Keeping the purple team occupied in Tower Control (12-9, Tri-slosher)

15th June 2017 – 7.00 am

The Slosher can slosh more than my Tri-slosher. That's fair enough. I have to wonder what my squidmates have been up to, as there wasn't that much inking to be heard at the start, and no ink along the right corridor on my return. I'm sure they were busy, though. And I need to get busier. I'm pushed back by a Blaster, and the Tower is probably behind me already anyway.

Or I could turn around and try to come from behind the purple team. The only problem with this plan is that the Blaster has stayed behind and is expecting me. Still, my squidmates have cleared the Tower, which is good. As for me, why am I going back towards the Luna Blaster, who clearly has good awareness, and has planted another Ink Mine? I am cautious in my approach, but this is not contributing much.

With the Luna Blaster not in the corridor, I sensibly turn my attention to the objective. A charger is seeking me, but can't quite reach, and although my sloshing is a little sloppy as I dive on to the Tower, I manage to clear it and an immediate threat before I succumb to ink. There's a bit of clearing up to do down the middle, and I do that whilst manoeuvring in to a good position to assault the oncoming Tower, which goes rather well. There's still that charger, though.

It's an E-litre 3K, from it's range and ability to turn in to a Kraken. He is quite a sensible inkling too, as he doesn't push his luck with the Kraken, retreating instead. I fumble my way up the wall to press him, popping my Bubbler a bit early, but catch him as he is perhaps trying to super-jump clear. I destroy his Beakon too. I miss the super-jump ring at the time, but can just spy it now. It's thankfully not much of a surprise to see the inkling there as I return, but the blast is still a little startling.

It's good to see my squidmates riding the Tower forwards well, and I super-jump to the Tower to keep it moving. There's purple ink flying in everywhere, but I hold the Tower for a little long, long enough for another squidmate to super-jump in, so I do my bit. We just need to do a bit more. I head around the side, making sure of no Ink Mines or inklings, and get to the Tower as the Blaster is somewhere. My sloshing can't find her, so I move on to the E-litre 3K, who isn't expecting me. Good.

I continue along the side, and up across the other side, but there are no inklings here. My adventure is cut short my an Inkzooka, but I am happy to think that's a little wasted from so far back, without us riding the Tower. I take a more direct route, and my squidmates push the Tower again. I spy the E-litre 3K on a high perch and wonder what I can do about it. I head around the side to see, and by the time I'm further up he's dropped down. Maybe the Killer Wail would have been enough, but my bucket gets the splat anyway.

I could help push the Tower from here, but maybe now that I'm in a good position my time could be better spent sloshing from on high, disrupting the purple team. I cross the gap and splat one inkling maybe not expecting me to be there, and pop my Bubbler to keep me safe from the E-litre 3K drawing a bead on me. I get right across the purple base and, even when Echolocated, avoid the E-litre 3K, maybe feeling the pressure, and get the splat. I'm stopped by a Splat Bomb, but I think I've been nice and disruptive.

The purple team rush towards the advancing Tower, but don't reach it before my squidmates have taken the lead. Nice! I like to think that the lack of E-litre 3K pressure helped with the push. I super-jump to the Tower to keep it moving, edging the lead a bit more, and the purple team only just manage to retake control as the battle enters extra time. I get to the middle and start sloshing, and although I don't clear the Tower, I get the focus of enough of the purple team that my squidmates manage to do it quickly and smoothly. Woomy!

Keeping the Tower moving in Tower Control (13-6, Carbon Roller Deco)

14th June 2017 – 7.00 pm

There's lots of jostling behind my Seeker as we race to the Tower. I can't blame that for my second Seeker not making its way through the plant pots. It's a tight line. As my squidmates look to control the centre of the Mall, I push the Tower a little. Only a little. It looks like the initial tussle is chaotic, and this is only reinforced by seeing a squidmate hoof it towards me as I return. What's he running from?

Green inklings everywhere, and a Bubbler has been shared amongst them. I send a sensible Seeker forwards, which catches an inkling coming over the ledge, and some pressure is relieved. We jump down as a pair to recover the Tower, but a Kraken is waiting for us. Quite how I avoid it, and the water below, I don't know, but I survive, get the splat, and ride the Tower back the way it came.

