going, but even though I splat the inkling in front of me, inky pressure comes in from behind. That's okay, as my squidmates are back on the Tower and keep it moving. That's probably worth super-jumping to!

I land in the middle of a bit of a mess, which isn't particularly surprising. There's a decent tussle for the Tower, and we manage to make the purple ink overcome the yellow for the most part, and by the time most of the inklings on both sides are splatted, I'm still there to keep the push going, and the E-litre 3K is there trying to stop me.

My squidmates come back, super-jumping in, as I position myself nicely to avoid a Suction Bomb's explosion. A yellow inkling tries to hijack the Tower, and is splatted away, but the E-litre 3K finally gets his Burst Bobs working on me. And we were so close to reaching the goal! Still, that's a really good lead that the other team need to overcome.

I'd be more confident about our defence if my first attempt went a bit better. My flick at one inkling mostly hits a wall, I don't manage to splat an inkling hopping on to the Tower, and I am overwhelmed from at least two sides when trying to flick in to get them off from below. We have plenty of time to stop the push, though, and I get back in to the action soon enough.

Maybe I muck up the Seeker throw, and the wall squidding, and slip through a grate, but these are minor trifles. I get back up, splat the yellow vanguard, and move on to clear the Tower, albeit in stages. We stop the yellow inklings from coming back as a team, letting the Tower coast back towards the middle of the bridge, but still they come. I do my bit by using a Seeker Rush to keep the E-litre 3K guessing, then my Ninja Squid t-shirt to get underneath him for a sneaky splat. Nice!

Walking in to the Suction Bomb is less nice, but becoming something of a motif for me. I come back to a bridge with too much yellow ink everywhere, and start rectifying that, whilst my squidmates push the Tower again. I tidy up a bit behind them, and then a bit in front of them. That Seeker did some excellent seeking, and I do my own seeking of the E-litre 3K.

The push comes to and end, but the battle is nearly over too. The yellow team have one last attempt, sending the battle in to extra time, and although my initial tries to clear the Tower are a little sloppy, I hop on and make sure of the splat to retake control of the Tower and end the battle. Woomy!

Distracting the opposition in Tower Control (16-7, Tri-slosher)

26th June 2017 – 7.00 am

I head for the flank to get behind the orange team immediately, and am glad that the Inkbrush moves a bit faster than me, putting her around the corner and somewhat unaware of me initially. From there, and a little conscious of how many orange inklings have been splatted, and may be about to come from behind, I move around to help with the Tower. And coming from behind helps me stay a little safer.

I start moving the Tower back, but with orange inklings obviously climbing the central column, I sensibly hop off again before I'm too easy a target, which helps keep the Tower clear and lets us give it a proper push. I try to get behind the orange team again, a bit early given where the Tower is, and use a bit of height to good advantage. I should probably move away at that point, as I have their attention, but I'm not good at doing that.

The Tower is nicely forwards. I could help by going directly to it, but I often find that sneaking around the back helps a bit better, as long as I can get there in time. I don't this time, but I still apply some pressure, going out and coming back, even if I make a meal out of a stationary Inkstrike-in-progress.

I ink some turf teal, then push for a splat or two to take the pressure off the team, sneaking under a Splash Wall with a Bubbler active for good measure. That gets one splat, and pushes another inkling backwards. I then almost do something really silly, but realise that squidding in to the E-litre 3K's sights with an Echolocator on me would end badly. A bit of height worked last time, but a bit of distance helps the E-litre 3K just as well.

My squidmates have made another good push, surpassing the lead they previously achieved. I can't help by the time I'm back at base, so I squid to the middle to look at inking turf and keeping the orange team back. I spot a good target, but jump behind the railings. Never mind, that wall helps me again. It's a good wall, that. I hide from the E-litre 3K, who appears when it looks like he's running from a Kraken of ours. Nice! And the Tower's coming forwards again, so I head around and along the channel to ink it teal.

There's some orange ink coming from somewhere, and it's up on the ledge. I go up to put a stop to it, but a small patch of orange prevents me from squidding on to the ledge myself. No matter, my bucket sloshes upwards. I think I've done a good job, and it takes me a couple of seconds to realise that the second splat was not the second inkling. The Tower keeps moving, and almost gets to the goal. Nice! This battle is probably ours, as long as we don't collapse.

I don't really help with keeping the Tower free of orange inklings, which is perhaps why I am better skirmishing in the Skatepark. I come back to convince myself that I am useful in that way, hitting the orange team from behind, but getting just a bit too much ink on me to get the quad-splat. But with only the E-litre 3K left, and him standing off the Tower, the good advance by the orange team is halted.

Or I think it's halted. The E-litre 3K jumps on the Tower, and his squidmates super-jump to him, and the Tower keeps coming. Hopefully with cool heads, my squidmates keep the ink flowing, and I lend a hand from behind, and we prevent our good lead from being bettered, riding the Tower to keep it away from our goal.

I bump in to the E-litre 3K and happily have the advantage with my Tri-slosher, but am a bit behind another inkling to get the splat before she is back on the Tower. I try to chase it up the column, but am hit from behind by the Brush. Thankfully, my squidmates are there as reliably as they have been for the rest of the battle, retaking the Tower and rewarding us the victory. Woomy!

Quick sprint in Tower Control (5-0, Grim Range Blaster)

25th June 2017 – 7.00 pm

I look to hit the blue team's flank initially, but seeing the flurry of activity in the middle of the map changes my mind, particularly as my angle of approach looks good. I get a nice direct hit on one inkling, and can squid under the sight of the Splattterscope. I don't anticipate her movement after the first indirect hit, but a third shot catches her again for the splat.

The Tower is under squidmate control and no blue inklings are ahead of me, so I switch directions to focus on the path of the Tower. A Burst Bomb spreads some ink, a Killer Wail keeps the general channel clear, and a bit of luck keeps me just about clear of a Splat Bomb. After the Wail, I help a squidmate under pressure, and fall back behind the approaching Tower.

There's a brief pause as we make sure the mutually splatted inkling was the only one on the ledge, and we're moving again. I press ahead, feeling confident, getting a nice splat on an incoming inkling, and a better splat with a direct hit. The Killer Wail may not be needed, and the Burst Bomb hitting the Tower's column definitely did nothing, but that's fine. We've hit the goal. Woomy!