My Seeker Rush splats one inkling, a squidmate gets another, but just as I am about to take the lead back, green ink flies in from the side. Never mind, the lead is slight and there is plenty of time left in the battle. The Tower is coming my way as I head straight down the middle, but my flicking lets me down a little, as I send ink over the heads of two inklings, adjusting only in time to splat one of them, as the Tower trundles on.

I help clear the Tower, but waiting for the opportunity makes the lead quite a bit more daunting for us to recover. It's by no means impossible, though. Still, as I can't even ride the Tower back to the centre, it may be quite difficult. I take time to tidy up behind our lines, which seems sensible at the time, but I neglect to see the sterling work my squidmates are doing in control of the Tower. At least I get to half-way and launch a Seeker Rush as the Tower is still in a good position.

A squidmate takes over Tower control as I head around the side for some surprise support. My squidmates don't need it to take the lead, though. Nice! I apply some pressure anyway, and help to keep the Tower where it is, and moving forwards slightly, whilst my squidmates recover and return. We still get wiped out a second time. But now we have the lead, and defending should be a bit easier.

Defending is easier. The green inklings have to push, and that makes them a little less cautious. One runs past me, who I only splat because they are not expecting me. I drop down behind the Tower in to a pool of green ink, and there's not too much I can do immediately, as Bubblers are active beneath me. One inkling comes up, interrupting my attempt to launch a Seeker, but I get orientated again and flick to splat. It's good that I flick early at the super-jump ring too, as the other inkling is squidding up the ramp, and I catch them at the same time as the super-jumper. That's a nice triple-splat.

I don't push the Tower. Defending is easier. I simply ink over the green ink to make it more difficult for the green team, which also leads me to a super-jumper on one of our perches. She jumps in to watery trouble, though, and although dropping down doesn't exactly keep me safe, the green inklings are feeling the pressure. Another hits the water, causing me pause as the Tower drifts away from under me. I steady myself and hop on, splatting a green inkling trying the same thing, and we're looking pretty cosy.

I start a Seeker Rush on the Tower, hopping off as inky pressure comes in from a perch. We don't need to ride the Tower now. And I've fluffed this jump flick to the perch before, but I'm feeling confident, so try again. Maybe I need some extra swim speed. My squidmates take over and keep control as the clock ticks down, with me just behind them in case we need to sweep up. Not this time. Woomy!

Splats everywhere in Tower Control (13-6, Carbon Roller Deco)

14th June 2017 – 7.00 am

Straight out of the gate with my Seekers, and it's a good aim with the second to get between the plants up the ramp to the Tower. One squidmate takes some ink to the beak, but I drop off to the side and splat the two green inklings who have probably followed their own Seeker. A third inkling is splatted off the Tower by a squidmate, and the early advantage is ours.

I get a tad unlucky hitting the inkling threatening our flank, but I get one more splat out of it, and we have a good early lead with the Tower. That Carbon Roller must be blessed, though. His Killer Wail catches me nicely, and my Seeker splats a squidmate of his to let him continue squidding. Lucky blighter.

I try to clear the flanking path, but get flustered by a surprise inkling. This is why I don't trust so much ink in one place. I head back in the other direction, and wait for my opportunity. I think I see it when a squid drops down from the perch, but as I dive in the squid becomes a Kraken. Thankfully, it's focussing on the Tower, letting me squid up the other side. But that presents new problems.

Ink to the left of me, angry inklings ahead of me. The Blessed Carbon Roller jumps my Seeker and comes after me, so I enact defensive manoeuvre delta, and cheese it. I keep just enough ahead to stay out of direct trouble, and squidding through a grate I activate my Seeker Rush, hoping to catch anyone trying to come down to catch me. But, of course, they don't need to, and can just shoot through the grate. Silly me.

I still somehow get out of hostile territory in one piece, though, with the green team even wasting a Killer Wail just on me. I continue on to get three decent splats straight away, and follow those up with two more whilst indirectly support a Tower push that doesn't quite extend our lead, but shows that we can still threaten. I'm finally stopped by an Inkzooka.

I spy the Carbon Roller heading up our flank and look to stop him, but a Killer Wail is pointed dangerously towards me. I manage to evade it just in time, and kinda dive out of trouble, only just making it. I return to force a Range Blaster off the Tower by the sound of my flicking alone, which is amusing, returning the Tower to the centre, just briefly.

I return as the green team make a good push forwards. I get to the Tower to splat the inkling on it a moment too late, the lead snatched away from us, and I take out my frustration on a nearby inkling, and another one ahead of us. My Seeker Rush seems to do little, and heading around the side doesn't find any inklings to splat.

We have one last chance on the Tower, and unfortunately it is up to me to ride it, as green inklings surge towards me on three fronts. I don't fancy my chances, and indeed I am splatted off the Tower very quickly indeed. The green team don't quite reclaim it themselves, two of them hitting the water, but just clearing the Tower is enough to win them the battle.

Going behind the Splat Zones (11-4, Tri-slosher)

13th June 2017 – 7.00 pm

I don't want to rush in to the Splat Zones to start with, not that it looks like I can do much with my bucket from above them. Moving to the side helps, but I will have to get my hands inky soon. I spy the Splatterscope causing problems, so drop down and get a Disruptor on him, moving around to engage the Echolocated inkling nearby. That doesn't go too well.

Direct encounters don't often end well for me, so I decide to go the long way around to engage the purple inklings. I divert to see if the Splatterscope is back on the perch, but he isn't. While I'm up here, I may as well continue, in to the middle of purple ink and a Killer Wail. My Bubbler is handy for a few seconds, but a Slosher's Burst Bomb catches me afterwards.

Now I really take the long way around, partly encouraged by our team capturing the Splat Zones, offering me a little leeway, and partly curious as to why a squidmate is inking the entire other side of the Depot. That's a bit weird. But never mind. This really is the long way around, untouched by ink so far. An Echolocator pings the purple team at just the right time, and although I get one splat there is too much choice, and the sortie is not as successful as I'd hoped.

But I am undeterred, and head back the same way. My route is untouched, the purple inklings apparently not bothered by a path leading directly to their flank. I catch who I think is the Splatterscope in the same place, but find no one else in the ink. No matter, I cover it up with our colour and turn around to see who I can catch on the way back.

Handily, my Bubbler is ready for the return trip. I think I'll need it. I'm a bit careless in giving my position away to the Splatterscope, and he gets away as the Slosher drops down behind him. I pop my Bubbler and get to splatting him and chasing the Splatterscope. The charger is long gone, and I drop down to the Splat Zones to catch the Echolocated inklings, one of which goes for a swim.

The Splat Zones are ours again, the Splattershot and Splatterscope are splatted, and as sloshed ink splatters my back I decide to retreat. It's quite a circular retreat too. Going right around the back seems to be effective, and the route ignored, so I go right around again. We lose the Splat Zones as I indulge myself, so chivvy myself along and drop in to the Splat Zones from behind.

The Splatterscope evades me, but I neutralise the Splat Zones, splat the Splattershot mid-Suction Bomb Rush, and help recapture the Splat Zones. I still can't hover on walls well, but there's no harm in this practice, and I pop over when I think the time is right. Yep, that's the right time, catching the Slosher behind me, Splattershot around the corner, and Splatterscope putting down a Killer Wail. We even have the lead back, nice!

I drop down to help keep the Splat Zones green, and circle back to keep the pressure on the returning purple inklings. I slosh through the Splatterscope once more, but succumb to the Sloshing Machine, just as our counter hits zero. A knockout victory, woomy!

Hitting a sticky wicket in Splat Zones (7-4, Tri-slosher)

13th June 2017 – 7.00 am

I provide some support to start the battle, inking a path and throwing a Disruptor at the Squiffer. As I turn my attention to the Splat Zones, an inkling catches my eye, but as I slosh up to him another falls on top of me. I impulsively follow, which is a mistake, and get caught in ink.

I consider flanking as I return, but get distracted by the Range Blaster. I make a bit of a mess of the splat, but I get it. From there, the obvious route is over the ramp, with some caution. I manage to get across safely, splat a couple of inklings, and help capture the Splat Zones for our team. Not too shabby.

We seem to be in pretty good control, even with an inkling coming around the back of us. It goes a bit wrong for me when I run out of ink in a predictable position, though, but we've cut in to the yellow team's lead nicely.

It goes a bit wrong for a moment. I don't think that N-ZAP caught me enough, which is frustrating, but I can't complain about getting caught between an Inkstrike, two inklings, and a wall. Besides, despite the yellow inklings greatly increasing their lead, my squidmates recapture the Splat Zones behind my messy incursions.

I follow up by coming around the side, making a hash of catching the Squiffer, and still somehow coming out of the encounter with two splats. I even get a splat on the N-ZAP to make up for earlier, a little surprised to still be standing after it, mind you.

I almost stay out of trouble, just letting the Squiffer know I'm down here, as we snatch the lead away from the yellow team. I quickly find somewhere to hide, give a well-deserved 'Nice!' to my squidmates, and watch the battle finish.

Being vigilant around the Splat Zones (6-0, Tri-slosher)

12th June 2017 – 7.00 pm

It's been a streak of all-or-nothing Splat Zone battles so far, and I've got a bit frustrated when on the 'nothing' side, pushed back to our base and unable to see the Splat Zones half the time. I'm not quite sure what's causing this, but I encourage myself to battle more sensibly, and use my weapon to its advantages, which is the Tri-slosher for the moment.

One advantage with the bucket is getting me to the Splat Zones quickly. I often rush past them to try to flank the other team, but this usually results in my getting splatted, and only sometimes mutually. Instead, I want to use my Disruptor and hold back until I can ensure a short-range encounter.

I get a lucky splat immediately, with a yellow inkling pushing aggressively forwards, and consolidate this by inking the Splat Zone and just beyond. Not too far beyond, and I don't venture further, just inking enough to slow down any yellow inkling wanting to flank us. I'll take take of our Splat Zone and provide Disruptors across the gap as required.

My squidmates capture the other Splat Zone and start pushing aggressively. I'm sure that's enough of us over there, so I hold my position. Sure enough, a yellow inkling gets past my squidmates, but I see her coming and hide where I think ink is less likely to be splattered. It works better than expected, catching her pulling out an Inkzooka.

I cover her tracks and pull back when out of ink. More activity on my flank catches my attention. Again I move to a position where ink is less likely to hit me, and wait for the right moment. I move maybe a bit prematurely, but my Bubbler backs me up. It is a little reckless to chase the Inkzooka backwards, particularly as my Bubbler dissipates, but it works out well enough.

Back to our Splat Zone, which needs some attention. I just about avoid the Squiffer, and retreat forwards to be shielded by a wall. That runs me in to two more yellow inklings pushing towards me, and I honestly think the first splats me. A reflexive slosh splats the second, and there's a brief pause as I realise I'm still going.

I go back to recapture our Splat Zone, and toss a Disruptor across the gap to help my squidmates. I cover the yellow inklings' tracks, check on the Splat Zone, and return to see a yellow inkling coming my way. I press to discourage her, and keep going as my Bubbler charges and pops. My Bubbler starts to fade before I get the splat, so I sensibly turn away, and that keeps me safe as the battle is won. Woomy!

Blasted revenge in Tower Control (12-11, Grim Range Blaster)

12th June 2017 – 7.00 am

It's the third battle in a row where I'm facing the same Grim Range Blaster on the other team, with my own Grim Range Blaster. I got some decent direct hits on her in the last battle, so the squidbagging she gives me in this battle is some well-deserved and good-natured ribbing. I really enjoy it too.

I'm not sure what I'm doing just casually walking off the platform. Expecting there to be ground underneath me, I suppose. But this is Tower Control, and it is just water down there. And I did it in front of a squidmate, how embarrassing. At least I get three splats in the middle of the action before succumbing to ink on my next venture.

I super-jump back to our Sloshing Machine inkling, who looks to be holding station well enough, and get a splat on the unseen Grim Range Blaster, before pushing the Tower and getting a couple more splats on the way. My aim lets me down on the fourth inkling, missing my getting a quad-splat, but hitting the Tower's column effectively. Still, the column may be keeping me safe a bit too, and we take the lead.

I super-jump directly in to trouble, along with a squidmate who takes the heat off me. If only I hadn't paused in the way of the Grim Range Blaster, though. More well-deserved squidbagging is sent my way. Super-jumping in the other way is a bit safer, but I get myself caught between green inklings and don't do much.

Two green inklings take a dive off the Tower in succession next, which is peculiar. I suppose the Tower's grating caught them out. It's happened to me often enough. A nice Burst Bomb helps catch an inkling threatening our perch, and I get a direct hit on the Grim Range Blaster, but am splatted immediately afterwards from the other direction. I can't help but notice that the Tower is not moving much.

More trouble on the starboard side, which I help clear out, but only temporarily. I then get completely distracted by the Grim Range Blaster, and we dance a little around each other, not helped by not being able to climb the ledge from my side, and we end up getting not much of a result. All the while, the Tower is being pushed forwards by the green team, with only a slight pause before they take the lead. I can't help but blame myself for not paying attention.

My squidmates reclaim the Tower and push it back towards the centre. I try to join them, but forget how to jump, apparently. That's okay, as they still control the Tower and I can super-jump directly to them, which maybe I should have done in the first place. There's lots of inky pressure, and inklings are jumping on and off the Tower, and I hope I contribute with a mutual splat, but I suspect my squidmates have much more to do with retaking the lead so late in to the battle.

The green team gets one last push as the battle heads in to extra time, and we only have to defend successfully. I add a bit of ink from the flank, but it doesn't really help as directly as my squidmates forcing their way on to the Tower to end the battle in our favour. Woomy!

Pulling it back in Tower Control (12-8, Grim Range Blaster)

11th June 2017 – 7.00 pm

My aim at the Tower is maybe a bit too on-point, as hitting the column may be a central hit, but it doesn't help with the blast. Two indirect hits clear the Tower eventually, though, and then I'm back dancing with the Grim Range Blaster from the previous battle! We're both still not quite expert with the weapon yet, and I get the early upper-hand with a direct hit.

We get to push the Tower a bit, and with no inklings ahead of us I look to our flank. Yep, inklings are coming, not that I can do much about it, apparently. I get back to clear the Tower a moment later than would have kept our lead, but it doesn't matter when I fail to see another purple inkling hopping on as I jog ahead in a bid to apply some preventative ink.

I stop the Tower a second time a moment too late, with Dual Squelcher getting a bead on me, but at least the Tower's moving the right direction again. Not for long, mind you. I hope to flank the purple inklings, which almost works, but only to prevent more of them riding the Tower, when they only need the one.

I finally realise what's happening and, pausing to splat the Grim Range Blaster a bit more quickly this time, turn my Killer Wail towards the Tower. Once more, I'm a moment too late, my squidmates having done what I was remiss about, and we're moving in the right direction again. I try to clear the way ahead, but the inklings are there in force. I think that's where a bunch of Beakons have been planted. They need to go.

Super-jumping back to our charger lets me try to get to the Beakons, but with the purple inklings almost spawning from there I am naturally thwarted before getting close. And I don't get anywhere near that spot on my next attempt, getting stuck in ink as I see a Killer Wail aimed towards me. Maybe I should go the other way.

My squidmates have control of the Tower, so I surge forwards, but everything is purple and inklings are moving to flank. I move up somewhat cautiously, and get a nice splat on the Grim Range Blaster super-jumping in, before finally dealing with the Beakons. The Tower comes back as I wait for a super-jumper, and as I hop on a purple streak flies over me. Beakons are now elsewhere, but hopefully they won't be of much use as we push the Tower forwards once more.

I watch cautiously behind me as the Tower trundles on, and my squidmates throw and shoot ink everywhere in front of me, which is very reassuring. Together, we push the Tower a good distance forwards, close to taking the lead. I bail out as a Kraken comes my way, thinking survival is better than a bit more movement, and manage to splat the Splat Roller on his reversion to inkling. That lets us push the Tower again, our team at full strength, the purple team much diminished.

The Grim Range Blaster above us is a threat, but as a team we hang on to the Tower to take the lead, and more! We almost get a knockout victory before the returning purple inklings splat us off the Tower, which is a very good turn in fortune indeed. Now we just need to defend for the last forty seconds.

I look to flank the Tower, and get a nice double-splat, so don't even mind getting squished by the Splat Roller afterwards. We regain control of the Tower, and I super-jump to it to celebrate our victory. Woomy!

I was again on the opposite team to the other Grim Range Blaster in the next battle, and it's nice to note that, after my multiple splats on her, she got her revenge. She even gave me a squidbagging after most splats, which I took to be good-natured ribbing.

Some success with the Range Blaster in Tower Control (11-8, Grim Range Blaster)

11th June 2017 – 7.00 am

We should probably split up more, but I suppose it's okay at the start of the battle to stick together a bit. I get a decent first splat, hitting one inkling off a perch, but my aim is slightly low towards the other perch. I think the flying inkling betters be spectacularly, but it seems I was hit by a Suction Bomb I never saw.

I read somewhere that Blasters jump to negate the crippling movement penalty when firing. Having experience that, it makes a whole lot of sense. I am not a fan of jumping in particular, but I try to incorporate the Blaster-jump in to my movement when I remember. It helps.

Another Grim Range Blaster! We find each other in the middle of the Mall, and after I take a second shot at the Hydra Splatling, I find her again. I don't think my Blaster works against the Tower, but never mind. I remember my Burst Bombs briefly, trying to use one to ink turf efficiently, cleaning up after a yellow vanguard. A couple of Killer Wails stop the Tower advancing too much, but the yellow team keep pushing it forwards. A bit of defence before pushing the Tower is sensible, though, unlike everyone jumping off the Tower at once.

I take one for the team, as does the yellow inkling bringing the Tower back. Me and the other Grim Range Blaster have a little dance, which would be much shorter if I could aim under pressure, but at least I get the brush out of the way efficiently. I use Killer Wail sledgehammer to finally splat the Blaster, just before I get splatted from the side. At least my Special didn't go to waste, and the Tower is pushed by squidmates in to a stronger lead.

A Burst Bomb hits two Tower inklings nicely, but I can't quite follow it with a decent Blaster shot. I chase the brush backwards, managing not to lose him, and double-back to help keep the Tower clear. I can't do much when splatted, though, and race back to try to stop the push, but it's no good. The yellow team take the lead, although it's fun to see a Suction Bomb create three yellow ghost squids simultaneously. And we get one last push.

We have a few free seconds before the yellow inklings return, but we have to use those to get the Tower back to the middle. From there, we have to contend with yellow ink coming right at us. My Killer Wail could have been much better aimed, as could my Blaster shot. And, for that matter, could my jump. Oh well.

A touch of lag in Splat Zones (12-7, Carbon Roller Deco)

10th June 2017 – 7.00 pm

Looks like me and the E-litre 3K are heading the same way to start the battle, and he splats the inkling in front of me. I was probably going to miss my flick anyway, judging by my ambitious flicking from the moving platform, and diving in to the Ink mine was a bit silly.

No one went the conventional way to the Splat Zones, it seems, so I ink a path for others to follow. A Seeker Rush encourages me to drop down immediately, but nothing's really happening. I see some ink finally fly above me, and wait for a simple splat. I have to wait a split-second longer than expected, but the splat comes. A second splat is more immediate.

A touch of lag shows itself again when I jump towards the .96 Gal, but I really shouldn't be jumping towards a .96 Gal in the first place. I find the E-litre 3K again, and he takes a splat as I jump past him. I had better be careful of the opposition charger, so keep my squiddy head low, moving only under cover of Inkstrike. That doesn't stop me getting splatted by an Ink Mine in the same place as before, though.

Hey, I wonder what that Aerospray is doing right after the Ink Mine splats me? Probably nothing important. The .96 Gal takes a moment to think about being splatted, but I survive to launch Seekers everywhere, and the other .96 Gal takes a moment longer, but his ink was hitting me anyway. More alarming is how low their score is getting.

The green counter is thankfully stopped by squidmates, as I may not have got there in time. I add some ink to the Splat Zones, being cautious about Ink Mines, before turning my attention to the returning inklings. All three are on a slightly delayed splat, but they do splat. It's quite a nice effect, really.

My Seeker Rush comes at a nice time, and I retreat before I'm in trouble. An inkling also comes my way at a nice time, but changes in to a Kraken when it is a bit inconvenient for me, to be honest. He somehow ignores me, which is good, and I dodge a Splat Bomb, which is also good, but I still end up as a green blotch in the Splat Zones when I bite off more than I can chew.

Everything is very green. I don't know where inklings are or aren't, so exercise a little caution. I send a Seeker across the Ink Mine, and move up as my Seeker Rush charges. I don't use the Rush in a cautious place, sadly, but I get a splat and help reclaim the Splat Zones with it. I add some inky pressure to the green team on my return, and join my squidmates to patrol the newly purple Splat Zones.

Lots of ink flies around, and my moment is lost slightly when some of it hits the fan, but I recover to see a small cluster of inklings in my path. How I get only one splat, I don't know, but the touch of lag may not be helping. Still, it is only a touch of lag, and quite tolerable. Despite the loss, it was an enjoyable battle.